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ColecoFan1981

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Posts posted by ColecoFan1981


  1. We folks know that Coleco planned to release Smurf Rescue in Gargamel's Castle not only on their ColecoVision (#2443), but the Atari 2600 (#2465) and the Intellivision (#2485) as well. Unfortunately, the Intellivision version (#2485) was not released.

     

    So, I want to ask you all: what would the graphics to this port have looked like if it had been released along with the ColecoVision and Atari 2600 versions? Of course, we must take into account the usual graphic limitations associated with all video game systems of the period.

     

    ~Ben


  2. Hi,

     

    I have a question: does anyone here know all about how to obtain the 16 colors of the Intellivision palette?

     

    As in, what would the values related to luminance (Y'), and the color channels of Pb and Pr, be, respectively?

     

    Furthermore, where would I go to get such info???

     

    Thank you,

     

     

     

    Ben Edge


  3. Thanks everybody for the kind words and encouragement.

    So after months in the making, I am proud to finally present the intro animation for Donkey Kong Arcade, ported straight from the arcade version. Roar is still missing though.

     

    http://www.youtube.com/watch?v=oKgl47Hb__o

     

    Edit: I mean, "ported" straight from the arcade.

    I do thank you very much for making the music sound correct because all the rest of us also want it to be like the original.

     

    The USA version of DK arcade is arranged thus:

    Level 1: Boards 1 and 4

    Level 2: Boards 1, 3 and 4

    Level 3: Boards 1, 2, 3 and 4

    Level 4: Boards 1, 2, repeat 1, then 3 and 4

    Level 5+: Boards 1, 2, repeat 1, then 3, repeat 1 again, and then 4

     

    I'd also like to include level select options (a la the Atarisoft-published home computer versions for Apple IIe and IBM PC). You know, to start at either Level 1 (Normal), 3 (Harder) or 5 (Expert).

     

    On the ColecoVision cartridge version, there are four skill levels, although none of those change the way the level boards are arranged. I would think that on the Adam Super Game port, choosing Skill 1 would start you at arcade Level 1, Skill 2 would start you at Level 2, and so on.

     

    ~Ben

     

     

     


  4. Does anyone here know the full listing of the AtariSoft box colors assigned to each platform a game was made available for?

     

    As far as I know, it would follow the ROY-G-BIV convention (that is, the seven colors of the rainbow in order that are red, orange, yellow, green, blue, indigo and violet).

     

    Color of boxes by platform:

    Red goes to Apple II series

    Orange goes to ColecoVision/Adam

    Yellow goes to Texas Instruments TI-99/4A

    Green goes to Commodore 64

    Blue goes to IBM PC

    Indigo (which in this case looks more purplish) goes to Commodore VIC-20

    Violet goes to Intellivision

     

    Outside of the USA, AtariSoft also made titles for the BBC Micro and Sinclair ZX Spectrum, as well as their own 400/800 range. I know the 400/800 series titles have silver boxes, but that the BBC Micro releases have bluish-green boxes, and what color did AtariSoft assign to releases for the ZX Spectrum?

     

    ~Ben


  5. Sorry to bump this old of a thread, but...

     

    How do code this ASM to make a longer title, one on two or three lines? For example: "PRESENTS NINTENDO'S DONKEY KONG" (on two lines)?

     

    ~Ben

     

    If you replace the "HELLO WORLD!/ /2010" by "DONKEY KONG/PRESENTS NINTENDO'S/1982" you get the effect you are looking for. Also, some other games try to write even more lines by adding spaces to artificialy add lines, but it's not normal usage.

     

    And there is no problem to bring back this kind of thread, it contains programming information that new and not so new to ColecoVision programming may enjoy reading.

    Thank you, that worked!

     

     

     


  6. http://www.youtube.com/watch?v=WqQkk7E73bI

     

    I'm sure some of you may have heard of this. But this version is the more kid-friendly version of the 1983 original, titled simply Tapper.

     

    The original version (gameplay video below), intended for sale to taverns and dive bars, was sponsored by Anheuser-Busch's Budweiser, and even featured the then jingle of Bud, heard in the game's bonus round (who doesn't remember the slogan "This Bud's for You"?). In fact, some of the very first arcade cabinets of this game, were designed to look like real bars, with real brass footrests and drink holders, and the game controls taking the form of Budweiser beer tap handles.

     

    http://www.youtube.com/watch?v=EsJsSQGMQfM

     

     

    Although well-received by adults in '83, the game's early marketing didn't sit with the children and young teens (the actual demographic which arcade games are often geared towards), who were the sons and daughters of the target demographic, which prompted Midway the next year to release Root Beer Tapper, which IMHO could've benefited from an A&W endorsement, being that A&W is one of the most popular brands of root beer. Besides Root Beer Tapper, another version of Tapper was released, with an endorsement by Mountain Dew.

     

    Now, the ColecoVision version of RBT omits the Punk Rockers stage as well as moments where a bunch of girls dance after you collect tips from the people you serve the root beer to, and, on the stadium stage, Sam throwing a mug into the air and it hits a flying duck, and the duck falls on him. This is what I am hoping the super-deluxe Opcode version of the CV RBT will have.

     

    During the time the girls are dancing, sometimes a person may turn his back on the beer glass.

     

    ~Ben


  7. Super Gorf and Super Turbo were supposed to include a Bonus Stage (wich I have mockups here)

     

    Super Zaxxon, Super Time Pilot, Super Subroc, Super DK, Super DKjr, Super Smurf, Super Buck Rogers were also all supposed to included a Bonus Stage and were all planned for the original SuperGame Module :)

    I'd love to see those mock-ups, please.

     

     

     


  8. All I know is that the original Coleco version of GORF was Super-crap.

    Please indulge further and explain why you think so. I have seen others state the same thing but no one gives specific reasons why they think that way. Is it do to the fact that the Galaxian stage and voice is missing.

     

    I was never a fan of the arcade game, with the exception of the warp stage, and actually don't consider it such a bad ColecoVision game... not that I said "bad game" and not "bad conversion".

     

    Guess I'll have to play me some Gorf in MAME and then try the CV version again.

    I think his opinion does regard the omission of the Galaxian stage. In fact, all home versions of GORF omitted it, probably because the licensees of the home ports didn't want to shell out money to Namco (the rights holder of Galaxian which was distributed by Midway in the U.S.).

     

     

     


  9. I wonder if OpcodeGames would be interested in doing the stillborn Super Game version of the ColecoVision version of GORF (Galactic Orbiting Robot Force)? This was one of two games (the other being the SG version of Donkey Kong) slated to be included with the (canceled) wafer version of the Super Game Module (Expansion Module #3) in 1983.

     

    http://www.youtube.com/watch?v=UJ6LiAIj_JY

     

    http://www.youtube.com/watch?v=VMm7BQOVMko

     

     

    This must include the Galaxians stage, which at the time could not be included on any home version of GORF due to Namco being the main copyright owner of Galaxian (originally released 1979).

     

    The original "Astro Battle" stage (the part of the game resembling Space Invaders) had a light blue screen, where all the other stages had black backgrounds.

     

    Also: the arcade version of the game had synthesized speech instead of music (what the CV cart version had).

     

    ~Ben

    Smurf SuperGame was also slated for the Super Game Module as well as Buck Rogers.

    In the end, only the latter title made it into the transition from SGM to Adam in late 1983. BR was the pack-in for that. DKSG was released for the Adam in July 1984 after Atari's sale from WB to Jack Tramiel (a former CEO of Atari's home computer competitor, Commodore Business Machines). DKJSG (Donkey Kong Jr. Super Game) was released almost at the same time as the Adam.

     

    ~Ben

     

     

     


  10. I wonder if OpcodeGames would be interested in doing the stillborn Super Game version of the ColecoVision version of GORF (Galactic Orbiting Robot Force)? This was one of two games (the other being the SG version of Donkey Kong) slated to be included with the (canceled) wafer version of the Super Game Module (Expansion Module #3) in 1983.

     

    http://www.youtube.com/watch?v=UJ6LiAIj_JY

     

    http://www.youtube.com/watch?v=VMm7BQOVMko

     

     

    This must include the Galaxians stage, which at the time could not be included on any home version of GORF due to Namco being the main copyright owner of Galaxian (originally released 1979).

     

    The original "Astro Battle" stage (the part of the game resembling Space Invaders) had a light blue screen, where all the other stages had black backgrounds.

     

    Also: the arcade version of the game had synthesized speech instead of music (what the CV cart version had).

     

    ~Ben


  11. I know you can find much more, like part of the Beethoven synphony in Smurf Rescue in Gargamel's Castle. But if you are like me, you can't identify all of them. Let's use this thread to share our music knowledge (if you accept of course).

     

    I know Gyruss has parts of Bach's "Toccata & Fugue in D Minor" as does the intro screen to Donkey Kong, Jr..

     

    Mr. Do! uses the "Can Can" march as its BGM in the arcade version, but the ColecoVision version does not use it. On both the arcade and ADAM Super Game versions of Donkey Kong, Jr. the "Can Can" song is heard during the intermission screen of the Hideout (sparks) stage.

     

    ~Ben

     

     

     


  12. SMURF: RESCUE IN GARGAMEL'S CASTLE - TWO INITIALS GLITCH

    http://www.youtube.com/watch?v=6v9i6D_n9ns

    (Skill Level 3)

     

    SMURF: RESCUE IN GARGAMEL'S CASTLE - HIGH SCORE/THREE INITIALS GLITCH

    http://www.youtube.com/watch?v=m6RwTV_p8Gw

    (Skill Level 4)

     

     

    Is anyone here able to solve the mystery of declaring what these "initials" are that you get when you execute this glitch?

     

    To do the glitch, you take Smurf to the end of the first screen and into the second, then go back and forth between the two screens until the game freezes. On Skill 3, you get what looks like two initials replacing the lives indicator status; but on Skill 4, doing the same trick yields what looks like three initials plus a high score of 919,500 points. The bad news on either of these glitches, it will cause the game to reset when using the ADAMEm emulator. What do I do to prevent the ROM from resetting on ADAMEm?

     

    ~Ben


  13. I'd love to see a version of ANOTHER WORLD/OUT OF THIS WORLD for an older generation console.

     

    I have think about that one too!. Just few idea how to do it in my head. But could be one of my (not near) future project. I LOVE that game.

    Cool! I used to think it would be great to put it in 3d like Tomb Raider, but no matter what format it's in, gooey, violent deaths should be implemented. :)

    I am also still hoping for CV versions of these TI-99/4A and Tomy Tutor titles. Why did I bring up ports for these two computers? They both use the Texas Instruments (TI) TMS9900 series VDPs and SN764xx series sound chips.

     

    TI-99/4A collection:

    *Hunt the Wumpus (1980)

    *TI Invaders (1981)

    *Space Aggressor (1981)

    *Alpiner (1982)

     

    Tomy Tutor collection:

    Scramble (1981)

    Jungler (1981)

    Loco-Motion (1982)

    Traffic Jam (1983)

    Deep Six (1983)

    Cave Crawlers (1983)

    Torpedo Terror (1983)

    Hyperspace (1983) (was called Tron in Japan, and officially copyrighted by Disney there)

    Athletic Land f/ Mickey Mouse (1983) (not released in U.S.; we did have a version for the CV called Cabbage Patch Kids: Adventures in the Park based on the Konami game titled Athletic Land)

    Monster Inn (1983) (not released in U.S.; this was a Space Panic knockoff)

     

    ~Ben


  14. How about we get this "Smurf Challenge" homebrew thing out of the way first, then do Super Smurf Rescue, huh?

     

    ~Ben

    Um... What? :? Smurf Challenge has already been released.

     

    What we're talking about is youki's second (and unnamed) Smurf game. :)

     

    Right now, I'm just wondering how he's going to cram a "simplified Metroid-style" game into 32K. ;)

    I've edited my last reply.

     

    ~Ben

     

     


  15. It is exactly my second smurf game (except it does not looks like the promo screenshots) . ;)

    So, bottom line: Once you release your second Smurf game, there won't be any need to do Super Smurf Rescue anymore. :|

     

    You're going to ruin our homebrew holy grail!!!! :x

     

     

     

    :P

    How about we get his Smurf homebrew title (whatever it is) out of the way first, then do Super Smurf Rescue, huh?

     

    ~Ben


  16. Is anyone here still planning to do the stillborn Super Game/Adam DDP version of Smurf: Rescue in Gargamel's Castle? You know, OpcodeGames, Pixelboy...?

     

    If so, here's what I'd like to see in it:

    *When you begin gameplay, the main Smurfs theme is heard, followed by "Simple Gifts" for the outside BGM (a la the Atari 2600 version) and Beethoven's "Symphony #6" for the cave and castle BGM.

    *After losing your last Smurf, the main Smurfs theme song is again heard (a la the Atari 2600 version).

    *All the scenes as described for this special version, such as snow-covered mountains - and other graphical elements and all that sort of stuff described in issue #2 of ColecoVision Experience.

     

    ~Ben


  17. Getting this thread on reboot, let me give you these suggestions:

     

    How many of you would like to see some of the Electronic Arts catalog ported here? And here's the list:

    *Archon

    *M.U.L.E.

    *Worms?

    *Murder on the Zinderneuf

    *Axis Assassin

    *Word Flyer

    *The Last Gladiator

    *Skate or Die (this was published by Konami's Ultra Games division for the Nintendo NES in 1989)

    *The Immortal

    *Road Rash (the first Road Rash game was ported not only to the Sega Genesis, but also to the Atari ST and Commodore Amiga computers)

    *Road Rash II

    *Road Rash III: Tour de Force

    *One on One (aka Dr. J vs. Larry Bird = Dr. J is the stage name of Julius Erving)

    *Skyfox

    *Jordan vs. Bird: One on One

     

    NOTE: There was supposed to have been versions of Hard Hat Mack and Pinball Construction Set available for the Adam computer, but were cancelled by Coleco. Here is a video on YouTube by ed1269 of these two, from the DDP The Best of Electronic Arts:

    EA later adapted Pinball Construction Set for the Sega Genesis as Virtual Pinball.

     

    Some Epyx stuff:

    *Jumpman (the original; we had Jumpman, Jr. on the CV in 1984)

    *Pitstop 2

    *California Games

     

    ~Ben


  18. What ColecoVision homebrews would you like to see next?

     

    My hot sheet:

    Fax (Exidy, 1983)

    TX-1 (Tatsumi, 1983 - was manufactured and/or marketed under license on the Eastern Hemisphere outside of Japan by Taito, and on the Western Hemisphere by Namco and Atari)

    Crossbow (Exidy, 1983)

    Change Lanes (Taito, 1983)

    Munch Mobile (SNK/Stern, 1982)

    Mappy (Namco/Bally-Midway, 1983)

    Astron Belt (Sega/Bally-Midway, 1983)

    Zoar (Nihon Bussan/Tago Electronics, 1982)

    Monaco GP (Sega, 1979)

     

    For all those of you who may have missed what I suggested over the past year, here are some of my older submissions again:

     

    Tomy Tutor collection:

    Traffic Jam (1982)

    Car-azy Racer (1983, game design by Wordwright)

    Cave Crawlers (1982)

    Deep Six (1982)

     

    Unreleased ColecoVision launch titles:

    Side Trak (Exidy, 1979)

    Spectar (Exidy, 1980)

    Rip Cord (Exidy, 1979) (do the black & white arcade graphics suggest why Coleco chose to drop this title?)

    Mr. Turtle (1982)

    Skiing (original Coleco 1982 release)

    Chess Challenger (Fidelity Electronics, 1977)

    Tunnels & Trolls (Flying Buffalo, 1975) (only title screen exists)

    Horse Racing (Fidelity Electronics, 1975)

    Smurf: Play & Learn (Peyo, 1982)

    Smurfette's Birthday (Peyo, 1982)

    Head-to-Head Baseball (later released as Super Action Baseball)

    Head-to-Head Football (later released as Super Action Football)

     

    ~Ben


  19. For first try: SOUND 0,255,12,6

     

    for second: SOUND 0,132,12,2

     

    and turn it off by SOUND 0,0,0,0.

    Thank you!

    Quick explanation - 1st # is voice (0-3 is acceptable), 2nd is frequency (0-255), 3rd is distortion/noise (0-15 is range, IIRC 8 and 12 are pure but it has been a few years), 4th is volume (0-15 range).

    The sound can also be turned off by typing END when you're done running the program. And SOUND can also be abbreviated to "SO."

     

    ~Ben

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