+nanochess Posted January 10, 2015 Share Posted January 10, 2015 Hi. Now that Mecha-8 is more widely distributed in the Colecovision Flashback and getting soooo good reviews (thanks!) people keeps me asking about the alternate ending Well, I suppose that after one year of releasing it I can give you the clue. There is a black hole in level 5 (space), and well, isn't black, it's more a spiral in colors. It appears just between the two big robots appearing. At left if you're at right, and right if you're at left, so it's better to stay in bottom center of screen to catch it and get surprised BTW, first batch of Mecha-8 has been sold out and you can keep bothering Pixelboy for the second batch, he is keeping a list to fulfill another batch. The game has a pretty gorgeous box art and label http://www.teampixelboy.com/mecha8.php, it sounds a lot better in a real Colecovision (yep, it works in an UNEXPANDED Colecovision) And if you've a Super Game Module, it will enhance music instruments and sound effects, almost like an arcade. (or as if you're in heaven ) BTW2, you can see a sample of the box art in the game itself, just leave it running in title screen (attraction mode) 12 Quote Link to comment Share on other sites More sharing options...
artrag Posted January 10, 2015 Share Posted January 10, 2015 (edited) Nice to know!! I've just received the Coleco Flashback. Going to look for the spiral in level 5. Edited January 10, 2015 by artrag 1 Quote Link to comment Share on other sites More sharing options...
artrag Posted January 10, 2015 Share Posted January 10, 2015 is there any cheat I can exploit? Quote Link to comment Share on other sites More sharing options...
sega_SHARK Posted January 11, 2015 Share Posted January 11, 2015 is there any cheat I can exploit? I've found this method to work: Smash into as many enemies as you can at the start of the level. One of them should drop a gun power-up. Once you get the gun power-up, hang back toward the bottom of the screen and start shooting. Don't worry about red power-ups, just let them float around, you will eventually run into them. Build up your speed and gun power-ups, and keep shooting. If you go back to the pea shooter, just start running into enemies again. You have unlimited continues and the time warp works even if you die after you touch it. Hope this helps. 1 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted January 11, 2015 Author Share Posted January 11, 2015 is there any cheat I can exploit? sega_SHARK trick is good. I would suggest to shoot enemies before they have a chance to shoot you Quote Link to comment Share on other sites More sharing options...
CrazyBoss Posted January 15, 2015 Share Posted January 15, 2015 I would suggest to shoot enemies before they have a chance to shoot you Nanochess that what a good advice I will keep that in mind (it works for most other games too) 1 Quote Link to comment Share on other sites More sharing options...
Rey Posted January 15, 2015 Share Posted January 15, 2015 This is one game I'd love to have! 1 Quote Link to comment Share on other sites More sharing options...
phattyboombatty Posted November 22, 2015 Share Posted November 22, 2015 (edited) I discovered an issue with my Mecha-8 cartridge this morning, and figured this was a decent place to put this without starting a new thread... My translucent blue Mecha-8 cartridge published by Team Pixelboy is booting up to a black screen on a modded F18A ColecoVision with Super Game Module attached. Troubleshooting. I have: Cleaned the contacts gently with 91% isopropyl alcohol Reinserted the cartridge many times with care and accuracy Blown out the cart and the slot Blown out the SGM and the EMI (Expansion Module Interface) Removed the SGM and attempted to play the Mecha-8 cart standalone, without the SGM - WORKS! This last step is the one that permits the game to function. Therefore, the Mecha 8 cartridge fails on my modded CV only with the SGM attached. My dumped ROM works perfectly using my AtariMax Ultimate SD with said parameters. This is the way that I've been playing the game since shortly after I received it. But today I felt like playing the actual cart. All of my other SGM carts work perfectly with the SGM attached (using my modded CV). It's strange that it's not booting, and my next step will involve pulling out my stock CV to test in this way. But in the meantime... Has anyone else experienced the same or similar issue with Mecha 8? Edited November 22, 2015 by phattyboombatty Quote Link to comment Share on other sites More sharing options...
+grips03 Posted November 22, 2015 Share Posted November 22, 2015 I discovered an issue with my Mecha-8 cartridge this morning, and figured this was a decent place to put this without starting a new thread... My translucent blue Mecha-8 cartridge published by Team Pixelboy is booting up to a black screen on a modded F18A ColecoVision with Super Game Module attached. Troubleshooting. I have: Cleaned the contacts gently with 91% isopropyl alcohol Reinserted the cartridge many times with care and accuracy Blown out the cart and the slot Blown out the SGM and the EMI (Expansion Module Interface) Removed the SGM and attempted to play the Mecha-8 cart standalone, without the SGM - WORKS! This last step is the one that permits the game to function. Therefore, the Mecha 8 cartridge fails on my modded CV only with the SGM attached. My dumped ROM works perfectly using my AtariMax Ultimate SD with said parameters. This is the way that I've been playing the game since shortly after I received it. But today I felt like playing the actual cart. All of my other SGM carts work perfectly with the SGM attached (using my modded CV). It's strange that it's not booting, and my next step will involve pulling out my stock CV to test in this way. But in the meantime... Has anyone else experienced the same or similar issue with Mecha 8? F18a , SGM, and Mecha 8 works on my console 2 Quote Link to comment Share on other sites More sharing options...
phattyboombatty Posted November 22, 2015 Share Posted November 22, 2015 (edited) That's great, thanks for posting that. Well now we know this is a true oddity... I'll try a bit more extensive cleaning. But seeing as my carts are rather new and in well-preserved condition, what pin on the cart pinout (if any) is THE pint that connects to the SGM? EDIT: Also ran OTG's SGM Test ROM, and all tests pass with flying colors. Edited November 22, 2015 by phattyboombatty Quote Link to comment Share on other sites More sharing options...
phattyboombatty Posted November 23, 2015 Share Posted November 23, 2015 Update: I guess it was just a case of dirty cart pins, because I came home, "scrunched" the cart into place by wiggling it left and right a bit, and now I'm getting full SGM Mecha-8 gameplay! It was indeed strange that it worked without the SGM plugged in. Anyway, carry on! 2 Quote Link to comment Share on other sites More sharing options...
Pixelboy Posted November 23, 2015 Share Posted November 23, 2015 It was indeed strange that it worked without the SGM plugged in. Anyway, carry on! Why? Mecha-8 doesn't require the SGM... Quote Link to comment Share on other sites More sharing options...
phattyboombatty Posted November 23, 2015 Share Posted November 23, 2015 Why? Mecha-8 doesn't require the SGM... Yes, but whatever connects the enhanced feature (sound) to the SGM was causing a freeze. I'm guessing it was one of the pins. Furthermore, who wants to remove their SGM? I'd rather leave it connected most of the time. Quote Link to comment Share on other sites More sharing options...
+nanochess Posted November 28, 2015 Author Share Posted November 28, 2015 BTW, just a friendly remind for everyone that Mecha-8 is still available from Team Pixelboy. Quote Link to comment Share on other sites More sharing options...
Pixelboy Posted November 28, 2015 Share Posted November 28, 2015 BTW, just a friendly remind for everyone that Mecha-8 is still available from Team Pixelboy. Yeah, I have a few copies waiting for a good home. 1 Quote Link to comment Share on other sites More sharing options...
+grips03 Posted November 29, 2015 Share Posted November 29, 2015 Update: I guess it was just a case of dirty cart pins, because I came home, "scrunched" the cart into place by wiggling it left and right a bit, and now I'm getting full SGM Mecha-8 gameplay! It was indeed strange that it worked without the SGM plugged in. Anyway, carry on! Can you take a picture of the cart's pcb that connects to the Colecovision? Do no open cart. Take a picture of both sides and post here. Make sure to use high resolution and good lighting. I wonder if it is the same issue evg2000 has with the split power/ground traces. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.