macdlsa Posted January 9, 2016 Share Posted January 9, 2016 Here in Italy we mostly had three different versions of Scramble, some officially licensed and others reproductions/copies... >Zaccaria built a wonderful cabinet for "his" Scramble (which is based on Konami's set), with gorgeous artwork : >Sidam's "Explorer" is an UNOFFICIAL (pirate) COPY of Scramble. It has pirated Konami's boardset : Got a working board in the "RetroCampus" association : As you could see, both Zac and Sidam built their cabinets following their own style. There also was a "Model Racing" 's Scramble, but I haven't any clue about its board : I remember I played the game (which was named "Scramble"... then, not "Explorer" or others...) on a "generic" cabinet, probably with pirate board, so I can't tell which version it was based on (Konami or Stern). My best was around the 600k points, but as it happened to me several times, I played until I could not stay in the cafe anymore (dinner calling...) so I had to give up with a good amount of remaining lives... 1 Quote Link to comment Share on other sites More sharing options...
Keatah Posted January 9, 2016 Share Posted January 9, 2016 Except those of us deft in electrical egineering can fabricate an autofire option into a controller with a toggle switch, a resistor, capacitor, and a 555 timer. Do it with 2x 3904 transistors for the win! Quote Link to comment Share on other sites More sharing options...
macdlsa Posted January 9, 2016 Share Posted January 9, 2016 Saturday morning's spare time = watch the score counter if it rolls after 999990pts. Then, yes it does Zeros in all digits and the first one on the right now has the center filled: don't know if it's a "1" or simply a thing put there to identify a >1.000k score. 4 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted January 9, 2016 Share Posted January 9, 2016 Look what you dided now. You done went and brokeded the game. 1 Quote Link to comment Share on other sites More sharing options...
macdlsa Posted January 9, 2016 Share Posted January 9, 2016 Me ? Nooooooooo, Duane ! ... did just some beta-testing... 1 Quote Link to comment Share on other sites More sharing options...
macdlsa Posted February 4, 2016 Share Posted February 4, 2016 Eek ! maybe I really "ruined" the discussion ? Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted February 4, 2016 Share Posted February 4, 2016 Eek ! maybe I really "ruined" the discussion ? Nope. People just get sidetracked. Homebrew programming is a hobby, and has to fit in where time allows. 2 Quote Link to comment Share on other sites More sharing options...
w3dal Posted February 13, 2016 Share Posted February 13, 2016 been playing this today - brilliant game 1 Quote Link to comment Share on other sites More sharing options...
+LS650 Posted February 13, 2016 Share Posted February 13, 2016 Wow - great job! 1 Quote Link to comment Share on other sites More sharing options...
xybot67 Posted April 30, 2016 Share Posted April 30, 2016 Any news on a cart release of this masterpiece? 1 Quote Link to comment Share on other sites More sharing options...
+johnnywc Posted May 2, 2016 Author Share Posted May 2, 2016 Any news on a cart release of this masterpiece? Hi, Right now, I'm planning on tweaking the game play based on some of the feedback above, specifically when and what will appear based on skill level. After that, it's really a matter of getting a label/manual/etc. together for a proper release. There has been talk about possibly having a label contest... keep your eyes posted for an announcement. Thanks, John 8 Quote Link to comment Share on other sites More sharing options...
+johnnywc Posted June 9, 2016 Author Share Posted June 9, 2016 Update: I am in talks with Al to get this put on cart with manual and possibly a box. I also finishing up the coding to address some of the concerns regarding difficultly, skill levels, etc: - I plan on using the LEFT difficulty switch to select between standard and enhanced versions for all skill levels. So, in position B, only features from the original arcade version will be present; for A, the 'extra' features will be present, such as: rockets launching on the tunnel, meteor, maze and base levels saucers firing in the tunnel stage meteors moving up/down in the meteor stage additional rockets appearing in the maze and base levels The skill level will determine when/if these extras will appear. As suggested above, I will most likely have these items appear earlier so most game players will be able to experience them - I plan on using the RIGHT difficulty switch to select between single shot and auto-fire. 'B' will be single shot (per the arcade) and 'A' will be auto-fire. Right now, this is done with the LEFT difficulty switch So, for an arcade-like experience, you will select ARCADE for skill and have both difficultly switches set to B (default). - Fuel consumption will remain as it does now. It starts off a little slower in NOVICE and a little faster in EXPERT; all skill levels have the same 'max' consumption but will achieve it sooner for the harder skill levels. As for the level selection cheat (currently activated by putting the RIGHT difficulty to the A position and pressing SELECT), I will come up with a different way to achieve this (most likely by pressing SELECT & RESET simultaneously during gameplay or something like that). I am also planning on adding in at least one Easter Egg that will be a blast to find! Unless feedback is negative from my suggestions above, I hope to have a updated build / release candidate ready in a week or so. Thanks everyone for the suggestions! 8 Quote Link to comment Share on other sites More sharing options...
+johnnywc Posted June 9, 2016 Author Share Posted June 9, 2016 Saturday morning's spare time = watch the score counter if it rolls after 999990pts. Then, yes it does Scramble 2600 (2016-01-06)_8.png Zeros in all digits and the first one on the right now has the center filled: don't know if it's a "1" or simply a thing put there to identify a >1.000k score. Scramble 2600 (2016-01-06)_10.png Great job! Yes - that is the indicator for > 1,000,000 score. It's the same thing I do in Lady Bug, except I don't think anyone has ever actually gotten 1mil on that (me included; high score is 750K or so). 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted June 9, 2016 Share Posted June 9, 2016 It would be cool (e.g. for a high score compo) that there is an indicator which difficulty setting (either this is locked when a game starts or the easier one used is displayed) has been used. The same for the level select cheat. 3 Quote Link to comment Share on other sites More sharing options...
Keatah Posted June 9, 2016 Share Posted June 9, 2016 Will the combo SELECT + RESET work in stella emulator? Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted June 9, 2016 Share Posted June 9, 2016 Will the combo SELECT + RESET work in stella emulator? Yes - you can see that with Space Invaders where holding down SELECT + RESET increments the game number significantly faster than holding down SELECT by itself. 1 Quote Link to comment Share on other sites More sharing options...
Andromeda Stardust Posted June 10, 2016 Share Posted June 10, 2016 Was just reminded I needed to download this ROM and put it in my Harmony cart. Thanks for the friendly bump! 1 Quote Link to comment Share on other sites More sharing options...
macdlsa Posted June 11, 2016 Share Posted June 11, 2016 Great job! Yes - that is the indicator for > 1,000,000 score. It's the same thing I do in Lady Bug, except I don't think anyone has ever actually gotten 1mil on that (me included; high score is 750K or so). Hi John ! As I did in Scramble, also in Ladybug I noticed it immediately after the counter-roll, but I only reached it with the "massive-using" of the easter-egg found by the 2-years-old Marco Miccoli's daughter ! (as reported in the LB thread). LABEL CONTEST !!!!!!!!!!!!!!!!!!!!!!!!!!! Yeah ! ... already did my box+cart artworks, ready to compete ! Quote Link to comment Share on other sites More sharing options...
+johnnywc Posted June 11, 2016 Author Share Posted June 11, 2016 It would be cool (e.g. for a high score compo) that there is an indicator which difficulty setting (either this is locked when a game starts or the easier one used is displayed) has been used. The same for the level select cheat. Good idea! I'll probably allow the user to switch between A|B during the game, but like you suggest, add an indicator if the EASY mode is used at any time during the game. Any suggestions? I'm already using a different color for the stage border if a different skill level is chosen. Not sure if it's worth doing it for the level cheat since starting at a higher level/stage would most likely only produce lower scores since they would be starting at a more difficult level and/or skipping stages with an easier difficultly. Thanks, John Quote Link to comment Share on other sites More sharing options...
+johnnywc Posted June 11, 2016 Author Share Posted June 11, 2016 Will the combo SELECT + RESET work in stella emulator? As Darrell mentions above, it will work, but I ended up implementing it a different way. In the latest version, you would enter 'stage select' mode by pausing the game and flipping the RIGHT DIFFICULTLY to 'A'. Since the right difficultly switch is now for selecting auto-fire, you will now be able to enter 'stage select' mode by pausing the game and pressing the SELECT switch. Previously, hitting SELECT during pause would bring you back to the title screen (this will now only work during game play). RESET will reset the game regardless if you're paused or not. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted June 11, 2016 Share Posted June 11, 2016 Good idea! I'll probably allow the user to switch between A|B during the game, but like you suggest, add an indicator if the EASY mode is used at any time during the game. Any suggestions? I'm already using a different color for the stage border if a different skill level is chosen.I suppose by using the DPC+ there must be some free CPU time in the score display. Maybe you could use the ball for a little indicator here? Or maybe a 6+1 digit display with RESPx? Not sure if it's worth doing it for the level cheat since starting at a higher level/stage would most likely only produce lower scores since they would be starting at a more difficult level and/or skipping stages with an easier difficultly.Agreed then. Quote Link to comment Share on other sites More sharing options...
+johnnywc Posted June 11, 2016 Author Share Posted June 11, 2016 I suppose by using the DPC+ there must be some free CPU time in the score display. Maybe you could use the ball for a little indicator here? Or maybe a 6+1 digit display with RESPx? I'm currently just using the regular 48-pixel sprite routine for the score right now, but I may be able to use the ball. However, instead of displaying something extra if they've ever used the EASY skill level, I'm going to do the reverse and display something if they've ONLY used the HARD skill level since most people will just play with the easy level. I may consider having the skill level locked at the start of the game to make it easier. I think I did this for Lady Bug and added an indicator to the title screen. I could do the same for Scramble. Thanks for the suggestions Thomas! 1 Quote Link to comment Share on other sites More sharing options...
KEWROCK Posted June 15, 2016 Share Posted June 15, 2016 If they weren't in such a rush to market with so much garbage, it's amazing what could have been with the 2600 back in the day. With games like this and Space Rocks, and that other Mars game, there's no reason why Atari couldn't have competed with later consoles. 1 Quote Link to comment Share on other sites More sharing options...
JeffIrok Posted July 23, 2016 Share Posted July 23, 2016 I just tried out this .bin It is utterly incredible. 1 Quote Link to comment Share on other sites More sharing options...
Andromeda Stardust Posted July 23, 2016 Share Posted July 23, 2016 If they weren't in such a rush to market with so much garbage, it's amazing what could have been with the 2600 back in the day. With games like this and Space Rocks, and that other Mars game, there's no reason why Atari couldn't have competed with later consoles.Fun fact, the coprocessor inside the Space Rocks cart is about 50x faster than the SNES. That would have been one expensive game cart in 1984! Quote Link to comment Share on other sites More sharing options...
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