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Posts posted by Luc
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After watching the documentary Atari: Game Over about the dig in Alamagordo yesterday, I just thought how cool it would be if there was a documentary like this about the Swordquest games. I'd sure love to see some footage of the contests, the "lost" crown, the philosopher's stone etc...
Plenty of stuff to talk about in an hour or more.
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The Pac-Man sound is a sweet melodic tune compared to the repetitive and screeching sound of Spectravision's Tapeworm. It's so bad I used to turn off the volume completely when playing.
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Games with an N sticker were also sold in Belgium and The Netherlands in the early nineties. They are indeed NTSC and wouldn't work correctly if you had an old television set. I guess the sticker was there to warn you about this (not that anyone had the slightest idea what the N meant, so people bought them anyway).
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some games i remember some items werent there, like the bridge or a key.
Usually that's because the "missing" item is locked inside a castle and so is the key to the castle! Another possible reason is because the bridge is in the "extra" room in the white castle (the area that's separated from the main area by walls), but you can't get to that area because you need the bridge to do that.
Yes you can. Just pick up the bat and drop it in the white castle. It will fly over the hidden area and pick up the bridge for you.
True, and I've done that. But I was thinking of those times when the bat's also locked up somewhere and you can't get to him.
Hmm, that raises a question. Has anyone ever stuck the bat in a castle while he's carrying some unneeded item, then locked the castle behind him to keep him trapped?
I did that all the time. You don't even need to lock the castle behind the bat, as long as he's flying upwards. The easiest way to accomplish this is to put an unneeded object in the golden castle somewhere near the top, then pick up the bat, wait until it's fed up with its current object (you'll see the object change position when this happens), then drop the bat just as you enter the golden castle. Since the other object is higher up on the screen, the bat has no choice but to fly upwards, thus trapping himself in an infinite loop. Don't forget to remove the old object from the castle before the bat gets fed up again.
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some games i remember some items werent there, like the bridge or a key.
Usually that's because the "missing" item is locked inside a castle and so is the key to the castle! Another possible reason is because the bridge is in the "extra" room in the white castle (the area that's separated from the main area by walls), but you can't get to that area because you need the bridge to do that.
Yes you can. Just pick up the bat and drop it in the white castle. It will fly over the hidden area and pick up the bridge for you.
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Because the original Breakout checks for a specific point value in this comparison, the wall is refilled only once in a game. You can still "serve" any balls that you have left, but there will be no new bricks to hit once the second wall has been eliminated. This is true for all the game variations in the cartridge.
This is correct, and thus the highest possible score in Breakout is exactly 864 which means: you have beaten the game and have finally broken out! (of whatever it was you were imprisoned in) :-) I guess an ending screen would have been nice.
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I have often wondered about this "When all else fails" help guide which also was in my copy of Waterworld. I had never seen this before. Did such a help guide also exist for Earthworld and Fireworld? If so, can someone please scan them?
Here's a scan of my Waterworld help guide:
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Does this version work on the XL? I think the original version had a bug where it wouldn't.
Yes, I have played it on Atari800WinPlus 4.0 in XL/XE mode without any trouble. That's where I got the screenshots from.
@Oky2000: You're very welcome. I really wanted a trained version to be able to collect all the fruits in every round. That's just not possible with a normal game, especially on the advanced levels.
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Better yet, here's an already trained version. I simply changed the necessary bytes in the rom file itself.
Tested and works great! :-)
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In the same boat as you!!

Well, I decided to have a go at it myself and use the monitor to hunt down the cheat locations and I'm glad to say it wasn't so difficult after all. So here's what to do:
- Start the game
- Press F8 to get into the monitor
- Type "f ad6d ad6e ea" (without the quotes) to get infinite lives
- Type "f ad47 ad47 00" (without the quotes) to get infinite time
- Type "cont" to get back to emulation
- Now save the game using "Save State" in the File menu and you have a trained version of Kangaroo :-)
You can also use the Disable Collisions option in the Misc menu to walk right through the apples that are being thrown at you.
Enjoy!
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Hello,
Does anyone know how to get infinite lives and/or time in Kangaroo using the built-in cheat options in Atari800Win Plus 4.0? After searching this forum, I found a link to a site which had an a8t cheat file, but unfortunately it's pretty useless because it completely messes up the graphics and removes the fruit.
Anyone have a better a8t file? Even only infinite lives would be great.
Thanks in advance.
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OK, forget I asked, I eventually figured it all out. Yes it can be done, it's just a lot harder to find out how everything works and where everything is. It's definitely worth playing. After all the trouble I had finding the chalice, putting it back into the golden castle has never felt so good!
Congrats to Mr. Howe for a great Adventure hack!
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Is the Adventure hack called "Adventure Hell" by Kurt Howe playable at all, or is this an unfinished project? I am asking because I really like this hack (an invisible dragon is a very cool idea), but I just can't seem to finish it, not even on level 1. I have never been able to find the golden key, not even in the hidden room in the blue maze wall. Are there any other hidden rooms where the key might be hidden?
I have found three different versions of this hack on the net, but all of them seem impossible to finish, unless I manually open the castle gates by changing some values in the debugger in Stella. But that is of course not the right way to do it.
If it is possible, then please do not spoil the fun by explaining how to finish it or what to look for, just tell me if I should try harder or just give up because it can't be done.
Thank you.
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Why not have the code extracted first and send it to Atariprotos before selling?
Atariprotos doesn't mention version 133 yet:
http://www.atariprotos.com/2600/software/poleposition/poleposition.htm
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Just letting you know that I'm selling my Pengo cart. I am willing to ship outside of Belgium, but please keep in mind that international shipping costs are totally over the top these days.
Also selling some other 2600 and 7800 carts. More soon.
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I am lucky enough to own all three games with the box fronts, all the paperwork, instructions and posters! So, I will be scanning and uploading them in the next few days! I have attached a teaser!
I don't see the "Waterworld made simple" leaflet in that picture. The game is not complete without it.
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Once again: the screenshot of Solar Defense in Tilt is not a mock-up.
You can see the interference on the TV screen.
All other screenshots in that Tilt article were camera shots as well.
So MAY EXIST is the proper note for this game.

Forgive my ignorance in this matter, but I just noticed that you list this as a VentureVision game on your site, while the article in Tilt seems to indicate that it's a Sancho game. Are these one and the same company? (and if so, shouldn't you list it under Sancho as well?) Also, the name Solar Defense isn't mentioned anywhere in Tilt, so how do you know for sure this really is the correct title for the screenshot?
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I've been attempting the Ninja E.T. Easter Egg and I can't seem to get it to work, nor am I able to find a detailed set of instructions for this one online. Digital Press says:
BUG: Candy - on rare occasions a round will offer more than 31 candy pieces. If you collect more than the 31 (which the manual says isn’t possible) the programmer’s initials will appear in the score counter, along with some strange graphic symbols, in the following round. E.T. will also turn black. {Jeff Adkins} Note- this wasn’t Warshaw's planned method to revealing his initials! The candies appear at 17 second intervals (the formula in the code is 16*64/60).The Youtube video "Easter Eggs and Ninja E.T." from Random Terrain (sorry if I'm miscrediting...) states:
Find 33 Pieces of Candy and Get Ninja E.T.http://http://www.youtube.com/watch?v=WUsgtNxCOOk
So...I know that I need to get more than 31 or 33 Reese's Pieces (RP) and finish the game, then start the next round. What I don't know is HOW to get more than 31/33 RP...
First off, let me mention I am playing on the easiest level, Level 3 (No Scientist, No FBI Agent). I collect 9 RP, call Elliott, he takes them and returns with the first Phone Piece. After this it seems there are only 7 RP left to collect. I call Elliott, he takes them, doesn't return with any other PP. I wander for awhile, kill seventeen seconds to let them respawn but none do... So that gives me a grand total of 16 RP which doesn't give me Ninja E.T.
Any thoughts on what I'm doing wrong? This is such a cool Easter Egg, it seems to me there should be some detailed instructions on how to trigger it.
Well, there's an easy way to do it in Stella:
Start the game, enter the debugger and change the contents of location $d2 from $0a to $9a. This will give you 9 RP when you exit the debugger. Go back to the game, give the RPs to Elliot and wait until he brings you the phone piece. Enter debugger again to "collect" 9 more pieces and repeat the procedure. After you have received all three phone pieces, enter the debugger one last time to change $0a into $6a and finish the game.
Also try $7a, $8a, $9a etc. for different graphics in the score bar when Ninja ET appears.

Q*Bert false advertising
in Atari 2600
Posted
Found this Q*Bert commercial from 1983 on Youtube. Funny how they used fake gameplay for the different systems.
The 2600 version looks nothing like what they presented in this video.