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Old 29 April 2018, 01:06   #1
john4p
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EAB/Lemon Super League 2018: Round 6 - Saint Dragon

EAB/Lemon Super League 2018: Round 6 - Saint Dragon

Starts: 00:01 April 29th Finishes: 23:59 May 19th

Rules

Post a picture of your score here with the score written underneath. Enter as often as you like. Only scores achieved during the round's time frame count.

No cheating of any kind (including score leeching) - this includes save states. No continues/passwords allowed. If you suspect anyone of cheating please let us know in private - anyone found guilty will be banned for the entire season.

Remember, anyone can join in at any time. Have fun and feel free to ask any questions you may have.

Downloads

- ADF (requires 2mb 020 ks2.04+ to run)
- WHDLoad-installed

Extras

- Full rules and FAQ (incorporating the Hall of Fame)
- Results and Standings
- Lemon thread
- Live League Ladder


Results:



Live League table:


Last edited by john4p; 02 May 2018 at 18:30.
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Old 29 April 2018, 03:02   #2
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Oh, I loved this game on the C64! I'll have a go.

I had to use the tooltypes NOAUTOVEC and NOVBRMOVE with WHDLoad on my A1200/030, or the game would randomly crash on the first level.

Are we using the auto-fire option (A key)? So far it seems no different to holding the button down.
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Old 29 April 2018, 12:26   #3
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You're allowed to if you want.

Thanks for the tooltype-tipps!
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Old 29 April 2018, 12:44   #4
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Old 29 April 2018, 15:37   #5
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Decided to start using KGC on scoreboard as ties in with my forum name.
I am getting some bad slowdown on areas of the second level.
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Old 01 May 2018, 11:25   #6
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It was very difficult to get exactly same score twice!

Last edited by el_pasi; 02 March 2019 at 15:57.
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Old 01 May 2018, 19:04   #7
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Saint Dragon 1.4 ADF
===============

I managed to squeeze the 1.4 WHDLoad version onto an ADF. Real Amiga users can use transadf to put this on to a real floppy disk and play it. Hopefully we all now get to play the bug fixed version.

n.b. Requires 2mb 020 ks2.04+ to run.

Download here.
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Old 02 May 2018, 10:12   #8
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Thanks for this lifeschool!
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Old 02 May 2018, 19:34   #9
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There's a lot more subtely to the tail than I first realised. It can pop enemies and absorb quite a few bullets if you curl up just right.
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Old 05 May 2018, 04:53   #10
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Stage 3 is super fun but I hardly get to practice it as I still haven't got stage 2 down.
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Old 06 May 2018, 12:47   #11
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This game doesn't seem to make any use of the Amiga's qualities. Poor music and sound fx, low framerate and only 16 colors. But it still works due to the well drawn graphics, well chosen color palette (almost on Bitmap Brothers level) and fine playability. Good fun.

Welcome to the competition arcanist! Nice to have players from all continents.
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Old 06 May 2018, 16:03   #12
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Quote:
Originally Posted by john4p View Post
This game doesn't seem to make any use of the Amiga's qualities. Poor music and sound fx, low framerate and only 16 colors. But it still works due to the well drawn graphics, well chosen color palette (almost on Bitmap Brothers level) and fine playability. Good fun.

Welcome to the competition arcanist! Nice to have players from all continents.
Yeah, it could have been a better port. The arcade version (below) is a thing of beauty. I think it still works because the gameplay fits the Amiga/C64/... so well. Add a tail that follows you around and turn on collision detection. It was such a simple idea it sparked Dragon Breed as well. I remember young me really enjoying those two games.

Glad to be on board! Any excuse to heat up the Amiga chipset is a good one.

[ Show youtube player ]
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Old 06 May 2018, 21:09   #13
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That's a whole different level. Way more colors, transparency effects and stable 60 fps. The difference between the Arcade and Amiga-versions looks like between SNES and NES-games.

Slight improvement:



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Old 06 May 2018, 23:06   #14
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Old 09 May 2018, 17:51   #15
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To be honest, if this was a 16 colour Tiertex conversion, the graphics would be half their size, very blocky and chunky and would lose 95% of their detail, like a NES game. The background would be solid back, like an 8-bit game, as they couldnt even get the background into R-Type 1 on the Amiga. This conversion feels like a SNES conversion - but still far from the arcade original. Considering Ninja Gaiden 2 on the Amiga, I'd say this conversion isnt bad.

The scrolling is because it was timed to the track-loader of the disk image, as it used spare CPU cycles to load new graphics. But this is not as smooth as SWIV which did the same thing. The new 1.4 version loads from memory, but the FPS still judders when that game was supposed to be loading stuff, and is hard coded this way.
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Old 10 May 2018, 00:02   #16
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Interesting, thanks for the infos Dan.



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Old 10 May 2018, 11:54   #17
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Old 11 May 2018, 07:38   #18
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Completed !
The last level is easy, it is short and we harvest a lot of lives but I lost them against the boss ...
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Old 11 May 2018, 10:11   #19
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Damn that means you can focus solely on Paradroid now.
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Old 11 May 2018, 13:07   #20
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Completed !
The last level is easy, it is short and we harvest a lot of lives but I lost them against the boss ...
Holy f.....
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