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Old 19 August 2020, 13:09   #361
mrupp
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Quote:
Originally Posted by pink^abyss View Post
  • Keyboard on faster CPUs still has issues (thanks Toni)
The keyboard issues on a real A1200/030 are resovled indeed. Resuming the game after pausing works!
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Old 19 August 2020, 13:27   #362
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Tiny bubble is more forgiving than the arcade conversion :-)
I actually prefer it this way, please do not correct them :-)

But here are the details so you know what I am talking about:

a) Dropping to your death allows you to pick up power-up and in this occasion I grabbed the last letter "N" of the extend and didnt lose any lives, but also gained +1 life (have a saved state with this) you can see him floating dead during the extend sequence but then he wakes up to bounce on the bubbles!

b) When playing in single player and during the "hurry up" chased by the skeleton, if "player 2" joins the game at tha moment, it does not spawn a 2nd skeleton as in the arcade...

c) Skeleton chasing "player 1" does not kill "player 2" and vice-versa

d) if either player dies, the skeletons in hurry up mode leave.. In the arcade both skeletons keep chasing each their own player and do not leave until they kill the player they are chasing
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Last edited by ztronzo; 19 August 2020 at 13:54.
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Old 19 August 2020, 13:42   #363
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I have one suggestion. When you get bonus in a level, like with all the Notes. I think when picking all the notes you will get the message you cleared it and not have to way until time goes out. It can be little boring.
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Old 19 August 2020, 13:50   #364
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A couple of other suggestions. If Pause, action button should also bring you back. Esc, is to get back to menu if you like to restart. q, or both mouse buttons will quit the game or even better an menu option.

The Amiga floppy disk is my favorite bonus
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Old 19 August 2020, 13:57   #365
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I suspect that the arcade conversion difficulty is "adaptative": if you lose a life/credit, it becomes easier, else it gets harder and harder.

A lot of arcade games are like that (at least Pang and Mortal Kombat), just to get more money from players and "reward" them for continuing a game. No need to try to adapt that
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Old 19 August 2020, 14:05   #366
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On level 22, 33 etc. when using to much time the enemy go outside their box, house, arcade version. I consider this a major thing as it can be almost impossible and often very boring if it they don't. Please consider to do something about it.

Last edited by nikosidis; 19 August 2020 at 15:01.
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Old 19 August 2020, 14:08   #367
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Very nice gameplay ! Well done Pink, really better than the older Amiga version.
2 buttons controls could be an improvement, but perhaps a later WHDLOAD slave can do that.
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Old 19 August 2020, 14:22   #368
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not a bug, but just so you know,
While Tiny Bobble sets a cap for 5 lives, this does not exist in the arcade version.
the arcade version visually does not increase above 5 eggs but it continues adding lives in the buffer...
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Old 19 August 2020, 14:31   #369
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Quote:
Originally Posted by jotd View Post
I suspect that the arcade conversion difficulty is "adaptative": if you lose a life/credit, it becomes easier, else it gets harder and harder.

A lot of arcade games are like that (at least Pang and Mortal Kombat), just to get more money from players and "reward" them for continuing a game. No need to try to adapt that
Yes the enemies burst out of their captured bubbles sooner and sooner until you lose a life... I had them to a point where they burst in 300ms which means you have to capture and pop them almost simultaneously...
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Old 19 August 2020, 14:49   #370
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Originally Posted by ztronzo View Post
not a bug, but just so you know,
While Tiny Bobble sets a cap for 5 lives, this does not exist in the arcade version.
the arcade version visually does not increase above 5 eggs but it continues adding lives in the buffer...
aha, just like time in Marble Madness.
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Old 19 August 2020, 14:58   #371
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I don't know how this is in the arcade but should not lightning bolt crack bobble with enemy inside?

Last edited by nikosidis; 19 August 2020 at 15:52.
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Old 19 August 2020, 15:30   #372
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Tiny Bobble v0.992 released

Download link
http://www.abyss-online.de/eab/TinyB...Beta_0_992.adf

Fixes
  • When all potion screen items are collected the timer don't stops early
  • Hitbox for collecting items from potions screen is too small
  • Baron von Blubba kills only the player he chases
  • Bubble items can still be collected after being hit

Happy testing everyone!
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Old 19 August 2020, 15:37   #373
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Wow, twice in one day
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Old 19 August 2020, 16:19   #374
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Arcade
When you kill the last enemy on a level that's divisible by 5 up to level 50 (as well as the first level and some of the final levels), all the remaining bubbles will turn into items. Regardless of what these items look like they'll all be worth 700 points. Partially working on Amiga (not all bubbles turn to items).

When a bonus item, or any fruit appears (eg after kill an enemy or a gum etc) it stays 7,0 seconds on the Amiga while it stays 14,0 seconds on the Arcade.

Also the jump and fall speed are higher on the Amiga.
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Old 19 August 2020, 16:25   #375
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nobody: I would not do anything about the actual game play. I think it is spot on!

Last edited by nikosidis; 19 August 2020 at 16:33.
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Old 19 August 2020, 18:45   #376
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Just tried 0.992 and reached level 41. Not bad for my first try.

It is easier than the arcade.

With Autoscalling on WinUAE the screen is full screen 4:3, so kind of defeats the 'tiny' aspect I guess??

I must say the game is almost arcade perfect, and finally we get one arcade perfect game on the Amiga, whats next, Pang, Klax? Super Hangon ?
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Old 19 August 2020, 19:13   #377
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Now, I can die in peace .. my 2 favorite games of all time (Bubble Bobble and Rygar) have been adapted to near perfection on Amiga ... I bring my Amiga to Heaven
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Old 19 August 2020, 19:16   #378
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Quote:
Originally Posted by lifeschool View Post
Just tried 0.992 and reached level 41. Not bad for my first try.

It is easier than the arcade.

With Autoscalling on WinUAE the screen is full screen 4:3, so kind of defeats the 'tiny' aspect I guess??

I must say the game is almost arcade perfect, and finally we get one arcade perfect game on the Amiga, whats next, Pang, Klax? Super Hangon ?
Pang is already awesome
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Old 19 August 2020, 20:01   #379
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Playing with version 0.991 on level 100 2-player, once the two lightning bottles are collected and you both die (losing the ability) there is no longer any way of killing the boss as the lightning bottles don't regenerate! This is quite unfair!
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Old 19 August 2020, 20:09   #380
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Playing with version 0.991 on level 100 2-player, once the two lightning bottles are collected and you both die (losing the ability) there is no longer any way of killing the boss as the lightning bottles don't regenerate! This is quite unfair!
@DamienD: Didn't you mention somewhere that even if you die in level 100 you keep the lightning ability and are therefor still able to kill the boss?
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