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About graywest

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  • Birthday 09/18/1978

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  1. Thanks!! Right now, the plan is similar to what happened with Spies 1. A limited edition boxed release followed by the game being available in the AA store. Scott Dayton (NeoGames) will be doing the boxed release (box, cart, manual) through the Atari 2600 Homebrew Games group on Facebook. You can join that group for more information at this link: https://www.facebook.com/groups/Atari2600homebrew/ Al has mentioned an interest in making the game available through the AtariAge store, so that could happen after the limited edition release. I'll try to update this thread as things progress.
  2. Thanks!! Much appreciated!
  3. Hello everyone! I'm proud to release what I consider to be the final .bin of Spies in the Night 2! Assuming that there are no major, game-breaking bugs, I'd say that this is complete. FINAL: SpiesInTheNight2-Final.bin Here are the last few updates that I've made. These are primarily things that were mentioned the last time that Spies 2 was featured on the ZeroPage Homebrew show. There is now a delay on the "Game Over" screen before the game will return to the title screen. Previously, if you were holding the button down when the timer expired, the game would just jump back to the title screen and it was confusing. I eliminated a blue flash that was occurring sometimes on the "electrified floors" level when the background color wasn't being set properly. I tested Game 2 and 3 to make sure that they were actually beatable. (They are - if you make a good map, and with enough practice, you can complete both with 1-2 minutes left on the clock.) I fixed a bug that allowed the player to jump straight into the left door on the area selection screen if the button is held when the room loads. I'd considered leaving this in as a "secret", but decided against it. I added 20 seconds to the clock to compensate. That's about it! The instructions still need to be updated - mainly the screenshots and the number of floors per level and starting timer numbers which have all changed since I wrote that document. This .bin only contains Games 1 and 2. There will be some carts made in the near future that contain the complete set of Games 1, 2, 3, and R (the randomized version). However, you can feel free to share this .bin around if you like or have your own cart made from it. Enjoy!
  4. Thanks!! I'm excited to see this. I've been a reader of the VGC's retro reviews for almost 20 years now.
  5. Oh nooooooooooooooo! Sorry, man. Another time, maybe?
  6. Awesome - let me know if you do roll it. I'm curious what happens myself...
  7. Wow! You're killing my own high score - I think I maxed out at around 70k or so!
  8. Awesome!! Looking forward to it!
  9. That's a very good question, and I honestly have no idea. I didn't program anything in particular to happen when you reach 999,999, or any range checking on scores that high, so I guess it depends on the default behavior of Batari Basic. You're the first I've heard of that has played long enough to see that. In other words, it probably does roll over. I'm glad to know that it does - that's better than a crash or a freeze!
  10. I have a couple of things in the works, so I'd say that there will almost certainly be physical carts.
  11. Here's the latest - iesposta composed an amazing song for the title screen! SpiesInTheNight2-Beta9.bin
  12. Hello all, It's been a while, but I'm finally getting VERY close to being finished with Spies in the Night 2. I'm attaching the latest version below. Made quite a few changes, both major and minor, based on your feedback. Here's a list of some new features and bugfixes: Lengthened the "Lights On" period in the electric floors rooms. Not by much, just a few frames. But I think it will make a difference. The amount of time that the electric panels light up now starts longer and decreases as the difficulty increases. Finished the "Game 3" map. Game 3 and R are done, but not selectable in this beta release. I may make these "cart exclusive" levels if I end up having some carts made. Fixed a bug where the audio would stay on during room transitions. Implemented Game R, which is a lighthouse of 99 floors that is randomly generated each time. Added new sound effects in various places. You can now use the select switch on the console to increment the game number at the title screen. The reset switch on the console returns you to the title screen and zeroes out the score. Added some background details to the "ENIAC" bonus rooms, like blinking lights, etc. Fixed the erratic spotlight movement. There are now 3 types of movement, depending on the internal difficulty rating of each room. In the "Hide behind the boxes" room, I fixed the box gap width and set up some difficulty ramping. Difficulty ramping on "Stay out of the windows" rooms. I added the custom score font from Spies in the Night 1. Fixed an issue with the security lasers skipping and smoothed their movement at the edges of the screen. Fixed the underflow bug in the bonus room when time is subtracted from the timer. Fixed a couple of places where the frame was jumping. New death animation for the "Stay out of the windows" rooms. New data for each game. Game 1 now has 25 floors, and Game 2 has 35. Feel free to try it out and let me know if you spot anything that's still broken. Especially if you run into any rooms that you absolutely cannot pass. Screenshots are helpful. Also, if you feel up to answering some questions: how is the difficulty? Too hard? Too easy? What other suggestions do you have? SpiesInTheNight2-Beta8.bin
  13. I just got lucky, but as I recall the part of the wall that opens is not far from where I picked up the key. Aha! Take a look at this page: http://www.pixsoriginadventures.co.uk/category/caverns-of-callisto/ This person has posted the instructions in PDF format. (Click the brown image that says "Enter Here".) There are also scans of the original disk and a map that came in the game box. The instructions look to be for the Apple II version, but I'd say they apply to the Atari version as well. The only exception is that I think you double tap the fire button to turn since there is only one button. Also, BEWARE OF SPOILERS: He seems to have an annotated map that shows where all the ship parts, fuel tanks, keys, and other items are located. So if you want to figure this out on your own, DON'T scroll past the section titled "Caverns of Callisto scans".
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