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Scott Stilphen

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Everything posted by Scott Stilphen

  1. My mistake (it's been awhile since I did it ). The chip is a 7432, and I'm sure there's an ECG equivalent for it. For info on the mod, here's Bob Colbert's page on it.
  2. Scott Stilphen

    Fathom

    Nice article. Btw, what's the rumored secret in Solaris?
  3. The only SC mod that I know doesn't use any chips - just a switch and some jumpers.
  4. Scott Stilphen

    Fathom

    You can find a map and solution at http://www.digitpress.com/eastereggs/26fathom.htm Fulop also echoed the same feelings about his game when I interviewed him years ago. Here's his comments on it: RF: I never liked Fathom. SS: Really? I thought it was a good game. The layout is quite big. RF: It was an 8K game. That was the last game I did. I never knew what it was when I started. For all the other games, I had a vision for what they were going to be. Fathom started with a neat picture that Michael Becker drew of a dolphin jumping out of the water. He drew this graphic and we made a game out of it. There was never any vision of what the game was. It was this kind of "epic" where you're underwater, then you fly in the air. There's mermaids, too. It just never felt like a game. The best games are simple with a real vision of what it is -- like Pitfall (by Activision). The whole interview can be found on the old 2600 Connection site, at: http://www.geocities.com/TimesSquare/Lair/9260/ [ 05-07-2002: Message edited by: Scott Stilphen ]
  5. That's neat. I wonder if it's a problem with the DPC chip, or something differnt in the program. Is the label different? Are you able to get it dumped?
  6. Scott Stilphen

    Coleco

    Coleco intentionally crippled their Intellivision ports. I've never heard anything regarding the 2600 titles, but Donkey Kong makes me wonder....
  7. Other difference I noticed is that with version 2, Elmer's bullets don't travel any farther than the row you're on. In version 1, every bullet goes to the bottom of the screen.
  8. Although the levels repeat after 16, it seems that the program keeps counting the levels after 16. That is, if you keep playing and get to level 11 again, the trick won't work b/c the program sees it as 27.
  9. Len, that book sounds like a 6th grader's essay. How books like that and Joystick Nation get the full treatment, I'll never know Sounds like the perfect bathroom literature....for when you run out of tp
  10. There's at least a half-dozen different versions of this manual. Are there any scans online here, or some other place?
  11. Al, are you kidding? If not, you're gonna kick yourself for this one. It was mentioned in the last issue of........ Atari Age!
  12. I know this question has come up before. The sinistar can be destroyed with both prototype versions (it's much easier to do with the more-complete version). [ 05-05-2002: Message edited by: Scott Stilphen ]
  13. quote: Originally posted by Tempest: Has anyone dumped the rom for this version of Bugs Bunny? I need to take screenshots for my proto site.Tempest ...and for my site
  14. Correct me if I'm wrong, but Numan *is* Mark D, is he not?
  15. Thomas Jentzsch was nice enough to make a better scan of the picture in question:
  16. It looks like it may be just that- a rumor. There doesn't appear to be anything obvious that's hidden in the code.
  17. IIRC, the programmer couldn't decide which set of notes to use, so they decided to include all of them. Very cool touch.
  18. quote: Originally posted by Tempest: * The level colors are different and there are more of them The level colors (on the bottom) are the same. The only difference is you only see the intermission once (after the 8th screen). After screen 16, it goes right to screen 1. quote: * The hole size is selectable (this might have been in the earlier version) It's not in the 1st version. quote: * I think the animation between screens now adds Elmer and the Dog chasing Bugs and the Carrot (I don't remember if this was in the earlier version or not). The only difference in the intermission is Elmer's dog is added in the 2-player version. Besides the bonus timer, the 1st version's scoring is much lower, and you get an extra life at every 100 points. There's also some "safe areas" in both versions. In the 1st version, you can stand at either the left or right screen edge and Elmer can't hit you (if you're on the right side, you'll see his bullet wrap-around the edge a few times on the way down!) On the 2nd version, you can sit at the left side on the lower levels. When Elmer reaches the left side, he'll wrap-around to the right! You're not safe on the right side. If you sit on the right side, he'll stay inside the house and shoot through it (and hit you)!
  19. Again, I'm talking about Save the Whales. Up until it was shown at PC, nobody was able to confirm this title actually existed. If you meant Crack'ed, then yeah, it's been 'confirmed' as a real title for a while now, but it's still an unreleased title
  20. We were talking about Save the Whales. The DP guys certainly unearth some great long-lost titles, but to think that they've found *every* title?? That's a laughable assumption to make of anyone (even Marco ). As for Pink Panther and Charlie Brown, the respective owners of them (neither of who are DP guys) have had them for years and don't seem very willing to share them.
  21. quote: Originally posted by Glenn Saunders: I think it's fair to assume at this point that if it's rumored to exist, they already have a ROM image. It would just be nice if they would let us know and at least send AtariAge a screenshot. There's no "if" about it - it was clearly on display for all to see at PhillyClassic. quote You mean like what 2600.com did with Bugs Bunny?
  22. Thanks, but Numan gets the credit for this one. I'm just trying to help confirm how he did it Numan- please email me when you get a chance. I want to include your name and info on my Easter egg site.
  23. I just did it. I was on level 11 (on game #1, dif switches at B). I got the bottom carrot, went to the top level, took the bullets (from the right side), and jumped around to the left. The hole was placed so that as I wrapped around I landed on the hole. Elmer was at the left house already and got a shot off at me just as I hit the hole. When I did, the initials popped up just as they appear in the hacked version's screenshot. There are 16 levels, and an intermission (the same) after every 8. After the 16th level, they start back at 1. Here are the bottom screen colors for each: 1-red 2-green 3-blue 4-orange 5-lt. green 6-lt. orange 7-purple 8-yellow 9-lt. blue/green 10-blue 11-green 12-black 13-black 14-black 15-lt. green 16-black Scoring: Jumping in hole - 10 x # of bullets Elmer has left (10-80). Manual is wrong (says 70 is max). Stealing bullets - 100 "bullet bonus" - If you steal bullets, and there are any carrots left (on other rows) quickly jump in the hole and select one before it stops flashing (the manual doesn't mention this). You'll get 250 points! [ 04-29-2002: Message edited by: Scott Stilphen ]
  24. there was at least a dozen on the table at the end of the show. I'm guessing there was a few more in boxes under the table.
  25. Actually, Thomas hacked it so that it would appear every time Bugs took a hop. It only appears for a split-second. I got the screenshot by pausing the game just as the initials were flashed There's a little more animation to Bugs' hop sequence in the 2-player version, as he seems to pick himself up from the ground after hopping now.
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