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Old 14 August 2012, 19:00   #601
lilalurl
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Quote:
Originally Posted by s2325 View Post
I thought it's OCS/ECS game, thank you.
You're welcome.

By the way for both Chaos Castle and Eye-borg, you can find docs on the disk if you boot into Workbench first. For Eye-borg you have to show all files and IIRC the file is called something like "3.read me now"

Finally, it seems like the author of Eye-borg has a different opinion from yours about his game:
Quote:
And Eye-borg (amiga 1993) was my first (money in the pocket from) game and it was a pile of shit.. so feel good about yourselves guys!
http://forums.indiegamer.com/showthr...ll=1#post71159

To be fair, I suspect that he is speaking about the technical quality of game since the post is from a forum dedicated to indie games and the thread seems to deal with a creation competition.
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Last edited by prowler; 14 August 2012 at 20:54. Reason: Added quote.
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Old 18 August 2012, 17:08   #602
mai
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Quote:
Originally Posted by lilalurl View Post
Judging from the screenshots and the title, it is probably an edutainment title in which you have to specify on the map what the name of each country is and what is the name of each corresponding capital city.
Was it released commercially?
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Old 18 August 2012, 17:55   #603
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Quote:
Originally Posted by mai View Post
Was it released commercially?
Hmmm, I'll need to download a game image and look if there are docs on the disk.
Interestingly, it seems like the Atari ST version was commercial:
http://www.atarimania.com/game-atari...nde_27473.html

At least the atarimania entry says so and the box scans seems genuine. Cheaply made but genuine.



Edit: Took a look. I found nothing that would say it was commercial or not. The only text files I could find were one with messages (like "not enough memory" in French, which is part of the customized Workbench of the disk) and another one with the "cracktro" text.

Personal judgement: Based on what I remember from educational titles of that time, it is of an average technical level. On some points, you can see that some time was spent, notably things like voice samples (as I said at the end of this post alread: http://eab.abime.net/showpost.php?p=...&postcount=500 ).

So either it is a well crafted PD game or an average edutainment title. That probably won't help you but I don't have any elements that could help to cut the Gordian knot.


Edit 2: Just to mention the fact that if I just based my judgement on the text from the back of the box for the Atari version, I would say it is commercial, because the text really sounds like what is written on the back of an educational title (or even some educational books).

Edit 3: If we ever need that information, looking at the ST screenshots, the game is an Amiga original game because the ST version mentions:

"developpe par vincent vanderberck
d'apres la version Amiga de Herve proudhon"

Which means:

"developed by vincent vanderberck
based on the Amiga version by Herve proudhon"
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Last edited by lilalurl; 18 August 2012 at 18:34.
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Old 04 September 2012, 22:23   #604
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Quote:
Originally Posted by s2325 View Post
Gravediving (poor Green Beret clone with bad controls, Gravediving II is much better) http://www.youtube.com/watch?v=Jc4iRo5z2c8
longplay: http://www.youtube.com/watch?v=9TWTKFFBPyQ
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Old 06 September 2012, 21:40   #605
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Quote:
Originally Posted by s2325 View Post
Incinerator (preview):
review:

Remember Missile Command? (Ah, the good old days...) This is a
newer and a bit more sophisticated version.

Both you and your enemy (the computer or another player) have
cities, and both of you attempt to destroy each other's city, using the
missiles at your disposal, and helicopters, which can cause mass
destruction. On the defense side you have two laser canons, activated
by the left and right mouse buttons, as well as a protective shield to
the city, and a limited supply of super bombs (which destroy all the
missiles on the screen).

You alternate turns - one turn you defend the city, and the next you
attack your enemy's city. There's a two player option, which apparently
lets both players defend, then both attack. Unfortunately, I don't know if
this is really the case, as the unregistered version stops the game after
just two rounds (defense and attack for a single player, or defense and
defense for two players).

There are three difficulty levels, so if you destroy the incoming
missiles too easily (and it's quite easy at the low level), you can move to
a higher level.

Graphics-wise, the game gives a 3D view, with the city in the
foreground and hills in the background, behind which the missiles are being
fired. The city is well drawn, but the missiles are just short yellow
vectors (which is about the most you can expect from such small objects).

The two player option seems to have a few glitches - both in the
graphics, at the start of the round, and in the gameplay, as sometimes you
just wait and no missiles are coming.
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Old 07 September 2012, 08:02   #606
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Quote:
Originally Posted by s2325 View Post
Checkers Conquest (board game with nice graphics):

review:

You know Checkers? That's it. There are two players, either human or
computer, and the computer player has four levels.

The game itself has quite a lot of options, including the ability to
take your moves back, to edit the board, to switch sides, and several other
options, including the ability to select the design of the checkers.

The lowest level is naturally quite easy. I haven't played the
higher levels, so I can't comment on the difficulty. (Sorry, losing to an
A500 just makes me feel so insecure. I can't face that. Either that or I'm
a lazy reviewer. :-))

Graphically the game looks good - both the board and the checkers
are well drawn.

Quote:
Originally Posted by s2325 View Post
Mangled Fenders:




review:

Crashing into cars, that's the name of the game. There are up to
six cars, viewed from above, which crash into one another, and into the
walls of the screen area in which they all roam, looking for prey, fighting
the war of survival (ahem...).

The opening screen displays the six cars. Each car can be controlled
either by the computer, a player, or not play at all. Up to four people can
play at the same time: two using joysticks, and two using the keyboard. If
you like challenges, you can also control several cars by one player
(they'll all move in the same way) - I'm not sure this was intentional on
the part of the programmer, but it's there if you want it.

There are power-ups which appear and can be picked up, and you also
have money to buy extra features (cause more damage, etc.) or fix your car
between rounds. You get more money at the end of each round, depending on
how fast you were destroyed, compared to the other cars.

Control is inertial, so you accelerate and decelerate in forward or
reverse and turn left and right. I found it quite difficult to control the
car. It's quite easy, for example, to get stuck in the side of the playing
area without an easy way to get out, making you a sitting duck (it happens
to the computer controlled cars, too, and you can take advantage of that).

This is the game I enjoyed least. The graphics are OK, but not
great; the control method is unwieldy; the collision detection is quite
dodgy (cars should crash into each other, not over each other); and it's
just not that enjoyable. The game may be more fun when played with a few
more people, but frankly I didn't want to subject more people to this type
of punishment (OK, so I may be exaggerating a bit).
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Old 07 September 2012, 20:11   #607
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Workbench Lander (Use cursors to fly tiny rocket. Translated to polish, no sound.): ftp://easyjohn.dyndns.info/Amiga/CD%...20PL/1dysk.dms Directory FX, file GRA.
Astro Chase (Space shooter with vector ship. Nice music.): http://www.youtube.com/watch?v=jaS6fbyMpvc
A-Type (Good horizontal shooter similar to R-Type. Music in C64 style.): http://www.youtube.com/watch?v=I0ckl_OFu84
Asteriods II (Close to original.): http://www.youtube.com/watch?v=4uxW--PZT0c
Assault (Simple arcade game with graphics from game Premiere.): http://www.youtube.com/watch?v=hOrCJfzFvg8
Ashido (Puzzle game with music in very old style.): http://www.youtube.com/watch?v=juEbLY6I41I
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Old 07 September 2012, 20:25   #608
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Quote:
Originally Posted by s2325 View Post
Ashido (Puzzle game with music in very old style.): http://www.youtube.com/watch?v=juEbLY6I41I
From the title and the video I can tell it is a clone of Ishido the way of stones:
http://hol.abime.net/2671

Just mentioning that so people can find it in case they look for such games (and perhaps if there are more to create an puzzler-Ishido subcategory in HoL)
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Old 08 September 2012, 07:22   #609
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Startoplex - 3D Tron preview/Lightning Fury (The strangest Amiga game? Developer from another dimension?):





ftp://easyjohn.dyndns.info/Amiga/CD%...Prev/dysk1.DMS
ftp://easyjohn.dyndns.info/Amiga/CD%...Prev/dysk2.DMS

Quote:
Originally Posted by s2325 View Post
A Matter of Time (text adventure on 3 disks with some pictures in HAM mode)
Hard Disk version: ftp://easyjohn.dyndns.info/Amiga/CD%...tterOfTime.lha

Last edited by s2325; 08 September 2012 at 07:29.
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Old 08 September 2012, 19:56   #610
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YAGG: Yet Another Gravity Game (There is some problem with music and no single player mode so no video on youtube.)

Code:
Copyright 1995 - @{" Black Blade Desing " link BB}

(sorry for my bad English...)

@endnode

@node intro "What is Y.A.G.G.?"


YAGG  is  a  gravity game  like Roketz  and Bratwurst.  2, 3 or 4 player must
destroy their opponents ASAP.

@endnode

@node insta "Installation"


Just drag YAGG drawer anywhere you want.  No assigns are needed.

If you cliks on YAGG icon once and select "icons/informations" from WB menus,
you'll  find  the  tooltype  FIELD=<arena's name>.  Write  here  the  default
battlefield name, if you want...

@endnode

@node user "What do you need to run YAGG ?"


- A fast Amiga.  68030/25MHz or above highly recommended.
- Kickstart v.39  (3.0)  or above.
- FastRam recommended.
- At least 490KB free chip ram
- AGA recommended (Blitter will thank you) but not required.

YAGG is written in 40% assembly  and 60% in BlitzBasic2.  Due to using a high
level language a data cache will increase the speed very much.
YAGG  opens  a  standard  "intuition" screen, so you are free to use a screen
promotor  to  use  a  non-PAL  screenmode (e.g.  try  to  activate  the "mode
promotion" option in  Prefs/Icontrol).  Anyway  you should not use a vertical
refresh frequency different by 50Hz.
YAGG accesses directly to the blitter, anyway, it multitasks happily.

YAGG has been successfully tested on:

Amiga 4000/040        25MHz    8MB Fast + 2MB Chip Os v.3.0  SetPatch v40.16
Amiga 4000/Ec030      25MHz    8MB Fast + 2MB Chip Os v.3.1
Amiga 1200/TQM50 (030/50MHz)   4MB Fast + 2MB Chip Os v.3.0
Amiga 4000/Cyberstorm060/50MHz 8MB Fast + 2MB Chip Os v.3.1
Amiga 3000/Cybervision64+CyGfx 4MB Fast + 2MB chip Os v.3.1

PAL and DblPAL AGA modes and ECS/OCS emulation modes.

@endnode

@node config "Setup screen"


Player1 O    @ Keyboard         Quit            Available ships
Player2 o    Player name                        ----------------
Player3 O                      Start          |Plane           |
Player4 O                                     |Eracle          |
                                              |Nettuno         |
 _        _                                   |                |
|_| Flms |_|cmt                               |                |
                                               ----------------
Last match winner
 _       _____                                         Shields
|5| L.  |350  | g                                      Rot. sp.
                                    Ship infos ---->   Ship mass
            ____________                               Antispin
Weapon1 O  |Nothing     |                              Acceleration
Weapon2 O  |Big Gun 1   |                       _________________
Weapon3 O  |            |                      |                 |
Weapon4 O  |            |                      |                 |
         ---==========--                       |                 |
Arena:  |FourL        |                        |                 |
         -------------                         |                 |
   Speed   Damage                              |   Ship picture  |
 Shots/s   Power                               |                 |
  Deviat   Ammo     <--- Weapon infos          |                 |
   Range   Time                                |                 |
                                               |                 |
                                               |_________________|

---------------------
From top to bottom:

Player ?   - Select the current player

@Keyboard  - Selects  how  you want  to  drive your ship by.  Adapt3, Adapt4,
             CPU modes are not yet implemented.

PlayerName - Write your name here.

Quit       - The end.

Start      - Starts a new battle.

Available ships - These  are the ships  you can use.  Just  click on the name
                  of the ship and it will be displayed in the box below.

Flms       - Enable the "flame" effect.

Cmt        - Enables the comet-like missile trails

LastMatchWinner - It explains itself.

L.         - The number of lives.

g          - Gravity acceleration. Useful values are -3000...3000.

Arena      - Click here to choose the battlefield.

Weapon ?   - Each  ship  can  mount  up to  4 different weapons.  Select here
             what mounting you  are going to select the weapon.  The mounting
             is highlighted  in  the ship  box and you can select the type of
             weapon in the list.
             Each  mounting  can carry a certain amount of weight.  According
             to the chip you have and the mounting you have choosed, the same
             weapon can have a different amount of ammunitions.

Ship Infos:

  Shields  - The damage yuor ship can sustain.
  Rot. sp. - Rotation speed.
  Mass     - Ship mass.
  Antispin - How fast your ship regain control after an uncontrolled spin.
  Acceler. - Acceleration.

Weapon infos:

  Speed   - Starting bullet speed.
  Shots/s - Mah, I don't know :-)
  Deviat  - The lower, the better precision.
  Range   - The  distance  the  bullet  can  reach.  In  case  of  autoguided
            weapons  this is the  distance after  which the missile begins to
            follow the nearest ship.
  Damage  - Single bullet damage. (before arming and not counting splinters).
  Power   - Average damage for 1 second burst.
  Ammo    - Number of shots.
  Time    - The duration in time of your amminutions.

@endnode

@node weap "Weapons"


@{b}Machine Gun 1-5@{ub}           Standard gun. Medium range. Quite weak.  Each model
                          have it's own speed ang Shots/s rate.
                          Bullets appears grey in color.

@{b}Big Gun 1-3@{ub}               Same as above, but the autofire  is very slow. It's
                          between 5 and 6 time more dangerous than MG.
                          This is a long range weapon.  Bullets are orange.

@{b}Small Rocket 1-3@{ub}          They  have  accelerated  movement  and  an exposive
                          warhead.  They  strike  a damage just like BG1, but
                          can bump your opponent against a wall.
                          The color is white.

@{b}Medium Rocket 1-3@{ub}         They  are  similar to  SR, but  they are slower and
                          3-4 time more harmful.

@{b}Large Rocket 1-3@{ub}          More  dangerous  versions  of  MR. They  are really
                          powerful, but  also  very  heavy. Usually  you  can
                          carry only a few shells.

@{b}Turbo Gun 1-3@{ub}             High powered  version of machine guns. Only  little
                          ships (which can't mount heavier weapons) can carry
                          these guns.

@{b}Missiles 1-4@{ub}              Simple  missiles.  They  are  quile easy  to  avoid
                          beacuse  of their strong inertia, but don't  try to
                          exceed them in speed!
                          When you  launch a missile, it  starts just  like a
                          small  rocket.  After  a  certain  amount  of  time
                          (lower  in  Mis-1, higher  in  Mis-4), the  missile
                          begins to follow the nearest ship.  So don't launch
                          a   missile-1  when  your  opponent   is   far  and
                          vice-versa.

@{b}Mini Gun 1-3@{ub}              Between MG and TG.

@{b}Shooting missile 1-4@{ub}      :-))  Really  bad  weapon.  After  they  are  armed
                          (arming  time  varies  very little), they  begin to
                          shot  to  the nearest ship.  The  higher the model,
                          the longer is the lifetime.

@{b}Class-A Smart Missile 1-4@{ub} Slow  and hard  to avoid  missiles.  They are a bit
                          less powerful than standard missiles.

@{b}Auto Rockets 1-3@{ub}          Just like  Small rockets, but they  can change they
                          direction  a bit.  You  can  hit yor  opponent much
                          more easily. Higher models have higher precision.

@{b}Shooting Mine 1-5@{ub}         Very   very   slow   shooting   missiles. You   are
                          recommended to not collide with them....


@{b}Class-B Smart Missile 1-4@{ub} Faster version of Class-A smart missiles.

@{b}Mine 1-4@{ub}                  Simple and powerful proximity mines.


If  a missile  (mines and smart too) hits  before being  armed, it strikes  a
very low damage.  Actually, you waste a bullet.

@endnode

@node game "The game"


Ship controls are:

Left and right      - Rotate the ship.
Up                  - Accelerate.
Fire   e            - Shoots weapons 1 and 2.
Down                - Shoots weapons 3 and 4.

Keys:
                          5
Keyboard 1    LShift   1  2  3        numeric pad


                          W
Keyboard 2    RShift   A  S  D   B
                ^                ^
                |----------------|-- Double key


Try to not bump against the wall. You  must destroy  your opponent before you
can do it with you.

To the edges of the screen are displayed the following informations:

Lives  (2 pixel = 1 life)
Shields
Ammo1  (1 pixel = 16 bullets)
Ammo2  (1 pixel = 16 bullets)
Ammo3  (1 pixel = 2 bullets)
Ammo4  (1 pixel = 2 bullets)
Number of missiles that are following you.

@endnode
@node hist "History"


DO NOT USE OTHER VERSIONS BUT THE FOLLOWING ONES !!

v1.0   * First release.

v1.8   * Fixed  stupid  bug in  the  GUI.  Now  player  1 has no more need to
         reselect the first weapon after every match.
       * Simple mine added. (Old mines are renamed to Shooting mine).
       * Some changes to the ships.
       * Minor changes.
       * Added "Arena:" button to choose the battlefield at runtime.
       * Added some undocumented weapons.
       * Speeded up by 50% ship's points calculation.
       * The direction of weapons in the pre-battle screen was wrong.
       * Small change to the sound routine
       * New intro screen

v1.12  * When you ship is damaged you cannot shoot well
       * Ships no more reappear over another ship.
       * Stupid bug that trashed 115KB of memory removed
       * Now missile trails are much more fun :))
       * Now you cannot completely disable the flames
       * Little bug in the GUI fixed

v1.13  * Now takes care of the ship mass when you are hit.
       * Code is a bit shorter
       * Two ships added

v1.14  * Stupid bug introduced in v1.13 fixed
       * Various changes in collision handling routines
       * "Eracle" collision detection error fixed.

v1.15  * Yet another little gub removed.  I'm sorry for allt these bugs,
         but I can't work well for free.

v1.16  * Rewritten collisions handling.  Improved playability.
       * Some minor changes

v1.17  * Boom3 sound changed.
       * Updated copyright note.
       * Some minor changes


@endnode
@node bugs "Known bugs"


- On A1200s the keyboard controller can't handle  multiple key  pressings, so
  you can't control your ship by keyboard on A1200s :-(
- YAGG seems to hang when QuickGrab is running.

Please report all the bugs you find !!

@endnode
@node share "Shareware notice"


This program is shareware.  If you often use it, you @{u}must@{uu} register.

 This software is  subject to the "Standard Amiga FD-Software Copyright Note"
 It  is  SHAREWARE as  defined in  paragraph  4s. If you  like it  and use it
 regularly please send $8 to me (see below).
 For more information please read "AFD-COPYRIGHT" (Version 1 or higher).

YAGG has the following limitations:

- You can load only 7 ships.
- When you load the game, you must wait 10 seconds.
- After 3-5 matches YAGG quits and you have to reload it.

If you want to regiter, fill the form at the end of this document and send it
to me.

Please send  only cash, EUROcheque  or postal  orders.  I cannot cash foreign
cheques.  I'll  send you  the password to disable  all the above limitations.
I also  accept the registered  version of a your  program (if  I like it,  of
course).

If I will not receive enought registration agreements, I'll stop development.

@endnode

@node autor "How can you reach the author?"


To pay the registration fee, send bugreports, ...

Write to:

  Giuliano Pochini
  Via Torino 34
  19122 La Spezia
  Italy

  Tel. +39-187-714863

Or via e-mail:

  2:332/807.18@fidonet

  pochini@denise.shiny.it



ftp://easyjohn.dyndns.info/Amiga/CD%.../Yagg1.17r.lha
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Old 16 September 2012, 13:58   #611
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longplay of adventure game I Was a Cannibal for the FBI: http://www.youtube.com/watch?v=MsuyAFg82bI
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Old 30 September 2012, 19:13   #612
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Pacman (Nice graphics, old style music, slower gameplay.): http://www.youtube.com/watch?v=yOi-qB9yA1s
Astrokid in the Battle of Planet Funk: http://www.youtube.com/watch?v=NaufsFETJvI
Astrotrek: http://www.youtube.com/watch?v=cJVKckmFGb0
Atari Busters: http://www.youtube.com/watch?v=RQLSWSxBwSM
Atic Atac: http://www.youtube.com/watch?v=MnI3ooWEQyw
Atlantis: http://www.youtube.com/watch?v=pBgxmpSloxU
Atomic 2: http://www.youtube.com/watch?v=ZPfvdiFX3iI
Atomic Bombers: http://www.youtube.com/watch?v=g6zn1imCgH4
Atomic Food: http://www.youtube.com/watch?v=hOgXj-uB9to
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Old 01 October 2012, 10:49   #613
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Startoplex looks great,definitely I will try it.
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A1200 Escom+Blizzard 1230 MK-IV+64mb fastram +CF 8GB->IDE+OS 3.1+ClassicWB Ful
A1200 Commodore+Elsat 8mb+4GB HD2.5"+OS 3.0+ClassicWB Full
A500+512k and A600
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Old 19 October 2012, 23:11   #614
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New World (Missing library file but you can read doc files):

Code:
***************************************************************************

                        |\  |  \      /
                        | \ |   \    /
                        |  \|EW  \/\/ORLD

            A game of exploration, trade, and conquest...

                          by Kevin Roll
                       (kar5@po.cwru.edu)
                     
***************************************************************************
                     

REQUIREMENTS


	New World requires OS 2.04 and at least 1 meg of contiguous memory. The game
may not function on 512K/512K split systems. AGA is not necessary, but recommended.
Also, a 68020 or higher processor is recommended; the game runs pretty slow using
a 68000. The game may be installed on a hard disk by simply copying all
files and subdirectories and assigning NewWorld: to the hard disk directory.
You may save about 360K of memory by running the game without sound effects; to do
this, run it as "nw NOSOUND". Those with faster machines will want to use the nice
texture-mapped graphics; run the game with the TEXTURE keyword for this effect.

	Please send all comments and bug reports to kar5@po.cwru.edu.  Be sure to
include your exact system configuration and as detailed report of the
circumstances as you can manage.

	New World uses the ReqTools requester toolkit contained in reqtools.library.
ReqTools is Copyright (c) Nico François.

	New World is Copyright (c) Kevin Roll 1993.


INTRODUCTION


   In New World, you play the role of an early explorer, setting out from
Europe to face the unknown. Armed with a loan from the crown, you must
equip an expedition and sail west in search of the New World. Once you
find it, you must deal with the natives there. Whether you will trade
peacefully or attempt a conquest is up to you, but you must live with
the consequences of your actions!


USING THE WORLD CREATOR


   The World Creator is used to create random worlds for use with New
World. Before playing your first game, you must create at least one
map file. You may create as many as you want, but beware, they take up
a lot of space! The World Creator is invoked from the CLI as follows:

cw <mapfile name>

The process of world creation takes around 5 minutes (on my A4000/040 :) ).
First, the land is generated using a fractal technique. Next, rivers
are run over the landscape. Finally, villages and other neat stuff are
created.


GETTING STARTED


   To begin, run the game from the Workbench or CLI. You will be prompted
to select a map file. You may have as many map files as you have space for,
with separate games going on each. Note that for technical reasons, once
a game is begun on a map file there is no way to reset it. So, if you
think you might like several tries, make a copy of the map file before
starting the game. Once the game is up and running, you will find
yourself in Europe, staring at a blank map.

The game supports four command line options, as follows:

	NOSOUND		Disable sound effects (saves ~360K)
	LOG			Enable map log files
	SCRMODE		Bring up screen mode requester
	FONT		Bring up font requester
	TEXTURE		Use texture-mapped graphics


IN EUROPE


   The game begins by showing you the total map, which will be blank since
you haven't discovered anything yet. The map appears every time you return
to Europe. Note that the stats window is draggable. To continue, click
the close box in the upper-left corner.

	The first time you play a map, you will be asked to select a difficulty
level. 0 is the easiest, 99 is the hardest. The difficulty level affects the
visibility of villages, economic factors involved in trading, and the rate
at which men die and accidents occur. Level 0 is a cakewalk; on the higher
levels you will find it increasingly difficult to make a profit.

   Next, you proceed to the outfitters. Here, you must purchase the things
you will need for your expedition. The first time out, the crown lends you
enough money to get a rudimentary expedition. The number of ships, men,
food, and goods you are taking can be adjusted using the slider bars.
Note that food is bought for in terms of weeks, which is relative to the
number of men in your expedition.

   A little forethought here will be necessary for success. A large fleet
of ships will give you more carrying capacity, but they are expensive. More
men can carry more things, but require more food. The Indians will trade
food and gold for your goods; or you can attempt conquest, at the expense
of your army. When you are ready to set sail, click on the button at
the bottom of the window.
   

AT SEA


   Control of your expedition is accomplished using a joystick in port
2. Simply steer in the four cardinal directions; pushing diagonally will
cause you to zig-zag. Pressing and releasing the button will cause your
ships to hold their present course; press the button with the joystick
centered to stop them. Your goal at first will be simply to find land;
after you know your way around, you will want to guide your fleet to the
mouths of large rivers, or near big settlements. The dangers at sea
include thunderstorms in open water, and shipwrecks in the shallows. When
you have found a suitable place to land, maneuver your ships so they are
directly adjacent to the shore. You will then be ready to disembark.
WARNING: Attemping to move onto the land will result in one or more of
your ships being wrecked, so be extremely cautious!


DISEMBARKING THE EXPEDITION


   Selecting Disembark from the Options menu (or pressing Right Amiga-D)
allows you to unload a land-going expedition from the ship. You must
offload men, supply them with food, and take along however many goods you
think you will need. Once you are on shore, you are free to roam across
the land, exploring the terrain. Make sure, however, that any men left
on the ships have an adequate food supply, or your fleet may not be
there when you return! You may bring up the Disembark menu by returning
to the ship, allowing you to transfer supplies. When you are ready to
depart, simply place all of your men on the ships. Note that any supplies
not placed on the ships at this point will be dumped and lost forever.
This is sometimes useful as an emergency measure when out of room, but
normally should be avoided.


MOVING ACROSS LAND


	Control of the expedition is identical on land; simply push the joystick
in the cardinal directions. As you move about, note the terrain you are
crossing. Higher terrain will take more time to traverse, with mountains
being the worst of all. Moving along rivers as much as possible will save
you considerable travel time.


VIEWING THE MAP


	To view the map, select it from the Options menu or press Right Amiga-M.
The map window will pop up. The window will display your immediate surroundings,
and your approximate latitude. The cross in the center marks your current
location. Note that the map window is draggable.


CACHES


	Sometimes you may find it necessary to leave some of your supplies behind. By
selecting Cache from the Options menu (or pressing Right Amiga-C) you may leave
behind a cache of food, goods, and gold. Any food left here will quickly decay,
but the other commodities will be unharmed.


FINDING VILLAGES


	As you move over the landscape, you must try to locate native settlements. These
appear in several forms; tipis in the temperate zones, pueblos in the desert, and
wigwams in the hills. On level 0, all villages will be visible; as the level is
increased, only the larger ones will appear. See the section on consulting
bearers below for more information on finding villages.


TRADING WITH VILLAGES


	Upon entering a village, you will be told how the natives view your presence.
This is also apparent from the tempo of the native drums; faster drums indicate
displeasure. The more angry the natives are, the less likely they are to trade.
Your options are trade, conquest, or to leave the village.

	Your first, and more sensible option, is to trade with the village. You are
asked how many goods you wish to give as goods. The natives are notoriously
greedy in most cases and it is to your advantage to give as much as you can
spare. 

	If the chief decides to trade, and you have been generous, he will send
along bearers. These are extremely useful for several reasons. One, they help
carry your burden, allowing you to bring along more stuff. However, the
bearers will find their own food and not eat up all of yours! Secondly, the
bearers will direct you to other settlements, as explained below.

	When the chief decides to trade, the village trading window will pop up. As
you take food and gold, goods will be subtracted in trade. Greedier tribes will
demand more goods for the same amount of food and gold; you will have to watch
closely and "shop around" for the best deal. Also, as the difficulty level
increases, trade becomes costlier and costlier.


ATTACKING


	Your second, and far riskier option is to attack the village. A certain 
number of your men will die in the attack; the more warlike tribes will
extract a much higher cost in men. Indeed, a larger village may completely
wipe out your party, ending your expedition rather quickly.

	If you succeed in your conquest, a certain number of natives will be
forcefully recruited as bearers. The stocks of food and gold in the village
will be yours to take. Naturally, the tribe will now hate you on sight. At
the higher levels, the native anger toward you will begin to negatively
affect your score. So, conquest is not a good option for maximum points.


CONSULTING WITH BEARERS


	Native bearers are doubly useful because they can reveal to you the
location of other settlements and things such as gold mines. To consult with
the bearers, move into an unknown area and select Consult Bearers from the
Options menu (or press Right Amiga-B). The bearers will mutter amongst
themselves, and Voila! Any settlement or object of a tribe from which you have
bearers will appear on the map. When moving through unkown lands, you will
want to frequently consult the bearers in order to locate all villages.


FORTS


	If you are exceptionally generous to a tribe as a whole, and to a certain
village in particular, the chief will ask you to build a fort. You will be
given the honor of naming the new edifice. A certain number of natives will
remain and become part of the garrison, and the fort will be stocked with
food and whatever gold was in the village.

	A fort is an extremely useful thing to have. It will gradually attract
new men to join your army. The men there will be at work keeping the food
supply up, and collecting gold in their spare time. By leaving most of your
men at a fort, you can save space in your ships and return to Europe on a 
smaller food supply.


RETURNING TO EUROPE


	After each trip to the New World, you may return to Europe by sailing directly
east. Here you are given the options of continuing, loading a new map, saving and
quitting, or just quitting. You can also instantly bring up this requester by
selecting "Quit" from the options menu (which also returns you to Europe).
If you choose to load a new map, the current one is NOT saved! Continuing on, you
may view the map of the explored territory, and the cycle begins anew. You may use
the vast amounts (?) of gold you acquired to purchase a larger expedition.

	Your score is calculated from many factors. The basic factor is the amount
of land you have explored. The establishment of forts greatly increases your
score, depending on their size. Conversely, poor relations with the natives
will decrease your score. Note that wealth does not affect your score in any way.


DEATH


	If you ever run out of men while on land, or ships while at sea, your
expedition is lost. You will be returned to Europe minus a year of your time,
and will have to begin anew.


LOG FILES


	As you move about the map, a log file may be saved of all of your significant
actions. This file is named <name>.log, where <name> is the name of your map.
The log file is straight ASCII and can be used as a record of your explorations.
To activate this feature, use the LOG keyword.


OBJECTIVES

	
	Your objectives fall into two parts; explore the new world and become filthy
rich. As noted above, your accumulated wealth does not affect your score either way,
so the two goals are separate. There is no set end to the game; you may continue
to explore and establish settlements for as long as you wish. Competitive play may
be achieved by several players starting out with copies of the same map file.

New World, Copyright 1993 by Kevin Roll, all rights reserved.


New World is shareware. The archive is freely distributable as long as
it is unaltered. Please upload this game to bulletin boards, give it
to PD distribution houses, spread it around at user meetings, include
it on compilations, etc.

If you keep this game for more than 30 days, you must register by
sending $25 US to:

	Kevin A. Roll
	2757 Euclid Heights Blvd #5
	Cleveland Heights, OH 44106
	(kar5@po.cwru.edu)

Registered users will be allowed access to the source code and a map
editor!

WARNING! WARNING! WARNING!

A lot of bugs have been worked out of the game, but there is still no
guarantee. I am not responsible for any damages resulting from the use
of this software. Remember, send all bug reports to the e-mail address
above with a full description of the problem and your system
configuration.

NOTES ON RELEASE 1.31

This is release 1.31. It corrects the problem which was screwing up the graphics on
pre-WB 3.0 systems. Also added another option, to either save and quit or just quit.
Here's the list of enhancements over 1.21:

	-	Double Buffering! It took some work, but it's here and it's smooth
		as silk. Note that in order to accomplish this and remain 2.04
		compatible, the gadgets at the bottom of the screen had to be
		removed.

	-	Texture mapped graphics! This is the way I always wanted the
		graphics to be - no wimpy polygons. I finally figured out how to
		do it quick enough. I think it's a very nice effect.

	- 	Nice haze effect on map screens.

	-	Rewards from the crown for your exploration efforts.

	-	Note that logfiles are now turned on, not off.

	-	The usual tinkering with the economy factors.

I think that this is a very good release. Please prove me right by 
registering for the game. Remember, registered users get a MAP EDITOR!
Fun, fun, fun. Enjoy the new release, and happy exploring.
Game in the Zone - maybe you can start it somehow.
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Old 20 October 2012, 22:27   #615
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Copy the files from the libs folder of Newworld to the Workbench libs.

Then do an assign such as:
assign NEWWORLD: dh0:NEWWORLD



Then, you need to create a new map (RTFM ):
Quote:
Before playing your first game, you must create at least one
map file. You may create as many as you want, but beware, they take up
a lot of space! The World Creator is invoked from the CLI as follows:

cw <mapfile name>

I have put a map named s2325 in the Zone!.
You can generate your own, but as said in the docs, it takes a long time.

Run nw.aga (or the other excutable).

Click "I registered!" when the game launches.

Load the map when asked. After the land, river etc... %ages are displayed, close the window (top left button). Choose the difficulty and then set sail.

The ships will move a bit by themselves, then stop.

Now, you control the game and the ships are moved by the joystick.


Navigate ( a few screen to the bottom and then to the left). After a while, you should find some land (it takes some time, I used Winuae warp mode to go faster).
When next to the land, stop (otherwise the ships will crash it seems).

Right click and in Options, choose disembark. Adjust some sliders to the right to create an expedition party and explore.


I played a bit and found a village. Villagers were unhappy and I attacked. Apparently it impressed some of them and they joined me.


Well, I'll let you discover more of the fun things you can do with the game .


Some screenshots:

http://eab.abime.net/picture.php?alb...pictureid=2430
http://eab.abime.net/picture.php?alb...pictureid=2431
http://eab.abime.net/picture.php?alb...pictureid=2432
http://eab.abime.net/picture.php?alb...pictureid=2433
http://eab.abime.net/picture.php?alb...pictureid=2434
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Old 20 October 2012, 22:37   #616
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Thank you for help. After reading docs I expected something more than 7 Cities of Gold Deluxe http://hol.abime.net/1879
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Old 21 October 2012, 04:16   #617
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Post in games similarities.


Well, it does seem like a shareware remake of 7 cities of gold although not having played this one (and not played NewWorld a lot) I cannot tell if similarities go further than the visual elements. Although I guess that since you can see the same elements (Food, Men etc...) it is very likely to be the same.

I am not sure it is even a deluxe version (perhaps the AGA graphics are better?).


Or maybe 7 cities of gold has only one map and the interesting part of NewWorld is the map generator?
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Old 21 October 2012, 14:06   #618
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Atomz AGA (Board game which have many computer versions.):


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Old 23 October 2012, 15:06   #619
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Quote:
Originally Posted by s2325 View Post
Bacman AGA (high quality Pacman clone):

gameplay: http://www.youtube.com/watch?v=U8qZs2oFJRc

Quote:
Originally Posted by s2325 View Post
Automobiles (high quality, gameplay similar to Skidmarks):


gameplay: http://www.youtube.com/watch?v=_D5eF4Qr6xg http://www.youtube.com/watch?v=QmxTTxjDmjI

Last edited by s2325; 23 October 2012 at 15:12.
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Old 24 October 2012, 08:59   #620
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Bomb Maniac (Bomber Man clone for 2 players only, no sound. You can make chain reactions with bombs placed already on playfield. Press key E to edit levels. Game in the Zone.): http://www.youtube.com/watch?v=kVoHA2KRTaw
Trailer (Simple Tron clone but with good AI, no sound.): http://www.youtube.com/watch?v=plACTFljt_0
Go Kart Mania (Overhead racing game. Game in the Zone.): http://www.youtube.com/watch?v=isE5ap83gO4
Beavis and Butt-head in Breaking the Lawn (Avoid granny, dog and water, destroy everything else.): http://www.youtube.com/watch?v=Gra37DBk0WM
Bomber v1.2 (Minefield in WorkBench Window. Game in the Zone.):


Last edited by s2325; 24 October 2012 at 09:07.
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Old 28 October 2012, 20:39   #621
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Quest for Galaxia (Simple Space Invaders clone.): http://www.youtube.com/watch?v=JT5S5TRg7NE
download: http://amr.abime.net/issue_26_coverdisks

Quote:
Originally Posted by s2325 View Post
Turbo Duel (Tron clone http://amr.abime.net/issue_107_coverdisks for 2 players only with high quality graphics and music)
gameplay: http://www.youtube.com/watch?v=L7VgKzEIr9c
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Old 28 October 2012, 21:19   #622
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Avalanche (German Klax clone with different view. Looped sample as music.): http://www.youtube.com/watch?v=BwsKq02imW4
Quote:
Originally Posted by s2325 View Post
gameplay: http://www.youtube.com/watch?v=3BVs03doITM
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Old 10 November 2012, 12:23   #623
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Quote:
Originally Posted by s2325 View Post
Jim Lost in Times (preview of adventure+arcade game in english and french, could someone recognize from which commercial game title music is?): http://www.youtube.com/watch?v=OKtF9dg9VPc
Some info from youtube comment:

Créé en 1995 par Claude Aubel (AubelVision)
Codage en Amos sur Amiga 600
L'Amiga a disparu, le jeu complet.
La video de la Demo existe grâce à s2325
Le fichier amiga de cette Demo Jim Lost in Times (1995)(AubelVision).adf existe chez Planet Emutation mais il faut WinUAE pour en profiter


I think music is from Switchblade II.
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Old 10 November 2012, 13:38   #624
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Planet Emutation?

Translation:
"Created n 1995 by Claude Aubel (AubelVision)
Coded in Amos on an Amiga 600.
The Amiga disappeared, the full game*.
A video of the demo exists thanks to s2325.
The amiga file (he probably meant disk image) of this demo Jim Lost in Times (1995)(AubelVision).adf is available on Planet Emutation (sic!) but you need WinUAE to enjoy it."



*: This sentence does not make sense. He probably forgot a word or two.


Do you want me to contact him for more details and notably your question about the music? In French, if he feels more at ease in the language.

Or I can translate an answer from you if you want (don't write a 600-page letter please )
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Old 10 November 2012, 14:00   #625
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I'm sure now about music. Maybe you should ask him about his other Amiga games with invitation to EAB. I had french in school but too long ago.
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Old 10 November 2012, 14:06   #626
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Ok. I will wait until tonight, to see if some other EAB members have questions they would like me to ask.

Regarding the invitation to EAB, I have doubts that he will accept.
As he replied to your video in French, I have the feeling that he does not feel comfortable enough in English.
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Old 10 November 2012, 14:10   #627
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But as you spotted some words in his sentence were missing so maybe french is not his native language? But why he thought I'm from France? Because of Amstrad CPC games on my channel?
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Old 10 November 2012, 14:42   #628
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French is very likely his native language. Check his YT profile: He writes his messages in French. And the linked homepage is:
http://aubelvision.monsite-orange.fr/


Your video description is in English so theoretically he should have supposed that you speak English rather than French.
But you may be right, perhaps he thought you were French but posted in English for a worldwide audience.


I will invite him anyway, don't worry about that .
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Old 11 November 2012, 15:50   #629
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WBsteroids v1.5 (Fast and smooth Asteroids game. Floppy disk image in the Zone.): http://www.youtube.com/watch?v=ulWaQARLHPQ
Gravity Beam (New PD arcade game.): http://www.youtube.com/watch?v=nb7r1JYTMSg
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Old 11 November 2012, 16:10   #630
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Quote:
Originally Posted by s2325 View Post
Gravity Beam (New PD arcade game.): http://www.youtube.com/watch?v=nb7r1JYTMSg
Availalble and commentable here :
http://eab.abime.net/showthread.php?t=63890
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Old 18 November 2012, 00:06   #631
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Skirmish (Pure madness when all players are active. I think it's more playable when controlled by humans. Controls are easier than in similar dogfight games. In the Zone.):

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Old 18 November 2012, 12:27   #632
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PowerWars (It may look like Archon in space but battles are not arcade. Game have no sound and probably was made in Amiga Basic. You can play against computer or human.):



Kim (Game in WorkBench window.):



Both games are on ftp://easyjohn.dyndns.info/Amiga/CD%...RY1R/1DYSK.DMS

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Old 18 November 2012, 21:30   #633
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In the Target (Simple crosshair shooter in AMOS. Game in the Zone.):

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Old 15 December 2012, 13:20   #634
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Blox Blox (Simple Tetris clone.): http://www.youtube.com/watch?v=0sXmnlwGrT8
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Old 23 January 2013, 00:08   #635
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Baffle (word puzzle) http://www.youtube.com/watch?v=KhiVJgE_7Fk
Balder's Grove (maze+puzzle) http://www.youtube.com/watch?v=iGHAxhrRoBw http://hol.abime.net/3834


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Old 04 February 2013, 14:06   #636
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Quote:
Originally Posted by s2325 View Post

Microlyte Warriors (preview, I don't know how to play - I can not move):

Does anybody know if this game was ever finished? I really enjoyed playing it at the time. Smooth 3d engine
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Old 26 February 2013, 00:23   #637
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Quote:
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Total Excess (shoot'em up)
Gameplay: http://www.youtube.com/watch?v=iK4diTqbWEM Asteroids on title screen are from Blood Money.
Longplay: http://www.youtube.com/watch?v=_H0aXbofofE
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Old 13 March 2013, 00:05   #638
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Future Combat Part II (high quality vertical shooter, excellent chip music, good playability, all PD Amiga games should be like that): http://www.youtube.com/watch?v=2B6JkFOYGGQ
longplay: http://www.youtube.com/watch?v=rmd107dz5Zg
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Old 25 March 2013, 19:50   #639
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Battle-Eggs (nice music - looped sample):

gameplay http://www.youtube.com/watch?v=VHSWk17GHIE
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Old 30 March 2013, 23:35   #640
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Pork-a-Pork (Very nice Pooyan clone.) http://www.youtube.com/watch?v=G_Xo7GsDZQA
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