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Chrono_T

Intellivision doom!

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Apperantly not, I found a link to it on a thread in "general emulation" on zophar, and I thought I might as well share.

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Must be a joke like that Atari 2600 scam. Although a rom image is available to download. I'll fetch an emulator and try it.

Edit: I tryed a few of my emulators and couldn't emulate the rom.

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I fail to see how see how a--what, an 4-bit console?--could possibly support something as complex (relative to that console) as Doom.

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GoatLord said:

I fail to see how see how a--what, an 4-bit console?--could possibly support something as complex (relative to that console) as Doom.


I fail to see how, unless you're an expert in old console systems and especially the capabilities of the intellivision, you would know this as fact. It all seems quite legit so far and instead of instantly dismissing it as a fraud why not accept it as a neat attempt and real until proven otherwise? If there were obvious signs of a scam then I could see your skepticism, but he clearly provides items that would make one think it's real.

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It looks real but I doubt it's very playble, the graphics hurt my eyes, and more inporntantly, you have a hard time telling things apart, or even where the heck your going

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Intellivision is a 16-bit console, supporting 10-bit instructions. The CPU is running at almost 900kHz, which I suppose makes it comparable to the 2600's 8MHz chip. It also has a whopping 147 bytes of free RAM: 19 more than the 2600.

I would go so far as to believe that he somehow managed to load a repeating "movie" into the 32k ROM, which is quite an accomplishment.

Updating a full-screen image, I'd imagine, already takes every last bit of juice the Intellivision has-- even with tricks such as pixel doubling (of which there is none) or skipping a redraw on pixels that don't change color. Having the full-featured Doom engine running underneath that is preposterous.

Nevermind that you can barely push a fraction of the number of visible textures in Doom through 147 bytes of memory; a quick test shows that a 64x64 .GIF with 4 colors comes to 885 bytes. He makes no claim to have created custom content for this port and the screenshots don't seem to indicate it-- so that's that, I'd say.

I'm sure Manc was being sarcastic, so I decided to ruin his fun.

I did, however, see a very nice Wolfenstein 3D clone running on a Commodore 64 (which has a custom version of the Z80 processor and 16k of memory). So... there's hope yet.

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Heh, well I downloaded me an Intellivision emulator but I couldn't open the ROM for some reason. So I opened the ROM file in a text editor and came across this in the first few lines:

A P R I L F O O L S !

Edit: Also, I guess the date of the latest update at the bottom of the page should've been a clue too.

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Bucket said:

I did, however, see a very nice Wolfenstein 3D clone running on a Commodore 64 (which has a custom version of the Z80 processor and 16k of memory). So... there's hope yet.


AAAAAHHHHHHHHHHHHHHH! *hits head on wall and bites his desk*
The Commodore 64 has a MOS6510 and 64kbyte of memory. I still use that dude so i 'should' know whats inside the breadbox.

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Is that what the game actually looks like?
If so, I'd just buy a new computer.

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Csonicgo said:

YOU ALL FAIL
" Note: This was an April Fool's Joke."

LOOK AT THE BOTTOM.


Haha, I totally lose. I'm not a total sucker though--I was quick to dismiss it as fraudulent. But yeah, I dunno how I missed that at the bottom.

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Could you actually program an FPS engine for an older console such as the Intellivision or Atari 2600? I doubt you could get something like Wolfenstein on there, but what if the walls were a solid color and all the sprites were one sided and had a couple frames of animation?

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There actually used to be a black and white portable game sytem called the Game.com that had its own version of Duke Nukem 3D. However, from what I've heard, you could only move forward, left, right, and back. You couldn't turn at all. :\

Edit: Here it is. And yes, those are actual screenshots of the game.

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Ichor said:

I think it's E1M1.

For a moment I thought it may have been Halls of the Damned.

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I've always (well, not always) felt Night Stalker was Intellivision's DOOM. Not 1st person, but you're still running in a maze and need to pick up ammo to blast various enemies.

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Bastet Furry said:

AAAAAHHHHHHHHHHHHHHH! *hits head on wall and bites his desk*
The Commodore 64 has a MOS6510 and 64kbyte of memory. I still use that dude so i 'should' know whats inside the breadbox.

I knew that too, actually. I had both a 64 and a 64C. Let's just call that a "brain fart".

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I would give props to the person who made this (if it was real) for wasting so much/little(?) time on something so obviously crappy.

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That YTMND music sounds a lot more like e3m3 than anything else to me although I can see where it may have been intended to sound similar to e1m1

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Pics of doom for ZX Spectrum (actually more like a wolfenstein engine with Doom gfx)
http://aleasoft.iespana.es/sinclair/rusos.html
http://www.worldofspectrum.org/anestis/soft.htm

A very good (playable) wolfenstein3d port for AtariST.
http://www.pouet.net/prod.php?which=17247
http://people.freenet.de/ray.tscc/wolf3d.htm

A wolfenstein engine for C64
http://noname.c64.org/mood/screenshots.php

Another impressive (without blocky pixels but slow) wolfenstein engine for Amstrad CPC.
http://www.pouet.net/prod.php?which=14340

p.s. Several demos in the 8bits showed that it's possible to make something like a wolfenstein engine in these computers, though after a lot of hard work in pure assembly, extreme optimizing and using quite blocky resolution most of the times.

p.p.s. In several 8bit demos you almost happen to see very impressive stuff like voxel landscapes, gouraud shaded polygons in a quite ok speed sometimes. Get an emulator and search for the best scene demos from your favorite hardware :)

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