SCSIcide

the atari vcs game concept


News

   Special Edition Label To Be Released At PhillyClassic 3                      March 31, 2002
Fifty SCSIcide cartridges with a special edition label will be released at PhillyClassic 3 in Philadelphia, PA, April 26 and 27. The label is being designed in conjunction with AtariAge and the cartridge will be sold at their table. The game is identical to that produced by Hozer Video Games and will come with the custom label, game program manual, and anti-static bag (as the original SCSIcide release did). 
 
   "The Secrets of SCSIcide" Interview on Pac-News                              March 29, 2002
François Houste, webmaster of French classic gaming site Pac-News, has released an interview entitled "The Secrets of SCSIcide" which provides insight into my twisted thoughts about classic gaming and homebrew development. Those who cannot read French can read the original English responses
 
   Selected for All Game Guide's Best of 2001                                     February 10, 2002
Chris Cavanaugh, the famed editor-in-chief of Classic Gamer Magazine and assistant editor of All Game Guide, has chosen SCSIcide as one of the Best of 2001. I humbly accept the selection!
   Hozer Video Games to Produce Cartridges                                  September 16, 2001
I am pleased to announce that Hozer Video Games will be manufacturing and selling SCSIcide cartridges. Each will come with the game program instructions and a special version of the cartridge label. Hozer has been an active member of the classic gaming community for years, providing many of the Atari 2600 homebrew games in cartridge form for the general public. 

All versions of the SCSIcide source code and binary images will remain available on this site for free.
 

   Screenshot in NextGen Magazine                                                     September 8, 2001
Blake Fischer covers the Classic Gaming Expo 2001 in NextGen magazine (Lifecycle 2 Vol3 #10 10/01). The news article is subtitled "Old Programmers, old Games, and old Vegas - classic to the core". The "New Classics" sidebar shows off some of the homebrew and previously undiscovered games released at the expo. The SCSIcide screenshot is prominently displayed at the bottom of the column.
   Successful Release at CGE2K1                                                               August 11, 2001
The CGE2K1 Special Release of SCSIcide was a smashing success. All fifty cartridges sold out almost instantly. The annual SC3 party on the eve of the Classic Gaming Expo 2001 served as the debut for SCSIcide. View some pictures:

1. Geoff Voigt of SC3, one of the first to play SCSIcide at its release
2. Ianoid showing his skills while Satcom2 looks on in awe
3. Susan McBride, former Atari graphic artist, takes to the controls
(Joe Santulli and John Hardie of Digital Press stare alongside)

An additional limited run of fifty cartridges were made after the show to fill the demand and provide SCSIcide to folks who were unable to attend. Like the CGE2K1 Special Release, the game was packaged with a custom color label, two-sided color manual, and static-free bag. All fifty of these Post-CGE2K1 cartridges have been spoken for. 
 

   Game Programming and Cartridge Assembly Finished                       August 4, 2001
The programming and cartridge assembly of SCSIcide has been completed. I'd like to thank everyone on the Stella Development List and numerous others for comments, suggestions, and coding help.

View some pictures of the process: My development environment, soldering components onto the custom printed circuit boards, preparing cartridges for old label removal, removing the labels, fully populated circuit boards, testing the boards, making the cartridges, and finally putting on the new labels
 

   Quoted in "Atari Lives!" Article                                                                      July 9, 2001
Howard Wen offers his view of the current Atari 2600/classic gaming community in an article entitled "Atari Lives!" for Salon.com. See the bottom paragraphs of Page 2 for a mention of SCSIcide and my thought-provoking insight.

Photomontage by Laura Copenhaver/Salon. 
 

   Prototype Cartridge Label Created                                                           June 20, 2001
Thanks to Ian Primus, a prototype cartridge label concept for SCSIcide now exists. A similar design will be used on the production version of the game.
   Printed Circuit Boards Have Arrived                                                             May 9, 2001
I have created custom printed circuit boards for use in the cartridges I am producing. Each board uses a 2732 EPROM for game binary storage and a 7404 Hex Inverter for the necessary chip select line inversion. They fit the standard Atari cartridge plastics. Quantities of these boards are available for purchase for use in other projects.
   Fifty Cartridges To Be Released At Classic Gaming Expo                     March 2, 2001
I am planning the debut and special edition release of SCSIcide at the Classic Gaming Expo 2001 in Las Vegas, August 11 and 12. Each cartridge will come with a custom label, game program manual, and will be distributed in a static-free bag (as hard drives commonly are). An additional run of cartridges may become available after the show.



Gameplay

Game Program Instructions
 
 

Screen Layout


Current Version

   Final Releases v1.3x                                                                         September 16, 2001
Final release versions of SCSIcide. The gameplay is identical between all three releases. The only difference is what is displayed when the easter egg is activated.

CGE2K1 Special Release v1.30
Source code (62KB) and Binary (4KB)

Post-CGE2K1 v1.31
Source code (61KB) and Binary (4KB)

Hozer Video Games Production Release v1.32
Source code (61KB) and Binary (4KB)

 

Development

tested with stellaX 1.1.3a and 2600jr./supercharger

   Title Screen and Final Gameplay Adjustments v1.30                          August 1, 2001
Difficulty switch settings added: Left switches between normal- and over-sized drivehead. Right switches between smooth and track-to-track motion of the drivehead. Added easter egg and title screen with color cycling of the SCSIcide logo. 

Removed the Select switch functionality which was unused. Changed score font back to original font which is easier to read on poor TV displays.

This version is the CGE2K1 Special Release. Source code and binary are available in the Current Version section above. 
 

   Sound and Updated Graphics v1.20                                                            July 26, 2001
Graphics updated for score font, drivehead, and data bits. Colors updated for optimal TV display and to avoid confusion between bits. This is difficult to do given the variation in color of different television sets. 

Added sound effects for the following events: Correct data bit read, incorrect data bit read, and missed data bit. Ambient sound represents a hard drive spinning and increases in pitch every level to reflect increased drive speed. 

Source code (45KB) and Binary (4KB)
 

   Paddle Control and Gameplay Optimizations v1.10                                  July 8, 2001
To start a new level, hit the fire button on the paddle. Select switch functionality is enabled to support multiple game variations. When the game is over, the hard drive head will disappear from the screen. 

Optimized routines to precalculate color and match order of data bits to reduce flicker. Changed scoring system to something that make sense.

Source code (42KB) and Binary (2KB)
 

   First Playable Version v1.00                                                                       June 22, 2001
The Bit Counter has been increased to 10 bits (to correspond to the 10 tracks of the hard drive). After 10 bits have been read, the level increases. The horizontal positioning and color order of the data bits are randomly selected for each level. Each data bit travels at the same speed, but the speed increases every other level. 

The drivehead and score change color to reflect the next required bit. If an incorrect data bit is read, score decreases. The Latency Buffer decreases when the required data bit is missed. The buffer refills and bonus points are given after each correct data bit is read. When buffer runs out, the game is over.

Source code (42KB) and Binary (2KB)
 

   New Display Kernel and Horizontal Motion of Data Bits                            May 9, 2001
Added moving data bits (one per track, left to right). This demo shows the possible horizontal speeds of the data bits (ranging from slow to dizzyingly fast). As the bits reach the right side of the screen, they will wrap around to start again at the left. 

Many thanks to Piero Cavina for allowing me to use the display kernel from his PCMSD1.1 demo

Source code (33KB) and Binary (4KB)
 

   Data Latency Buffer and Bit Counter                                                      March 26, 2001
Added a Data Latency Buffer (left) and Bit Counter (right). For test purposes, moving the joystick up will increase the Latency Buffer and change the color of the score and Bit Counter. Moving the joystick down will decrease the Latency Buffer and increase the Bit Counter. Removed the SCSIcide logo (hopefully there will be a title screen instead).

Source code (34KB) and Binary (2KB)
 

   New Playfield and Hexadecimal Score Routines                                     March 2, 2001
Modified the playfield kernel to draw tracks. Added a 6-digit hexadecimal score display. This demo increases the score by $FF every frame to test the score handling routine. Added a SCSIcide logo at the bottom of the screen.

Source code (33KB) and Binary (2KB)
 

   Initial Playfield with Joystick Control                                                    January 4, 2001
Used Nick Bensema's "How To Draw A Playfield" as a boiler plate to display the initial playfield. Examined lots of other sample source code and documentation to get a feel for the nuances of 2600 programming. This version also has vertical movement of the drivehead using the joystick.

Source code (17KB) and Binary (2KB)
 

   Initial Playfield Drawing Mock-Up                                                      December 2, 2000
After discussions, it was decided that a linear concept would lend itself to an easier design. To the right is a mock-up of the intial playfield as drawn in Adobe Photoshop. Looks a bit like Freeway.
   Initial Atari VCS Game Concept                                                       November 18, 2000
As originally posted on the Stella Development List, the game is based loosely on the operation of a hard disk drive. The player controls the hard drive head using the paddle and is required to read particular data blocks. The concept is reminiscent of Kaboom! and Milton Bradley's Simon. 

This area of the web site will detail and follow the progression of the game from concept through completion, including versions of commented source code and compiled binaries.


 

©2000-2002, SCSIcide was conceived and designed by Joe Grand