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Unknown Activision Game #2
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Name: |
Unknown |
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| Company: |
Activision |
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Model #: |
N/A |
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Programmer: |
Unknown |
| Year: |
1983 |
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Released? |
No |
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Notes: |
Found in a salvage yard in
1998 |
Along with UAG#1
this mysterious prototype was found in a salvage yard in 1998 by Ben Liashenko. Since
the label that once existed for this game has long since fallen off, we
have no idea what the identity of this game might be. However, this
game appears to be much more playable than the other unknown Activision
prototype.

This mysterious game plays somewhat like Atari's Save Mary. However
this time instead of building a tower by dropping bricks from the top
of the screen, you must bump blocks from the bottom of the screen. Before
you start screaming about Activision copying Atari's idea, keep in mind
that this game was programmed about seven years before Save Mary. I'm
sure the similarity of the concepts is just a coincidence.

In this game you control a little Space Invader guy who must use the
blocks at the bottom of the screen to build a tower and escape. As
the blocks come rolling down the conveyer belt, you must jump up and bump
them so they land somewhere on the screen (the blocks don't count if they
go off the edge of the screen). The movement scheme in this prototype
is a bit unusual as the longer you hold the joystick in a direction, the
faster your little guy will run. Although this is very realistic,
it is a bit odd for a 2600 game and may take some time to get used to.
Once you have constructed a nice little tower, you must carefully
jump on the conveyer belt and them climb the tower. Be extra careful
on the conveyer belt, as touching the blocks will cause your little guy
to be flattened.

Starting on the second level, you'll undoubtedly notice
that some blocks will flash yellow or blue. These colored blocks
are actually part of an elaborate timing/bonus system. The yellow
block (which I call the Bump block) moves up the tower at the rate of
once block a second, while the blue block (which I call the Bonus block)
moves up the tower one block every time the yellow block reaches the top
of the screen. If your character happen to be on the tower when
the yellow block touches him, you will be knocked down one level (slowing
your decent up the tower). However if your character touches the
blue 'Bonus' block, you will gain bonus points as long as he remains on
the block. However greed can be a dangerous thing as the tower
will collapse after a certain amount of time (determined by the difficulty
level). When the warning alarm sounds, you have exactly 10 seconds
to hightail it up the tower or you'll be crushed under the debris.

Starting on the third level, strange aliens creatures
will begin to fly around the screen. You can destroy them by hitting
them with a flying block. Smashing aliens is worth 180 points, while
simply bumping a block will net you 5 points. If you let the octopus
alien reach the bottom of the screen he'll start breeding and clog the
area. However since you can simply knock the extra aliens out of
the way so he's not a really big problem. If you're really tricky
you can use the blocks to fence in the alien and keep him form reaching
the bottom, but this is more trouble than it's worth. Starting
on the fourth level a squat looking alien with two legs will rapidly move
down the screen and try to catch your guy at the bottom of the screen.
When this happens you'll need to jump on the conveyer belt temporarily
to escape until he disappears. Unfortunately this alien is immune
to the blocks so all you can do is avoid him. If you manage to score
100,000 points the score counter will reset to zero and you will be rewarded
with an extra life.

Unlike most Activision games, this prototype has no game
variations. However since this is still a WIP, game variations may have
been planned later on. The left difficulty switch controls the game
difficulty (A=Easy, B=Hard), while the right switch appears to control
how your character climbs the blocks. When the right difficulty
switch is in the 'B' position you cannot touch the center of the tower,
as doing so will result in a block smashing your character. Instead
you must build the tower in a staircase-like fashion and climb up the
edges of the blocks. Naturally this is much more difficult to set
up than a simple tower of blocks, so this variation is recommended for
experts only. When the right switch is in the 'A' position, your
character can climb up the center of the blocks making things much easier.
Although this prototype appears to be nearly complete, there are still
a few bugs in the game. Glitches include such things as your character
getting stuck in the walls, and the screen becoming unstable when being
bumped by the yellow block or when avoiding the leg alien.

The graphics and sounds for this title are top notch;
it's obvious that a lot of work went into this game. Everything
from the smooth animation of your character to the cute "Can-Can" sequence
at the start of the game screams quality. So why was this game never
released? Unfortunately no one but the programmer knows the answer
to this, but one possibility is that they may have left Activision before
the game was completed. Unlike Thwocker and Kabobber, we can't even
put a name to this prototype, which makes it almost impossible to research
its history or even figure out who the programmer was. The EPROM
is labeled MM NTSC D#3, which doesn't match up with any of Activision's
known works in progress. It is unknown what MM stands for, but it
may have been a temporary code name used until a real title was decided
on.
Special thanks to Mitch and bjk7382 for figuring out
how to play the game in the 'A' position.
| Version |
Cart Text |
Description |
| ?-??-83 |
MM NTSC D#3 |
Only known copy |
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