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Old 03 September 2018, 15:44   #1

phx's Avatar
Join Date: Nov 2009
Location: Herford / Germany
Posts: 1,647
[ongoing] Trap Runner

Late announcement, as the project nearly passed beta testing to final release status now, but here it is:

Trap Runner by Night OWL Design, distributed by Retroguru.

It is a classical horizontally scrolling Jump'n'Run, and the second game I did together with my brother Gerrit, after "Solid Gold" (

It features 5 worlds with different graphics and four stages in each, always completed by a bonus level. So there are 25 levels, followed by a special boss fight in level 26. Additionally there are few extra levels you can warp to, like jetpack-flying levels.

The game is designed to be always fair. So it is not like Sqrxz, but you have to be alert all the time to evade all of the traps, obstacles and monsters. Besides the genre-typical jumping and running you can duck to evade flying monsters and use magic in later levels, after collecting potions, which enables you to fill transparent ghost tiles with colour, to make them solid. There are also magical pills to collect, which make you change your own colour and render tiles with the same colour passable. Collect lots of other items to increase your score, gain extra lives or fulfil one of the special level missions (like: collect all four puzzle tiles in a level to open the exit). Two of the four levels in a world have a mission. The other two are free runs - just reach the exit.

Some technical details:
  • Runs on any classic Amiga. Minimun requirements: 512K Chip-RAM and 1 MB total.
  • Written in 100% 68000 assembler.
  • 50fps, soft parallax scrolling, more than 50 colours.
  • Handdrawn pixels.
  • More than 25 soundtracks and about the same number of different sound effects.
  • Options menu with joypad-button configuration, ECS-borderblank, sound-check, etc.
  • Passwords for each level.
  • Writable options and high score table.
  • Intro and outro story.
  • Comes as fully packed disk (Doynamite compressed) with trackloader.
  • Development started for real around February 2018.
Development tools used:
  • vasmm68k cross assembler
  • any C compiler (for the tools, not for the game)
  • TilEd map editor
  • Renoise and Milkytracker for music
  • Gimp for graphics
  • Programming: myself
  • Original concept, graphics, music, level design: Gerrit Wille
  • Beta testing: Denny Müller (Retroguru)
  • Doynamite LZ packer: Johan Forslöf
  • Support and PR: Shahzad Sahaib (Retroguru)
Sorry for the boring text. No pictures and videos for now, because the game will be officially presented at the Function 2018 demo party in Budapest ( You can be sure I will post some pictures and Youtube links thereafter!

And sorry for the late announcement. But you may know that I don't like to talk about unfinished projects. The advantage is that you only have to wait few days now.
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