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macdlsa

Member Since 7 Oct 2006
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#4196665 PitFall II Easter Egg Background Story?

Posted by macdlsa on Sun Jan 13, 2019 10:43 AM

... maybe now is the time for a porting of the awesome arcade version (1985, Sega / Activision) ? 
I mean a TRUE porting, not that "thing" made for Sega SG-1000 & ColecoVision. 

I link here one of my post in a thread on the 2600 section...

 

http://atariage.com/forums/topic/261070-pitfall-ii-the-arcade-game/#entry3672026 




#4196522 The good old Pitfall II.. only a little different !

Posted by macdlsa on Sun Jan 13, 2019 2:55 AM

Got some more time tomorrow morning to play again with the latest release and get at least a perfect in the first levels...
Seems you fixed the "head coming-off" issue, but if you watch the ending of the first level sequence

 



you could see that when Harry's jumping L - R repeatedly he's pretty much rid(d)iculous  :-o  :_( .

 

I see the modded final sequence sprites and I like them ! Quicklaw is so quiet and peaceful, with its big nose and its pleasant face  ;-) .
 



Nice job  :thumbsup: !




#4195952 The good old Pitfall II.. only a little different !

Posted by macdlsa on Sat Jan 12, 2019 8:49 AM

Too late  ;) ... just finished. I did a 1st level "speed-run", which took me about 10 minutes, and an hour of falls and hxggxds for the lost levels...
Yup, I noticed exactly what you just said: the levitating rope sequence still has original sprites:

 

 

Btw, I took some pic from the game, just to show... 

 

Pitfall2_SpriteHack_01.jpg

Pitfall2_SpriteHack_02.jpg

Pitfall2_SpriteHack_03.jpg

Pitfall2_SpriteHack_04.jpg

Pitfall2_SpriteHack_05.jpg

Pitfall2_SpriteHack_06.jpg

Pitfall2_SpriteHack_07.jpg

Pitfall2_SpriteHack_08.jpg

 

[notes]

I see when Harry is jumping he has no feet  :-o  :_( .

 

 Pitfall2_SpriteHack_00.jpg

 

and, I personally think that the movement of Harry's head is a bit too "goofy" ... perhaps moving it a pixel closer to the center of the body ? 

 

 




#4195878 The good old Pitfall II.. only a little different !

Posted by macdlsa on Sat Jan 12, 2019 4:46 AM

Here it is some "walkthrough" indications for the shortest routes to grab all the objects (but not all the treasures) :

 

05_Pitfall2_LOST_Level.jpg

 

Regarding the Arcade game I mentioned in my previous post, I'm still disappointed that no one has thought of (re)programming a "Pitfall II Arcade" version for the VCS and/or even Atari 8bits. It would certainly be a kind of "goose with golden eggs"... 

Too bad I'm not able to program anything else than a June seaside vacancy with wife&daughter...  :grin:  
 
PitfallII_Arcade_BOX(Activision).jpg



#4195876 The good old Pitfall II.. only a little different !

Posted by macdlsa on Sat Jan 12, 2019 4:32 AM

Sure.

 

Just a few "precisations"...
I'm an "hardcore" Pitfall II fan, since VCS' age, and I also have a WR (MARP, top score with 1cc, 1life) in the FABULOUS Sega's arcade game.
Bt, sincerely, after all of those "big words", the "perfect pattern" (if there ever was one) for the "Lost Levels" of 8bits "Adventurer's Edition" is not clear to me, so that I could reach the rope in an safe (or not too complicated) way. In this particular case, vultures are extremely difficult to avoid because Harry must simultaneously make complicated and extremely precise jumps on the underlying platform, interrupted in several places !

And, my word of hardcore videogamer, this section is one of those shitty bastards for which you risk to throw your console, computer, TV or monitor in the landfill, and this is all spiced by rivers of the most varied and disparate blasphemies...

Well, the first levels takes about 10 minutes to go, but the lost levels are really, really and incredibly difficult... maybe I'll find some time just tomorrow  ;) .




#4195858 The good old Pitfall II.. only a little different !

Posted by macdlsa on Sat Jan 12, 2019 2:41 AM

In "Pitfall II - Adventurer's Edition" (for Atari 8bit computers and 5200 consoles), Harry's mission, after goin'thru the portal at the end of the "standard" levels  06_Pitfall_2_LostLevels_Portal_level2_01.png

, is to collect four main objects:

a rope 10_Pitfall_II_LostLevels_03_rope.png

, a pot 08_Pitfall_II_LostLevels_01_basket.png

, a flute 09_Pitfall_II_LostLevels_02_flute.png

and a SNAKE ENCHANTER 11_Pitfall_II_LostLevels_04_enchanter.png .

Then, he'll have to go to a "particular" place where these collected objects will be combined so that the snake charmer sounds the trumpet making the rope, which is inside the pot, levitate 12_Pitfall_2_LostLevels_END_01.png .

This will allow Harry (with Rhonda, the Raj Diamond and Quicklaw, whose reappear just in time to leave the caverns but we didn't see them since before Harry passed the first-caverns-portal - seems he carried them in one of his pockets ?! :-D ) to reach the upside ground and finish the adventure ! 

13_Pitfall_2_LostLevels_END_02.png  

 

So... the subject you changed the appearance wasn't a lost explorer but a snake charmer !




#4045710 Mappy

Posted by macdlsa on Sun Jun 10, 2018 4:14 AM

Can you compare the color screenshot with what is displayed on your TV. Does it match better than the Stella or z26 PAL palette?

 

Hi again, Tom.

It seems to me that the difference between the standard palette and this your is quite marked about the black level, so I find it much more faithful with CRT's colors  (seen on a LCD computer monitor... wonder if they're too much dark if displayed on a CRT PC monitor...)  :thumbsup:  :thumbsup:  :thumbsup: .

Stalla_PAL_UserPalette.jpg

 

John, I played (HeavySixer+HarmonyEncore) with the "testing-mode" invincibility cheat until level 34 and it seems there's something strange...

I grabbed all the objects but the level didn't end. I waited until the lost of all the available lives, so not only dying by jumping three times on the same bumper but also making the "killer green coin" appear (sorry... I can't find another name for it :-o  :grin: ), but it didn't want to go to level 35.

I tried another time but no level 35, again...

 

Mappy_20180610_112832.jpg

[EDIT: despite the necessary "alternating display" used to overcome the known limitations of the VCS, it is truly INCREDIBLE the amount of stuff movin'on the screen  :-o  :-o  :-o !!!]




#4042136 Mappy

Posted by macdlsa on Tue Jun 5, 2018 4:45 AM

Can you compare the color screenshot with what is displayed on your TV. Does it match better than the Stella or z26 PAL palette?

 

Have to try, maybe on Saturday, when I'll have some more spare time  :thumbsup:  :thumbsup:




#4040897 Mappy

Posted by macdlsa on Sun Jun 3, 2018 2:40 PM

Hi John !

... been a long time since I played "something"... and this new porting seems really outstanding !
Maybe more than it happened with your Scramble/SuperCobra, people here won't believe it's a VCS game !!!

Unfortunately here in Italy, or at least here in my area, the game was not well known because many arcades strangely ignored him.

I remember I had seen it in an arcade when I was in a seaside resort but, frankly, I had never played it there !

"One point less" for a "first hair gamer" like me, apparently...  :woozy:  :_(

 

Turning to game features, I noticed the "Left Switch A"/"invincibility" mode, which I used to record the two little clips at the end of this post, the "usual" pause mode that can be activated with the Color/B&W switch and the awesome sampled music thrown inside the DPC(+) and played on the left channel just as Pitfall II did with its "situation-music" in the 80's (and also as Darrell did in his marvellous Stay Frosty 2 !!!!!!!).

 
Colors of the PAL version are apparently excellent and, in accordance with the huge lack of "nuances" of the TIA PAL palette, enough matched to those of the NTSC version. Above all, they're absolutely not like those represented on the emulator Stella... and here I would like to ask one thing: is it me who did wrong with Stella settings or it is true that many games (fortunately not all...) seem, wrongly, just NTSC cartridges inserted in a PAL console (and with the resulting colors from "Courage the Cowardly Dog") ?
 
NTSC - modded S-Video & Stereo NTSC "Heavy Sixer"
Mappy_NTSC_20180603_214515.jpg
Attached File  Mappy_NTSC_20180603_214440.mp4   9.23MB   58 downloads
 
PAL60 - modded CVBS PAL "Vader"
Mappy_PAL60_20180603_214211.jpg
Attached File  Mappy_PAL60_20180603_214115.mp4   8.72MB   59 downloads
 
Nice job, as always, John & all the Champ Games Team !!
 
 
... a label contest "in the air" ?



#3930254 Talking with CPUWIZ about 256k carts. What can we do in bB?

Posted by macdlsa on Mon Jan 8, 2018 11:32 AM

Re: Dragons Lair 2600

Would a top-down view be acceptable if it had ALL areas, or must it be 3rd person looking from behind Dirk?

I've thought about a top down Dragon's Lair for years, but basically it is just memorize the directions and sword button pattern.

Thoughts?

 

Hi Mike !

Sorry... I was really too "blind" to haven't see this ***pretty interesting*** post before...
 

If you want (and as you probably already know...  ;) ) I already have, since about 10 and more years, many "things" related to Dragon's Lair for our VCS.
And, as it's one of the most important thing if one of us really want to build up a game named "Dragon's Lair", also the rights from the owner (I already know people from the Digital Leisure, as I was involved in the copyright granting to share laserdisc capture for the Daphne emulator through the "internal" DaphneDownLoader torrent, and it was about the 2006 or 2007).
 

We could and should sure talk about it  :thumbsup:  :thumbsup:  :thumbsup:

 

;)  ;)  ;)

VCS_DL_Box+Cart.jpg

;)  ;)  ;)




#3827162 The Last Undumped Game: 3D Attack Emerson Arcadia 2001/Gig Leonardo

Posted by macdlsa on Mon Aug 14, 2017 7:11 AM

Hey Jack !

Carlo owns several (boxed) console, cartridges, computers and rarities at all, and he's a good friend of mine.
If we knew that dump-matter before...
😢


#3827058 The Last Undumped Game: 3D Attack Emerson Arcadia 2001/Gig Leonardo

Posted by macdlsa on Sun Aug 13, 2017 11:22 PM

Awesome find  :-o  :-o  :-o !!!

Of course... please send me the manual scan and I'll translate it for you  :thumbsup:

 

 

Cheers,

 

Marco




#3672026 Pitfall II - The ARCADE Game

Posted by macdlsa on Sat Jan 14, 2017 3:59 PM

I already wrote in the "Atari 2600 Homebrew" FB group... and I also write it here, right now.

 

 

It's almost 30 years I hope that someone will come out with the idea of making a 2600 porting of the arcade coin-op version of "Pitfall II - The Lost Caverns" (Sega, 1985).

Since I cannot hack a game nor programming one from scratch, I made (but it's since 10 years...) some mockups of the game, a full-map, closely related to Crane's original, artworks (one of them it's the boxart), and many, many other things...

 

PitfallII_Arcade_BOX(Activision).jpg

 

I already played on the SG-1000/ColecoVision version (emulated): it is a good attempt to re-create the arcade game but...
HEH !!! ... I really can't play on it because it has almost no elements of the gameplay of the Sega coin-operated game !

Believe me, since I think I know almost every aspect, even the "hidden" ones, of this game ! And it's since the 1985, when I used to play it in a local arcade, in which I owned the top-score (my best is around 2 million points... not so far from the World Record, and, of course, I got several 1.9 million point games recorded, and officially confirmed, with WolfMame).

 

[CLIP = best score on Retrogaming History Arcade Competition 2013. Not my best but enough... ] 

 

 

And here it is the "Underground map" of the arcade game.
I made it by editing and putting together hundreds of Mame screenshots... [PIC]

 

Pitfall II - The Lost Caverns (coin-op) - map levels 02-03-04.jpg

 

Just to show you how "big" is the arcade game...


Now, the full-map development of Crane's Pitfall II is 29 horizontal levels/platforms x 8 "columns" , for a total of 232 "locations".

The arcade game's "lost caverns" underground section develops for 28 platforms x 8 "columns", and it also has a first section which is 2 levels x 32 screens, but apart from this last the two games' developments are pretty "near" !

 

Then, if someone would want to "hack" the original Pitfall II he can surely maintain the development of the game area !
He should give up only one of the levels of the ''underground section"(I have already made a" full map "and, knowing the game, I realized what platform can easily removed) and as many as 24 horizontal screens of the "first section", but it is a sacrifice that I believe can be done !

[ PIC(left) = original map of Pitfall II for the C=64. It differs from the VCS' version only for graphic details... ALL the rest is the same ! ]

[ PIC(right) = VCS' "Pitfall II - Arcade" mockup map, taken from the original map and filled/completed with almost all the elements of the arcade version ]

 

Pitfall_II_regular_MAP.jpg Pitfall_II_ARCADE_MAP_Var29levels.jpg

 

 

... what do you think'bout it ?

 




#3671639 Scramble - 2600

Posted by macdlsa on Sat Jan 14, 2017 2:23 AM

Flamoids? Always just thought they were just meteors.

 

Ya' learn somethin' new every day.

 

... it's all taken from Vectrex's text...

 

Scramble Vectrex REAR_flamoids.jpg




#3671284 Scramble - 2600

Posted by macdlsa on Fri Jan 13, 2017 3:39 PM

Hi again, people
 
Listen....... could you do me a great favor ?
... I am doing a kind of artwork for a personal box in european version, but since I know well the Italian language (I think ... :-o), less for the English and very, very little Spanish, German and French, I have translated the original introduction of the game via google translate ...
:_(
If there is around here any spanish, german and french ('course ;-)) ... could you, in your spare time, translate properly this "intro" ?
 
Scramble_box_PAL_Infos.jpg

Yhank you so much, anticipately  ;-)  :thumbsup:  ;-)  :thumbsup:  !