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Scott Stilphen

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Everything posted by Scott Stilphen

  1. http://www.ebgames.com/ebx/categories/prod...sp?pf_id=226861 Was there another RotS PC game?
  2. If you are to the left of him, you can drop the coins anywhere in the area to the left of his 'attack line'. The effect (of dropping the coins) will last indefinitely unless you either touch him or walk past another hidden 'line" which is just before the basket. If you are to the right of him, you can drop the coins anywhere between the 2 lines.
  3. The characters in that "tower builder" demo look similar to the Guvskies in Kabobber. Wonder if Rex Bradford had anything to do with it.
  4. Cool. I'm especially looking forward to Pleiades (one of my fav arcade games).
  5. Word on the street is AA got these a few weeks ago, so naturally I must ask 'the' question - when will the roms be available?
  6. IS: You have to be close to him when you drop it. I never tested to see if there's a specific area around him that you have to be in. I'll see what I can find... FYI - there's more info about the game at: http://www.digitpress.com/eastereggs/26rai...fthelostark.htm
  7. Inky: To get to the black market via the marketplace, offer the Chai to the sheik selling flutes. This will put you to the left of the raving lunatic. To get past him, offer him a bag of coins.
  8. I know Blue Sky Rangers has a couple of complete protos that they won't release because of "legal reasons". What I don't understand is, they had the rights to release them 20 years ago and didn't. Basically they paid for something that they didn't use, so why is it such a problem to release it now? The exposure and profit from it will be far below what it would have been.
  9. Sounds like it would be easier to modify the trak-ball if it's just a matter of 2 jumpers.
  10. Never noticed that before, Stan. Verified it - very strange bug. I'll add it to the list
  11. I've never heard of that title. Excalibur was the original name for it, AFAIK.
  12. Each maze has 5 sections. In other words, the picture I posted is one complete maze, which is comprised of 5 sections. There are at least 15 different mazes for level 1, and so far I haven't seen any of them appear on level 2. So there's a lot more than 15 As far as I can tell, the placement of the make/breaks and zombies is not random. Example: if you let the game start by itself, notice how the zombie goes left, up, left, and then right until it hits the right wall - every time!
  13. So far I have 15 maps from the first level (5 sections), and I think there's a couple more yet! I noticed that all the mazes I've seen past level 1 are completely different from those 15 I have (if anyone wants 'em, let me know here), but if you start level one with a specific maze (you can keep hitting RESET until you get the one you want, or do as Mountain King suggested and let the game start automatically, which gets you the maze I posted below), the mazes following it will always be the same. That means if there's say 15 different mazes on level 1, then there should be 15 other different mazes for level 2, and so forth. My question (to Stan "master entomber" Jr. or anyone else) is do you reach a point where the mazes start to repeat? If so, at what level? I think Stan mentioned that there's 5 different "speeds" at which the maze scrolls, but it seems to me that level 3 (15 sections) and higher all move at the same speed. This is taking into account that you complete the first 3 levels (or 15 sections) w/o losing any lives. I haven't had much luck getting to the higher levels (I think 4 was it). The way the movement was (poorly) designed, it's just too damn annoying at the faster speeds. The programmer should have take a hint from Maze Craze on how to implement "maze" movement the right way Also, the placement of the make/breaks and the zombie, as well as the zombie's movement are all pre-determined (i.e. not random)! Here is the default maze for level 1. I colored the make/breaks red so that they stand out: Hint: A new maze section starts when the row that has/had a make/break reaches the top.
  14. Nope, there's no other enemies than the 2 you see.
  15. Still waiting for official reason...
  16. I've never seen any artist-rendered photos that took that (screen barrel) aspect into account, and I checked the scans of both Parker Brothers catalogs on the site here, and none of them show that. I don't think you understand what I meant. Simply put- if you look at the CBS photo at the top that I posted, and draw a line along the left edges of the boxes on either the left-most or right-most columns, you'll see what I mean.
  17. No, we can't say with 100% certainty it was programmed by someone from CBS (they might have subcontracted it out to someone else), but I wouldn't bet against it. The picture is in CBS flyers, and I doubt Telegames or anyone else would have programmed a new game from scratch and have it look almost exactly like CBS's version (didn't I already make this argument with those fake Airworld pics?) Sure, you could fake a barreled screen shot (use a paint program, draw a fake pic, and take a pic of the tv screen), but I don't know of any fake shots like that used in any literature from the early 80s. If you do, please offer some more info.
  18. I didn't say it was exactly the same, but in a manner of speaking, if all Telegames did was some minor changes then it's basically still the same code My point (again) is the game was written by someone at CBS, not Telegames. The picture looks genuine to me. If you notice, the screen edges are "barreled", which is exactly what happens if the picture was taken off of a tv screen. Telegames probably either couldn't secure the rights from Exidy for the Targ name, or didn't want to spend the $ to. It's also possble they didn't change anything, except for adding their name on the screen since that CBS Targ photo isn't a final version - what kind of score is AA2AAA?
  19. Ok, lemme try again.... You stated Telegames might have aquired the code and re-released it as Universal Chaos. I'm saying that's exactly what happened b/c if you look at the first picture I posted, that was from a CBS flyer and it's the same game (i.e. code) as U.C. Matt: you don't even know what a "Targ" is
  20. Right, but in that thread you stated it was a clone of Targ, implying that it was done seperately from CBS's Targ, whereas I'm saying the code is one and the same I also make a hacked version of U.C. with graphics that resemble the Targ arcade version.
  21. After looking closely at the catalog picture of Targ, I'm fairly certain that Universal Chaos is the same game, with some minor graphics changes (but the car and the layout is exactly the same with both). The first pic is the Targ photo, with a close-up of the car. The other is a Universal Chaos screen shot, with the car.
  22. In going through some old notes, I had noted that if Rosco is following you, and you drive over the flashing square, he will turn around. I'll try to verify this tomorrow. I always thought that it looked liked the red pit section would be something you could jump over, but as Stan noted, levels 4 and higher are exactly the same as level 0, so I'm guessing Mark didn't finish level 3, and might have planned to make the levels after it different as well. Couple of other interesting notes: there doesn't appear to be any way to earn extra cars beyond the 4 you start with. The highest level I got to is 13. The problem is, with levels 11 and above, the highest level you can restart at is 10, and 12 is extremely tough to beat. Btw, any luck with this Thomas?
  23. Is it possible to score 600 points or more? This is the info I have for the ratings and score: Quaint 0-99 Promising 100-199 Amusing 200-299 Intriguing 300-399 Impressive 400-499 Awesome 500-599 ? 600-?
  24. I think the difference in the background color is the normal result of the PAL conversion, nothing more.
  25. I figure its purpose was either overlooked (never programmed) or there's some bug in the code that doesn't allow it to work.
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