Jump to content

ColecoFan1981

Members
  • Content Count

    356
  • Joined

  • Last visited

Posts posted by ColecoFan1981


  1. http://www.colecovis...lecomanual.html

     

    For those of you who have the CV Donkey Kong 16K ROM version, the instruction manual would be either #78214A or #78214B.

     

    The original 24K ROM version would've had version #78214 or #78214A included.

     

    78214 - August to October 1982

    78214A - November 1982 to January 1983

    78214B - February 1983 to April 1984 (16K ROM version)

     

    Front cover proclaims on both 78214 and 78214A: "Plays, sounds and scores like the DONKEY KONGTM arcade game!"

     

    For 78214B, this is changed to: "Plays like the DONKEY KONGTM arcade game!"

     

    The scoring sheet for 78214B differs from 78214 and 78214A in that:

    STARTING BONUS VALUES (ALL SKILL LEVELS)

    Round 1: 4000 points

    Round 2: 5000 points

    *Round 3: 6000 points

     

    * For each successive round of play, add 1000 points to the previous Starting Bonus Value. Maximum Starting Bonus Value: 99000 points.

     

    Jumping a barrel or fireball: 100 points

    Eliminating a rivet: 100 points

    Smashing a barrel or fireball: 300 points

    Grabbing an accessory (hat, purse or umbrella): 300 points

     

    Whereas for 78214 and 78214A:

    Starting Bonus Values

    Level 1: 4000 points

    Level 2: 5000 points

    Level 3: 6000 points

    Level 4: 7000 points

    Level 5: 8000 points

     

    Jumping a barrel or fireball: 100 points

    Eliminating a rivet: 100 points

    Smashing a barrel or fireball: 300 points

    Grabbing an accessory (hat, purse or umbrella): 300 points

     

    78214B also adds a Step 11, which reads:

    STEP 11: Round and round you go.

    One round of play consists of five screens in this order: Ramps, Rivets, Elevators, Rivets and Elevators. Complete one round and you move on to the next, starting with Ramps at a higher level of difficulty.

     

    ~Ben

    • Like 1

  2. I am wondering if the ColecoVision/Adam could in any way replicate the original arcade version's stage start screen (with scoring status bar) and scoring status bar in any way (since the CV/Adam versions lose one row of girders)?

     

    ~Ben

    Have you seen Opcode's Donkey Kong Arcade? I'd say with DKA in the works, any question related to Donkey Kong Super Game on ADAM becomes a moot point, but with this said, it's clear that the programmers at Coleco reused a lot of the code from the cartridge version for the ADAM version. And they did cut a few corners in the process.

    I've seen that. I also specifically meant if the original Coleco Adam could handle such a conversion back in 1983-84?

     

    ~Ben


  3. On my original Cart 1981/82? The DK version I had, on the second screen, I could get Items from the level above me by running and jumping at the correct time.

    This was nice, you didn't have to take the time to get the item.

     

    Example: Screen two, run to the right on the bottom level, on the second level on the right is a 300 point item. ( don't remember what it was? )

    Anyway, if you jumped at the correct time, you could get the item from above and then just climb to the top, saving time.

     

    I always save the second level to grab the hammer and kill fireballs while completing the screen.

     

    I was not able to get the item above on the new version. This is a correction of course, but I liked the bug!

     

    Gene

    You have the 24K ROM version which applied to the fall 1982 season.


  4. Since the Ocean Software conversions of Donkey Kong for the Commodore 64 and the Amstrad CPC (both UK only) seem to replicate the original title screen and stage start screen ("HOW HIGH CAN YOU GET?") very well, I am wondering if the Coleco Adam DK could've done the same?

     

    Commodore 64 (1986) version:

    http://www.youtube.com/watch?v=X-1OqbKNmzE

     

    Amstrad CPC version:

    http://www.youtube.com/watch?v=lNXLsobO3Gk

     

    The actual Coleco Adam Super Data Pack version:

    http://www.youtube.com/watch?v=KlFF8JCfBS0

    (it is still missing the part where the blue barrels turn into fireballs from the oil can)

     

    I am wondering if the ColecoVision/Adam could in any way replicate the original arcade version's stage start screen (with scoring status bar) and scoring status bar in any way (since the CV/Adam versions lose one row of girders)?

     

    ~Ben


  5. eBay Auction -- Item Number: 2608304895371?ff3=2&pub=5574883395&toolid=10001&campid=5336500554&customid=&item=260830489537&mpt=[CACHEBUSTER]

     

    For those of you who wish to complete the collection of TI-99/4A video game instruction manuals, here is the link for you.

     

    In the meantime, I will write the instructions from the snapshots of the auction:

     

    POLE POSITION - TI 99/4A

    From ATARISOFT

     

    *POLE POSITION is engineered and designed by Namco Ltd.; manufactured under license by Atari, Inc. Trademarks and copyright © 1982 Namco Ltd.

     

    AND THEY'RE OFF!

     

    INSTALL YOUR ENGINE

     

    Load the POLE POSITION cartridge into your TI 99/4A Home Computer as explained in your computer owner's guide and turn on your computer. The master title screen should now appear. Now you can press any key to display the master selection list.

     

    Next, press the numbered key which corresponds to Pole Position and the game title screen will appear. Press any key to display the option screen to choose one of three difficulty and/or the number of laps in a race (1-8).

     

    Press ENTER to start the game. Press "P" to pause during game play and any other key, joystick or fire button to reactivate the game after a pause.

     

    NOTE: Make sure that the ALPHA LOCK key is in the up position when using joysticks.

     

    The object of Pole Position is to pit yourself against the clock and the competition (other high-performance racers). Now is the chance to prove you've got the nerve and skill to be a professional race car driver.

     

    You can steer your racer by moving the joystick to the left or to the right. Increase or decrease your speed by moving the joystick up or down, respectively. Pressing the "FIRE" button allows the driver to change from low to high gear. In the extreme upper-right-hand corner of the playing screen, is your current Lap Time Counter (0'00). The Time Clock at the center, which determines the remaining time your car has to cross the finish line, winds down as your Lap Time Counter increases. Also at the top right is the high and low gear indicator (HI/LO). Your speed as shown can reach a max of 195 MPH.

     

    KEYBOARD CONTROLS

    Increase speed: E (LH) / I (RH)

    Decrease speed: X (LH) / M (RH)

    Left: S (LH) / J (RH)

    Right: D (LH) / K (RH)

    Gear shift: Y or . (LH) / Q or V (RH)

    Upper-Left: W (LH) / U (RH)

    Upper-Right: R (LH) / O (RH)

    Lower-Left: Z (LH) / N (RH)

    Lower-Right: C (LH) / , (RH)

     

    When the game screen first appears, you are ready to qualify for a race. Before you can compete in any of the races, you must qualify for one of the eight starting positions. You have 90 driving seconds in the qualifying run, but must achieve a lap time of 73" (seconds) or better to qualify for a race. Once you've qualified, the race that was selected begins in a matter of seconds.

     

    The first lap in a race has a maximum time limit of 75 seconds. More cars appear on the course in each successive lap. But you begin a new lap with additional time to complete it -- only if you've finished the previous lap in the allotted time.

     

    If you hit an other (sic) car, your car will explode, costing you precious time. You'll also wipe out if you run into a road sign. No matter how many times you crash, you'll receive another car until your time runs out.

     

    Part of the playing strategy is to try and keep your car on the road -- you lose time (and thus points) when the car is off the track. Skidding also causes your car to slow down. Gun it on the straightaways. If you find yourself going too fast, downshift or reduce speed to ease around the more difficult turns.

     

    STRATEGY TIPS

     

    1. Always shift from low gear to high gear around 100 MPH for the best acceleration.

     

    2. Try to stay on the center striped line most of the time. You can squeeze between two computer cars in the position.

     

    3. The beginner should play the game with his car at the lower speeds, not 195 MPH!

     

    4. For a double braking effect when needed, slow down by reducing your speed and simultaneously shifting to low gear.

     

    5. If the other cars immediately ahead of you are packed tightly together, wait for them to separate before attempting to pass.

     

    6. If no billboard signs are obstructing your path, you might be able to pass other cars by driving on the grass.

     

    7. Try to take the curves with a series of small turns rather than one large turn, as this will reduce skidding which slows your car.

     

    NOTE: Compatible with all TI 99/4A computers except units with a Version 2.2 Operating System.

     

    SCORING

     

    Playing Pole Position, you score points in several ways, as shown below.

     

    Every lap completed is worth 10,000 points.

     

    Each car you pass is worth 50 points.

     

    After you cross the finish line, each second of time left on the Time Clock is worth 200 points.

     

    The chart below lists the qualifying lap times for the eight starting positions in the race, and the number of bonus points awarded for each qualifying time.

     

    STARTING POSITION

    1 - Lap Time 58"50, 4000 Bonus Points

    2 - Lap Time 60"00, 2000 Bonus Points

    3 - Lap Time 62"00, 1400 Bonus Points

    4 - Lap Time 64"00, 1000 Bonus Points

    5 - Lap Time 66"00, 800 Bonus Points

    6 - Lap Time 68"00, 600 Bonus Points

    7 - Lap Time 70"00, 400 Bonus Points

    8 - Lap Time 73"00, 200 Bonus Points

     

    "TI" and "99/4A" are trademarks of Texas Instruments. This software is manufactured by ATARI, INC. for use on the TI 99/4A computer and is not made, sponsored, authorized or approved by Texas Instruments.

     

    ~Ben


  6. The first 12 games are :

     

    - Mouse Trap

    - Cosmic Avenger

    - Smurf

    - Carnival

    - Lady Bug

    - Space Fury

    - Zaxxon

    - Blackjack/Poker

    - Space Panic

    - Donkey Kong

    - Venture

    - Turbo

     

    That's right ;)

     

    EDIT: Cosmic Avenger was the 1st ever CV game and the 2nd one was Smurf Rescue

     

    I'm 100% sure. Baseball and Football were also ready for the launch of the console but Coleco has waited for the Super Action controllers.

     

    Yeah, they were made and they also did used the spinned on the CV prototype controller

    Mention is also made of a "keyboard computer" accessory that would ultimately become the Adam.

     

    I am not so sure why Coleco removed the spinners from the final version of their hand controllers...

     

    ~Ben

     

     

     


  7. I'm not sure at all, but I think that part of the answer to avoid the reset and get the same result with the emulator has to do with the difference between the emulator and the real system on what they do while "reading/executing" the "no data" at the highest addressable memory space where there is no more game cartridge data.

    @newcoleco

    The author of these glitches performed this on a real ColecoVision. However, I still would like to know what those "initials" are???

     

    ~Ben

     

     

     


  8. Honestly, would it have turned out to be at least as good as the 2600 version? Coleco's INTV releases didn't exactly inspire anyone's confidence that they could.

    In the meantime I'd like to see someone continue to finish the Smurf Rescue Super Game that never was (planned first for the Super Game Module and then as an ADAM Digital Data Pack). I'd love to see Smurf traverse the snow-covered mountains and dodge snakes on the CV.

     

    ~Ben

     

     

     


  9. Venture: Only change would be to have the game keep repeating all 3 levels after collecting all the treasure instead of repeating just the 3rd level

     

     

    Also, in the arcade game you are able to shoot a hole through the walls in the "Moving Walls" screen.

    Yes... and also, there is more BGM in the arcade version, too.

     

    The arcade "Spider Room" theme, on the CV, is used in:

    Goblin Room (levels 1, 4 and 7)

    Spider Room (levels 2, 5 and 8) (also arcade)

    Genie Room (levels 3, 6 and 9)

     

    Arcade "Cyclops Room" theme, on CV, used in:

    Skeleton Room (levels 1, 4 and 7)

    Dragon Room (levels 2, 5 and 8)

    Cyclops Room (levels 3, 6 and 9) (also arcade)

     

    Arcade "Serpent Room" theme, on CV, used in:

    Serpent Room (levels 1, 4 and 7) (also arcade)

    Troll Room (levels 2, 5 and 8)

    Bat Room (levels 3, 6 and 9)

     

    Arcade "Genie Room" theme, on CV, used in:

    Two-Head Room (levels 2, 5 and 8)

    Demon Room (levels 3, 6 and 9)

     

    On the arcade version each room's BGM is only used once. The treasure collection fanfare, on the CV, is always the one heard in the "Serpent Room" (read: a brief rendition of Rossini's "William Tell Overture" aka "Lone Ranger Theme"). That means the CV version is missing seven pieces of BGM by room (the "Wall Room" in levels 1, 4 and 7 has no BGM, just sounds of wind in relation to the walls moving), and eleven pieces of treasure collection fanfares.

     

    ~Ben

     

     

     


  10. according to Digital Press website

     

     

    Texas Instruments TI 99/4A orange with black title and black text

     

    Commodore VIC 20 magenta with white title and white text

     

    Commodore 64 green with white title and white text

     

    CBS Colecovision yellow with black title and black text?

     

    Mattel Intellivision pink with black title and black text?

     

    IBM PC blue (what else ;-) with white title and white text

     

    Apple II red with white title and white text

     

    Atari 400/800/XL/XE silver with black title and black text

     

    IBM PC Jr (Not known yet)

     

    Sinclair ZX Spectrum turquoise with white title and black text

     

    BBC Micro (Not known yet)

    Actually, people are getting the ColecoVision and TI-99/4A box colors mixed up.

     

    The color order of boxes, in CMYK-speak:

    Red goes to Apple II and compatibles

    Orange goes to ColecoVision and Adam

    Yellow goes to Texas Instruments TI-99/4A

    Green goes to Commodore 64

    Cyan goes to Sinclair ZX Spectrum

    Indigo goes to IBM PC and compatibles

    Violet goes to Commodore VIC-20

    Magenta goes to Mattel Intellivision I and II and Sears Super Video Arcade

     

    ~Ben


  11. While we love our old ColecoVision games for what they are, sometimes you just cannot escape the fact that at least one of these games suffered certain graphical or musical oversights.

     

    The pack-in game, Donkey Kong, was one of these that recently had a big fix for the forthcoming Super Game Module that Eduardo Mello (OpcodeGames?) is working on.

     

    There are other games that could use an OpcodeGames involvement in the future:

    *Cosmic Avenger (Universal, 1981) (original arcade release had no music at all; neither did 1980's Space Panic)

    *Turbo (Sega, 1981)

    *Venture (Exidy, 1981) (original arcade release had more songs in its BGM; the original version of the arcade Genie Room music, heard as an abridged version on the CV version in the Two-Head Room and Demon Room, could be heard on the Intellivision as the BGM for the Goblin Room)

    *Mouse Trap (Exidy, 1981)

    *Space Fury (Sega, 1981) (the arcade version used synthesized speech and had no real music)

    *Gorf (Midway, 1981) (another game that used synthesized speech in the arcade version; the first stage, Astro Battle, also had a light blue sky, not black - also add the Galaxians stage)

    *Frogger (Konami, 1981 - distributed outside Japan by Sega) (BGM is longer and more interesting in the arcade version)

    *Q*bert (Gottlieb, 1982) (synthesized speech used on arcade original)

    *Super Cobra (Konami, 1981 - distributed by Sega in Europe and Stern in USA/Canada) (arcade version had additional music before the Scramble fanfare on the USA version; home versions to retain the original arcade version's BGM included the Atari 2600 and 800/5200 versions)

     

    ~Ben


  12. Would Pole Position and Pole Position II be hardest to do no matter what?

     

    Yes, pretty hard one. The arcade uses a couple of 16 bit CPUs, plus a regular Z80 (probably for sound). And I believe it was capable of hardware scaling too. So pretty, pretty complex to emulate. But the graphics would look surprisingly good on the CV, provided the Z80 can keep up with all the stuff on screen, like rendering the track and transferring a ton of sprite data to the VDP in order to simulate the sprite scaling.

     

    BTW, screenshots are a simple conversion from arcade screenshots to the CV VDP (no touch-ups). Everything on screen is assumed to be background graphics, so the graphics would look a bit better when sprites are used (again, assuming the Z80 can keep up with all of that).

    And of course, the only released port of Pole Position that is close to the unreleased CV version is the Texas Instruments TI-99/4A version.


  13. 25% of the code checked. Some code optimization, some bytes saved.

    Starting to wonder which game I will do next after this one... ;)

     

     

    Well, this begs the question.....what games are you considering? :D

     

    Games I wouldn't like to do next:

     

    DK Jr/DK 3 - I have had enough of DK for the time being

    Arkanoid - requires the special controller and I don't want to deal with another hardware right after the SGM

    Rally-X/Wizard of Wor - not terribly excited about those right now

     

    Games I am more inclined to do next:

    Pengo - One of the few classic Sega games not released for the CV. Uses same hardware as Pac-Man, so porting should be a breeze. In fact it is already 20% done

    Moon Patrol - One of the my all time favs. I did some preliminary work already. Pretty challenging game to port though.

    Time Pilot - So far I have done ports from Taito, Namco and Nintendo. Even though I released a few Konami MSX ports, Time Pilot would be my first Konami arcade port. It is also one of my fav classic games, and the Coleco port is pretty bad IMHO, it lacks a stage, it's slow and choppy.

     

    Games I would like to do but ...:

    Kangaroo - Another fav of mine, but too similar to DK

    Zaxxon - As much as I like the Coleco original and think it was quite impressive for the time, I think a much better version would be possible now. But I must admite that I like the game more because of the super cool graphics (for the time) than its gameplay.

    Dig-Dug - Another interesting option, but between this and Pengo I would probably go with Pengo

    Popeye - I really love this game, and again, Parker did a good job for the time, but it would be done so much better now. On the other hand it is another platform game just like DK.

    Elevator Action - This game would prove very challenging because of the scroll

    Phoenix - Scott Huggins was porting this game at some point, so I would prefer to discuss the idea with him first...

    Galaga - I really like this game, the problem, I cannot think of a way this game would look good on the CV. Gameplay would be spot on though

    Scramble - Not sure how relevant this game would be, especially if I get to finish the MSX Gradius port...

     

    Would Pole Position and Pole Position II be hardest to do no matter what?


  14. Yes, it is pity. Concerning Pole Position , i'm not sure that would do something good, i have been very disapointed by their TI 99 version that use the same video chip.

     

    True, Pole Position for the TI-99/4A is not a good game. Perhaps it had a little to do with the fact the ROM is only 16K.

    And they had to bankswitch (two 8K pages).

     

    As a matter of fact Atarisoft had a few crappy games for the TI-99/4A (Shamus, Picnic Paranoia, etc.)

    I did very much like the Donkey Kong, PacMan and Ms. Pacman version they did for the TI-99/4A though.

     

    I am still hoping that it may be possible to do a Pole Position port for the CV. We know that the CV's Expansion Module #2 is the preferred device.

     

    ~Ben

×
×
  • Create New...