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Scott Stilphen

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Everything posted by Scott Stilphen

  1. It seems no active website is without exception either
  2. Does it use a checksum for the graphics?
  3. Thomas, are those 3 points (at the start of the game) intentional or a glitch?
  4. If anyone is interested, there's a copy of the manual and a map of the "world" at: http://www.dougphelps.com/ryan/ETMap.html
  5. The programmer in question is Greg Christensen, who also did Caverns of Mars II, Phobos.
  6. (got this info from Andy Hilton) Sacred Place ------- Offering -- Secondary Offering* pyraminds ------------ key phoenix -------------- scroll ------ tannis leaf temple of Isis --------- crown ----- jug temple of Anubis ------ ankh ------ shield sphinx ---------------- tablet** temple of Ra ---------- staff * only needed on level 3 ** the computer randomly picks 1 of the 3 stone tablets to be the correct offering. If there is a pattern, I haven't been able to discover it yet. Note: at the beginning of the game, go in reverse until you come to the first oasis. The staff can be found there. Once you have the staff, it will always be the last object to get stolen - if it does, it can be found in the same place.
  7. In trying to uncover the glitch (through playing), I managed to get 20 candies in the first round! Game 3 - quickly get the first 4 candies (when they appear) within the 17 second time limit (run at full speed). Get the next 4 when they appear (2nd 17-sec interval), then call Elliot and give them to him (3rd 17-sec interval). With the 4th 17-sec interval, repeat this. After giving him the next 8, you'll see that another 4 candies appear! How is that possible if the limit is theoretically 17? I haven't tried this method past round 1 yet.
  8. The 'Archive of Adventure' is really nice. I did a follow-up article on the SQ games, which can be found here
  9. Last time I talked with him, he mentioned he's been too busy (work, family, etc.) to finish it.
  10. quote: Posted by Thomas Jentzsch I had a closer look into E.T. and here is what I found (maybe it was already known): The candies are replaced in 17 second intervalls. (exact: 16*64/60) (but after some time, that somehow stops, and I still don't know why...) The limit of 21 candies per round can be explained by a weird internal algorithm: The collected candies are multiplied with 1.5 (21*1.5 = 31) and the result is compared with 31. You get the extra points for 22 (result > 31) or more candies and the energy penalty for the next round, taht is shown in the table: code: candies score energy --------------------- 22,23 +1000 - 707 24 +2200 -1515 25 +3400 -2323 26,27 +4500 -3131 28 +6300 -4040 29 +7800 -4848 30,31 +9900 -5757 >=32 no values defined -> glitch Since I have no don't know how to collect more than ~17 candies, I have no idea how it is possible, to collect that many candies. I had some info on this in ish#17 of the "2600C", which confirms some of your info. Here's a copy: SCORING A number of things are incorrect in this section of the manual.....the special points for collecting candy after the 31st piece (1,000 each) don't exist. Instead, you are still given the same 770 points for each as before. Another point of confusion is the penalty rule. Supposedly, if you give Elliot (collect) more than 31 candy pieces in a round, E.T. loses 700 energy units for each piece (deducted in the next round). However, if more than 22 (not 31) pieces are collected in one round, you will lose energy in the next round. It will not be at the rate of 700 units per candy. The following chart breaks it down: Candy # ------ Energy (next round) ---Energy loss per candy 23 ---------------- 9292 ------------------ 707 24 ---------------- 8484 ------------------ 808 25 ---------------- 7676 ------------------ 808 26 ---------------- 6868 ------------------ 808 27 ---------------- 6868 ------------------ - - - 28 ---------------- 5959 ------------------ 909 29 ---------------- 5151 ------------------ 808 30 ---------------- 4242 ------------------ 909 31 ---------------- 4242 ------------------ - - - From your info, it sounds as though the mention of "31" in the manual is a typo, and it should have said "21" instead. As for the 'special points' (1,000 pts per candy after 21st), this does not happen during gameplay (I just tried again- game 3, round 2. I collected 23 pieces. On the "tally" screen, my score started at 18,213 and ended at 35,923). There must be something in the code that is affecting that algorithm (according to that, you should get special points starting with the 21st piece since 21x1.5 is 31.5). Dependent on a specific game version? Difficulty switch setting? I'll have to take a closer look at the footage Jeff Adkins made, and repeat his actions verbatim to try and see what (if anything) might trigger more than 31 candies to appear. [ 11-18-2001: Message edited by: Scott Stilphen ]
  11. I'm just curious to see how the extra candy glitch works, since it unintentionally reveals Howard's signature (HSW3), and b/c it's a very rare glitch - I only know of 2 people who have seen it - Jeff Adkins and Russ Perry Jr.(?)
  12. Yes, it's possible to kill it (in both versions).
  13. quote: Originally posted by Nukey Shay: It could be that the "easter egg" is a glitch...like that extra candy in ET (which I have a hunch is caused by the carry bit). Would there be any way to find out how to trigger the E.T. intentionally (during a game)? I have a videotape that Jeff Adkins made of him finding this, but I've never been able to do it myself. Seems accounting isn't Warshaw's forte
  14. I'm also curious to figure out what causes the treasure room objects to sometimes appear in reverse order (normally it's Ankh-Chai-Hourglass). Hard to believe, but I still don't know everything about this game
  15. Boxes exist for both Game I (Ewok) and Game II (the "Sarlac Pit" game)
  16. Blip- that's where I go for the truth... LOL! Nice pic
  17. quote: Originally posted by StanJr: I've also ran from the ******* (thief) until I could run no more. He doesn't change into anything, but if you run out of stuff to give him, he will just hump you until you leave the valley..... I've dropped/and/given just about every item to the master thief. (most of the time he just takes it and shoots you!) HAHAHA!! Just re-reading this novel. This bit gave me a good (needed) laugh...
  18. It's tough to see, but it's to the left of the ghost line, between the 2 large white areas near the bottom. Try making sure that the "hole" in your back is over the line. Also try "parking" him diagonally over the line. I've never heard of any carts not having it.
  19. quote: Originally posted by Nukey Shay: Any attempt to make it go above 82 pixels high at the end of a game will result in the Ark not being displayed at all (the circles will still be there, but the colors won't cycle). I've got a screenshot of that if anyone wants it (made with Stella), that shows an impossible score of 89 (22 full circles). At RESET, the pedestal is 23 circles high (Indy is about a circle away from actually touching the Ark). If you "fry" the game, you can get the pedestal to be frozen at 27 circles high. Indy will appear stuck through the bottom of the Ark (which remains on the screen).
  20. What are the chances a proto of ROTJ: Game II exists?
  21. I'm willing to lend it out to be dumped. Just lmk.
  22. Some of the graphics are upside-down (as they normally are) but not all of them. As for the EG photo, nobody wants to believe that the JD logo is in the release more than me! I do know that Atari supplied EG with that photo. Besides showing the 'now infamous' logo, it really isn't a great screen shot to promote the game with. You'd think they would have used just about any screen other than a mesa field/VoP one. Maybe someone at Atari took offense at that picture being sent to EG - blatantly showing Jerome Domurat's initials - and gave Howard some grief over it, so he deleted the code. Maybe the photo was used as a prank. Who knows..... As for making an altered version, etc., perhaps Christian will make a VCSS version, which contains the missing JD logo and key, or even a full-blown sequel (how cool would that be)!
  23. I have some bad news for everyone... Thomas didn't find any code that would trigger the 2nd key to appear. He did however send me a patched version, which shows what the key would have looked like, had the code existed: He has a theory as to why it was never used. Here are his comments: "I have some new knowledge about the kernel. Since it only has two variables, which say where to start with the display of the objects and where to stop, it is impossible not to display (disable) objects which are vertical between of displayed objects. Examples (Entrance Room): Hole + Rock + Whip is ok, Hole + Whip not, because the Rock is in the middle and can't be disabled independently. Only Hole or only Whip would be possible too. For the Key, that would lead to some restrictions too. If the Rock can't be disabled, the Key could only appear together with the Hole, because that is between them. If the Rock would be disabled, then the Key could only appear as long as there is no Whip. That leads me back to my old theory. The Key was removed from this room, because the Rock can't be disabled and then they could only display the Key together with the Hole, which would cost points and making it impossible to reach an optimal score. The realized that during playtesting and so they moved the key into a basket. Inside the code, the Key isn't triggered I'm quite sure, because now I know the variable and searched for it. It's only used to enable the Hole or to enable/disable the Whip. There is no code for enabling the necessary bit, which would show the Key (bit 2 in $B1)." So there you have it. Unless Twit's proto is different, or if more are found, that's the anticlimatic end to this week-long search. At least we learned a few things about the release version: 1. The JD initials do not exist 2. The 2nd key (hidden in the code) cannot be found during gameplay. 3. The maximum score is 82 out of 90 (or 20.5 circles out of 23) If Twit's proto yields any new info, it will be posted here. I can't thank everyone enough for helping with this. You guys are the best. S [ 11-15-2001: Message edited by: Scott Stilphen ]
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