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Anyone Interested In Rip Cord?

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Back in the day a good friend of mine had an Atari VCS and I always enjoyed the game Sky Diver. A very simple but fun game. In the Coleco catalog a game is shown called Rip Cord, which looks like a fun game. I think the original arcade game was not in color at least from what I saw on you tube.

 

Is anyone else interested in seeing this game? Maybe I am the only one.

 

I am curious what others think.

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I made all gfx for Rip Cord

even te box has been made...

 

Only need a programmer..... ;)

 

Hey we are getting somewhere already! ;-)

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I was initially interested in creating this game, then after playing the mame version was less enthused. This was my second most wanted game as a kid, right next to side trak! If no programmers claim this one, I'll do it if there is enough interest in the game! This would be a easy game to complete in a very reasonable time frame! I think having a canyon bomber bonus stage to the game would fit nicely :)

 

Take care

Russ

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I was initially interested in creating this game, then after playing the mame version was less enthused. This was my second most wanted game as a kid, right next to side trak! If no programmers claim this one, I'll do it if there is enough interest in the game! This would be a easy game to complete in a very reasonable time frame! I think having a canyon bomber bonus stage to the game would fit nicely :)

 

Take care

Russ

 

Oh, sweet!

 

Let me know and will send the gfx to you :)

 

I'm very interested to get this one done

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I was initially interested in creating this game, then after playing the mame version was less enthused. This was my second most wanted game as a kid, right next to side trak! If no programmers claim this one, I'll do it if there is enough interest in the game! This would be a easy game to complete in a very reasonable time frame! I think having a canyon bomber bonus stage to the game would fit nicely :)

 

Take care

Russ

 

Oh, sweet!

 

Let me know and will send the gfx to you :)

 

I'm very interested to get this one done

 

Sounds good, send them over and i can begin in the next week or so if it's ok?!

 

Russ

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I was initially interested in creating this game, then after playing the mame version was less enthused. This was my second most wanted game as a kid, right next to side trak! If no programmers claim this one, I'll do it if there is enough interest in the game! This would be a easy game to complete in a very reasonable time frame! I think having a canyon bomber bonus stage to the game would fit nicely :)

 

Take care

Russ

 

Perfect! I'll dig my stuff and send the GFX to you :)

 

Oh, sweet!

 

Let me know and will send the gfx to you :)

 

I'm very interested to get this one done

 

Sounds good, send them over and i can begin in the next week or so if it's ok?!

 

Russ

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That's a NO-BRAINER seeing as it's another one of the infamous Coleco Vaporware titles and especially if Russ programs it! Additional play levels or bonus stages would be a very welcome addition because as was mentioned... it's not the most exciting game in the world.

 

If you program it, we shall buy. :thumbsup:

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Play Side Trak with MAME, and its also not a very exciting game.....;)

A way to hard game wich ruins the whole experience , IMO

 

However, making it with cool music and great gameplay with hours of beta testing making sure the game is great, ..... Then I think the same can be done with Rip Cord

at least, that's what we have done with Side Trak

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I think this would be a great addition. Updating to color instead of black and white as well as a bonus stage of some sort would make it unique. I actually found the bezel that is used in MAME. The rom was made freely available to MAME by Exidy as it says here:

http://mamedev.org/roms/ripcord/

 

Chuck

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Play Side Trak with MAME, and its also not a very exciting game..... ;)

A way to hard game wich ruins the whole experience , IMO

 

However, making it with cool music and great gameplay with hours of beta testing making sure the game is great, ..... Then I think the same can be done with Rip Cord

at least, that's what we have done with Side Trak

 

Agreed! side trak arcade is near unplayable just like Rip Cord Arcade, it's so darn hard and frustrating, exidy had a great game on their hands and killed it. the coleco version starts easy and works it's way up to extremely challenging. Hopefully we can pull off the same for Rip Cord! I got some really fun ideas for the game already in my head!!!

 

Russ

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Play Side Trak with MAME, and its also not a very exciting game..... ;)

A way to hard game wich ruins the whole experience , IMO

 

However, making it with cool music and great gameplay with hours of beta testing making sure the game is great, ..... Then I think the same can be done with Rip Cord

at least, that's what we have done with Side Trak

 

Agreed! side trak arcade is near unplayable just like Rip Cord Arcade, it's so darn hard and frustrating, exidy had a great game on their hands and killed it. the coleco version starts easy and works it's way up to extremely challenging. Hopefully we can pull off the same for Rip Cord! I got some really fun ideas for the game already in my head!!!

 

Russ

 

Um, wasn't there a game you were working on...? Something about bashing monsters... :ponder: ;)

 

I'd like to see another Coleco vaporware title become reality as much as the next CV fan, but I'd much rather see Monster Bash get finished and released.

 

Just my 0.02$US. :)

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Play Side Trak with MAME, and its also not a very exciting game..... ;)

A way to hard game wich ruins the whole experience , IMO

 

However, making it with cool music and great gameplay with hours of beta testing making sure the game is great, ..... Then I think the same can be done with Rip Cord

at least, that's what we have done with Side Trak

 

Agreed! side trak arcade is near unplayable just like Rip Cord Arcade, it's so darn hard and frustrating, exidy had a great game on their hands and killed it. the coleco version starts easy and works it's way up to extremely challenging. Hopefully we can pull off the same for Rip Cord! I got some really fun ideas for the game already in my head!!!

 

Russ

 

Um, wasn't there a game you were working on...? Something about bashing monsters... :ponder: ;)

 

I'd like to see another Coleco vaporware title become reality as much as the next CV fan, but I'd much rather see Monster Bash get finished and released.

 

Just my 0.02$US. :)

 

I hear ya! If everyone is ok with a 3 level monster bash then i can finish the game in the next month! i've run out of room for any more levels, so it would be true to the arcade with 3 levels at least. I too want to see Monster Bash completed!!! maybe i should ask on the monster bash thread if enough people are ok with just 3 levels, maybe i can add the others like i wanted with a SGM version at a future date? or until someone helps with a bankswitching cart and an easy means for me to test with one for development of the game!

 

Russ

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Bankswitching sheme is compatible with Atarimax SD cartridge ;)

 

Thanks Great news!!!! I'll need to buy a SD atarimax cart soon. If i complete monster bash with a larger rom side then 32k, no issues getting it on carts for everyone? or are there limits i need to be aware of?

 

Take care,

Russ

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Play Side Trak with MAME, and its also not a very exciting game..... ;)

A way to hard game wich ruins the whole experience , IMO

 

However, making it with cool music and great gameplay with hours of beta testing making sure the game is great, ..... Then I think the same can be done with Rip Cord

at least, that's what we have done with Side Trak

 

Agreed! side trak arcade is near unplayable just like Rip Cord Arcade, it's so darn hard and frustrating, exidy had a great game on their hands and killed it. the coleco version starts easy and works it's way up to extremely challenging. Hopefully we can pull off the same for Rip Cord! I got some really fun ideas for the game already in my head!!!

 

Russ

 

Um, wasn't there a game you were working on...? Something about bashing monsters... :ponder: ;)

 

I'd like to see another Coleco vaporware title become reality as much as the next CV fan, but I'd much rather see Monster Bash get finished and released.

 

Just my 0.02$US. :)

 

I hear ya! If everyone is ok with a 3 level monster bash then i can finish the game in the next month! i've run out of room for any more levels, so it would be true to the arcade with 3 levels at least. I too want to see Monster Bash completed!!! maybe i should ask on the monster bash thread if enough people are ok with just 3 levels, maybe i can add the others like i wanted with a SGM version at a future date? or until someone helps with a bankswitching cart and an easy means for me to test with one for development of the game!

 

Alright, first of all, do you really think anyone here is going to object to having "only" three levels? Of course not. It's not even worth asking people here for their opinion about it, especially given that the three levels loop endlessly until the player runs out of lives.

 

Secondly, you have two options for bankswitching: First is the better-known MegaCart, and with a minumum of 128K, you could do several more levels. The other is my Activision PCB (as I like to call it) which supports a 64K bankswitching configuration, and may be better suited to your project.

 

Problem is, my PCB is mostly untested at the moment. It works fine with test software, but it has yet to be used in an actual game. I have a version of blueMSX which supports my Activision PCB, and I do plan on using this PCB for Jewel Panic which is programmed in C language, so it's only a matter of time before I can validate the PCB.

 

Finally, I'd like to point out that pboland has already released a trading card for Monster Bash, which means the box art is as good as done, as far as I'm concerned. :)

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Absolutely!

 

Side question.... does anybody ever recall seeing a Exidy Rip Cord at the arcades? I 'lived' in the arcades and never remember seeing one....

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Play Side Trak with MAME, and its also not a very exciting game..... ;)

A way to hard game wich ruins the whole experience , IMO

 

'Some" of these older black and white games are pretty mundane nowadays (gameplay-wise). I think it was the presentation factor that makes it cool as well.

I played a Side Trak at the arcades. (And I do remember being tough as nails!) I guess there was a bell chime that periodically would ring. A real chime unit - how

cool is that!

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Play Side Trak with MAME, and its also not a very exciting game..... ;)

A way to hard game wich ruins the whole experience , IMO

 

However, making it with cool music and great gameplay with hours of beta testing making sure the game is great, ..... Then I think the same can be done with Rip Cord

at least, that's what we have done with Side Trak

 

Agreed! side trak arcade is near unplayable just like Rip Cord Arcade, it's so darn hard and frustrating, exidy had a great game on their hands and killed it. the coleco version starts easy and works it's way up to extremely challenging. Hopefully we can pull off the same for Rip Cord! I got some really fun ideas for the game already in my head!!!

 

Russ

 

Um, wasn't there a game you were working on...? Something about bashing monsters... :ponder: ;)

 

I'd like to see another Coleco vaporware title become reality as much as the next CV fan, but I'd much rather see Monster Bash get finished and released.

 

Just my 0.02$US. :)

 

I hear ya! If everyone is ok with a 3 level monster bash then i can finish the game in the next month! i've run out of room for any more levels, so it would be true to the arcade with 3 levels at least. I too want to see Monster Bash completed!!! maybe i should ask on the monster bash thread if enough people are ok with just 3 levels, maybe i can add the others like i wanted with a SGM version at a future date? or until someone helps with a bankswitching cart and an easy means for me to test with one for development of the game!

 

Alright, first of all, do you really think anyone here is going to object to having "only" three levels? Of course not. It's not even worth asking people here for their opinion about it, especially given that the three levels loop endlessly until the player runs out of lives.

 

Secondly, you have two options for bankswitching: First is the better-known MegaCart, and with a minumum of 128K, you could do several more levels. The other is my Activision PCB (as I like to call it) which supports a 64K bankswitching configuration, and may be better suited to your project.

 

Problem is, my PCB is mostly untested at the moment. It works fine with test software, but it has yet to be used in an actual game. I have a version of blueMSX which supports my Activision PCB, and I do plan on using this PCB for Jewel Panic which is programmed in C language, so it's only a matter of time before I can validate the PCB.

 

Finally, I'd like to point out that pboland has already released a trading card for Monster Bash, which means the box art is as good as done, as far as I'm concerned. :)

 

Thanks for the list of options! I'm going to look seriously into the megacart to see if i can figure out how to use it for monster bash! If your activision PCB is easy enough to code with in c that might be an interesting option! I coded monster bash to easily allow new levels to be plugged int and really wanted to have 1-2 all new levels for the game. If memory was not an issue it would have been done a while ago, as the game was falling into place very quickly.

 

I've give it about a month to try a few of the bankswitching cart options, if no dice, then it's stuck at 3 levels to match the arcade version.

 

Russ

 

 

Russ

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Thanks for the list of options! I'm going to look seriously into the megacart to see if i can figure out how to use it for monster bash! If your activision PCB is easy enough to code with in c that might be an interesting option! I coded monster bash to easily allow new levels to be plugged int and really wanted to have 1-2 all new levels for the game. If memory was not an issue it would have been done a while ago, as the game was falling into place very quickly.

 

The thing is, when you include bankswitching into the equation, it complicates things at the compilation level. As far as I know, C compilers do not natively support "homebrew" bankswitching methods, so you have to create tools that allow you to piece together the contents of the different banks. That's what I'm planning to do with Jewel Panic: Compile the main game into the lower 16K, create the contents of the upper 16K banks (mostly graphics and sound data) via special tools, concatenate all the banks into a single ROM file, and then cross my fingers that everything falls into place when trying it in an emulator (and later real hardware).

 

There are several unknowns, and that's why I say that my Activision PCB hasn't been fully tested, despite the fact that test programs have proven that the PCB design itself works fine. It's one of those "cross the bridge when you get to it" kind of thing.

 

The issue of bankswitching is actually something I plan to remedy with my future BasicVision language. Since the BV compiler will generate assembly code from the BV source code, it should be able to create MegaCart (and Activision PCB) ROMs that go over 32K. However, in reality, it won't be a totally automatic and transparent process for the homebrew programmer. He will have to switch banks manually in his code, and the compiler will issue errors if any data variables are referenced in a bank outside the currently active bank. So the programmer will still need to plan out his ROM space usage, but the BasicVision IDE will provide tools to make the process easier. :)

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The way I see it....

 

:arrow: Release Monster Bash on a standard 32K PCB with the three original Arcade levels, especially in time for Halloween! As was mentioned, front boxart and label have already been made.

 

:arrow: If it sells well, which I would think is a no-brainer from watching the development videos... it will sell out quickly, make a Monster Bash II with all new levels created by yourself and to be released sometime next year. Again, using the standard 32K PCB.

 

:arrow: Go for the gold and use one of the three PCB options that offer or will offer, when completed, bank-switching capabilities of which only one of them is currently available... The MegaCart PCB. Include all the Arcade levels and as many new levels as you can dream up and more importantly feel like creating before you get ;) tired ;-) of programming the game. Seeing as there are so many Homebrews planned for release in the coming months leading up to X-Mas (at least 16 iirc), this "Super" version of Monster Bash may be the way to go and be released sometime next year when the the waters are a little calmer and people's pocket books have had a chance to recover.

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The way I see it....

 

:arrow: Release Monster Bash on a standard 32K PCB with the three original Arcade levels, especially in time for Halloween! As was mentioned, front boxart and label have already been made.

 

:arrow: If it sells well, which I would think is a no-brainer from watching the development videos... it will sell out quickly, make a Monster Bash II with all new levels created by yourself and to be released sometime next year. Again, using the standard 32K PCB.

 

:arrow: Go for the gold and use one of the three PCB options that offer or will offer, when completed, bank-switching capabilities of which only one of them is currently available... The MegaCart PCB. Include all the Arcade levels and as many new levels as you can dream up and more importantly feel like creating before you get ;) tired ;-) of programming the game. Seeing as there are so many Homebrews planned for release in the coming months leading up to X-Mas (at least 16 iirc), this "Super" version of Monster Bash may be the way to go and be released sometime next year when the the waters are a little calmer and people's pocket books have had a chance to recover.

 

Love it! great suggestions. I'll go ahead and focus on the 3 level (looping) arcade version for release on 32k!

 

Russ

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I would like to see Rip Cord programmed, but I don't want it to take away from your schedule of upcoming games. When and if you get to it is your choice and I respect your decision of if you want to create this game, or not.

 

I wasn't trying to put pressure on you to make this game. I was just asking if there was an interest of making this game.

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