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View Poll Results: Which system did you grow up on? | |||
Amstrad | 3 | 2.94% | |
BBC MICRO | 5 | 4.90% | |
C64 | 41 | 40.20% | |
ZX Spectrum | 31 | 30.39% | |
Other | 35 | 34.31% | |
Multiple Choice Poll. Voters: 102. You may not vote on this poll |
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Thread Tools |
24 June 2015, 18:57 | #201 | |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,647
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Quote:
1. Zombies first dig out some dirt before they kill you. They instantly killed you before if they spawned underneath you. 2. Collision detection is MUCH better now. Before when the bullet from the plant flew around 7 pixels over your head it killed you. Now it must actually hit your head to kill you. 3. The Red Arramer needed 4 hits to be killed. Now it needs only 3 ! 4. You can now jump over tombstones/other obstacles even if you are touching them. Before you just jumped straight up. 5. Now you can turn around while jumping and shoot backwards. This is really good for the gameplay. 6. Level 1 boss needs 2 shots less to be killed now. 7. Only TWO flying witches can be on screen at once time now. On the original c64 version there could be 6 flying witches on the screen which means a massacre. I know the level is twice the size now, but it *should* be much easier to get through and play now. Similar changes were done on other levels, for instance on level 2 the little blue imps that appear in the openings of the towers don't kill you until they start moving. Again if you stood there when they appeared they instantly killed you before. Also the House Ogres need 2 shots less to be killed now. There are a few things that are harder too, but overall the game should be easier. What is harder in levels 1 and 2 : 1. Flying knights after the moving island can only be hit in the back (as it is in the arcade) but they appear less frequently and they never go too far down ! 2. There are two Unicorn Ogre bosses in level 2 now Levels 3 and 4 are more redesigned and could be a bit harder than before (they were really badly designed in the original so we wanted to be more true to the original there). It is a hard game, I won't deny that. But I think it was supposed to be hard. We tried to make it fair, but I guess it is still too hard |
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24 June 2015, 18:59 | #202 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,647
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Not sure what and even when or even "if at all" ... we will see Now we need some rest. I still think it was worth it, even with some people complaining
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24 June 2015, 19:02 | #203 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,435
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It was worth the time for sure. Many thanks to all involved.
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24 June 2015, 20:21 | #204 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,644
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24 June 2015, 20:48 | #205 |
CaptainM68K-SPS France
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Not lamers, i'm not the only one who finds the jump unadequate. I have finally finished the game, and i have not been specifically annoyed by the game difficulty, but by the jump in level 2, and in the level where you meet the dragon for the first time. You have before to jump on platforms, and the jump makes it ridiculously difficult to pass. Even the coin-op which is hard (or the amiga version) does not give me such pain in the A*se to go thru.
Out of this, that's a nice effort, everything else is fine |
25 June 2015, 03:52 | #206 |
Registered User
Join Date: Feb 2012
Location: United Kingdom
Posts: 3,173
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I think this calls for a Dizzython!
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25 June 2015, 11:35 | #207 | |
Autistic 'n IRN!
Join Date: Jul 2012
Location: -
Posts: 2,978
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Rick Dangerous - An all time favourite game is coming to the Atari 8bit system!
Quote:
I must admit over this past month I'm getting really impressed by the Atari 8bit and it looks like I might have to get one |
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25 June 2015, 12:38 | #208 |
Born again WinUAE user
Join Date: Mar 2006
Location: South Yorkshire, UK
Age: 55
Posts: 1,667
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RD (on the Amiga) must hold the record for most lives lost within five minutes for me. A real tough game but has that got-to-have-another-go feel. And now it's coming to Atari 8bit. Time to brush up my (lack of) hardcore gaming skills and get some practice in.
Thanks for the heads up, Neil. The conversion looks to be shaping up nicely. |
25 June 2015, 12:41 | #209 |
Lemon Curry ?
Join Date: Sep 2004
Location: Denmark
Age: 49
Posts: 4,079
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There's one thing to consider; input lag in VICE.
For me the controls is like night and day, on real hardware it plays like a dream, excellent work and it shows. And as always, NOSDOS decrunch to REU, I f*cking love that option. |
25 June 2015, 12:41 | #210 | |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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Quote:
Atari 8 bit is still something of a mystery to me, i've heard of it but i've no idea what it's like or what it can do. Atari only makes me think of the 2600. |
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25 June 2015, 12:47 | #211 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,905
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25 June 2015, 12:54 | #212 | |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,435
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Quote:
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25 June 2015, 13:01 | #213 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 43
Posts: 17,789
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my fake tape overlay for personal amusement: http://s3.img.suchar.net/EHRBcSjdzrS...fqdTMENoMJ.jpg
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25 June 2015, 13:11 | #214 |
Lemon Curry ?
Join Date: Sep 2004
Location: Denmark
Age: 49
Posts: 4,079
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I'd rather use my real C64 & 1541U-II for serious gaming.
Still I'll have to check out Micro64, it's just too bad VICE is the only emu with SuperCPU support. [edit] Micro64 is acting strange, both the SDL & SDL2 x64 versions. If I type V, instead of actually printing a V on screen it types LOAD and typing 7 does nothing whilst typing 8 prints a 2 instead. Is there a way to change keyboard layout in this emu ? Perhaps SDL doesn't like I have 3 controllers connected to my PC ? Last edited by Retroplay; 25 June 2015 at 13:44. |
25 June 2015, 13:34 | #215 |
Born again WinUAE user
Join Date: Mar 2006
Location: South Yorkshire, UK
Age: 55
Posts: 1,667
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I can't recollect it, (can you link me to it?) but If it's a major hair-pulling stress-induced game then I'll hold you responsible heh heh.
Don't know about foaming at the mouth. The air was foul with bad language if I remember right with RD2. I'm ashamed lol. But it was warranted imho. I'd never had liked to had been a beta game tester! |
25 June 2015, 14:00 | #216 |
Autistic 'n IRN!
Join Date: Jul 2012
Location: -
Posts: 2,978
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I've enjoyed every release of Rick Dangerous on what ever system, however I was really disappointed by the frame rate slow down on the Amstrad CPC. I loved the colours but it feels a bit off
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25 June 2015, 14:03 | #217 |
Autistic 'n IRN!
Join Date: Jul 2012
Location: -
Posts: 2,978
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25 June 2015, 14:17 | #218 | |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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Quote:
http://eab.abime.net/showthread.php?t=78496 (You get infinite lives, it only racks up how many you've "lost", can easily rack up hundreds very quickly. But you don't lose anything by dying so it's not too frustrating, in fact most of the time i just found myself laughing) |
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25 June 2015, 14:36 | #219 |
Born again WinUAE user
Join Date: Mar 2006
Location: South Yorkshire, UK
Age: 55
Posts: 1,667
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Ohhhhh, that one. Didn't realise it was called "The Game". I had downloaded the first version and forgotten all about it (hadn't played it). Just re-read the thread and about to download the latest. Looks good! Hmmm. Infinite lives, eh? That'll do me nicely. Thanks Mrs Beanbag.
WRT Rick Dangerous, I ended up cheating after getting frustrated with it. Gave myself infinite lives via Action Replay cartridge. Anyone who completed RD (1 or 2) without cheats must had been the most patience person ever! |
25 June 2015, 18:22 | #220 | |
Registered User
Join Date: Jun 2012
Location: UK
Age: 44
Posts: 748
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Quote:
The game was originally hard though, so any good port will stay hard. Having said that, a game mode with a few continues would have been the icing on the cake. |
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