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Old 11 February 2022, 00:01   #81
h0ffman
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Hey Dante, was watching Graham play this on his stream today. Not sure if this was noticed but the number of enemies you kill on the first level boss screen doesn't reset if you die. Not sure if this was by choice though to make it a bit easier.
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Old 11 February 2022, 00:33   #82
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There's a few quirks that I noticed that aren't the same as the arcade or C64, but one that I'd like to see just because I find it funny is the plane that comes and bombs you if you take too long.

For those that haven't seen it, stay in one area and avoid/kill for as long as you can. On the C64, after about 3 green karate guys walk past (I think arcade is the same number), the plane will come to kill you.
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Old 11 February 2022, 02:23   #83
Aarbron
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Quote:
Originally Posted by h0ffman View Post
Hey Dante, was watching Graham play this on his stream today. Not sure if this was noticed but the number of enemies you kill on the first level boss screen doesn't reset if you die. Not sure if this was by choice though to make it a bit easier.
It was to make it a bit easier. First versions were absolutely brutal, almost beyond playable, so many measures were taken to help things out.
It's a common problem I think, back then, when only the developer alone tested the game and say "it's fine, I can beat it". In this case, me, I can beat it. A "rigged" testing, not representative of the actual public...
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Old 11 February 2022, 02:31   #84
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Originally Posted by zambot3 View Post
Why do enemies advance with bayonets if they are bare-handed in the original game?
That's a good question. Mainly because the enemy sprite I got at first was the bayonet one (it exists on the original). I was able to get the bare-handed one later (you can see it on level 2 and beyond, most of them crawling then standing up and are bare-handed). Will probably populate the game with more of these bare-handed enemies at some point (replacing bayonet ones).
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Old 11 February 2022, 02:38   #85
Aarbron
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Quote:
Originally Posted by Radertified View Post
There's a few quirks that I noticed that aren't the same as the arcade or C64, but one that I'd like to see just because I find it funny is the plane that comes and bombs you if you take too long.
For those that haven't seen it, stay in one area and avoid/kill for as long as you can. On the C64, after about 3 green karate guys walk past (I think arcade is the same number), the plane will come to kill you.
Yeah, I've saw it on arcade version. It appears after a very long time, so much that it's almost of "easter egg" hidden feature type of thing. I think I could do as another invisible timeout counter to start decreasing if player's x_speed is 0. Then when time is out, jet/missile appears, and it's unavoidable as far as I remember.
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Old 11 February 2022, 02:54   #86
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it's unavoidable as far as I remember.
Pretty much. I know I've outrun it on the C64 but then it sends another one at you. Or maybe it was the same one flying in the opposite direction? It's been a while so my memory is hazy. But yeah, for sure you're going to die.

As for the player speed is 0 and then timeout, I believe it happens even if you move around. I think it's just based on time.
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Old 11 February 2022, 08:50   #87
Solo Kazuki
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Hello
As I was mentioning on game page, neither game nor WHDLoad generic version is working on my config. So maybe someone could make WHDLoad slave/installer just for this game?
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Old 21 February 2022, 01:24   #88
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Updated FEBRUARY 20, 2022

- Added missing music tracks (Stage clear cut scene, and Game Over).

- consistent sound design as even player losing a life uses the music module (and its instruments)

- all songs are now multi-song modules, meaning there will be no more in-game loading pauses to load the boss music, it's only changing music position which is instantaneous.

- there is some time for player to prepare before a new boss appears, it is not so sudden anymore

- fixed enemies spawning out of thin air, specially on the start of level 2. Score will not reset if you beat the game and loop it. Some other fixes and improvements.

Gameplay video:
https://vimeo.com/manage/videos/679802585

Page link:
https://danteretrodev.itch.io/


Solo Kazuki: I saw your entry on mantis.whdload.de , from February 15 (a request). Let's wait for an answer there.
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Old 21 February 2022, 14:09   #89
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that's just excellent!
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Old 24 February 2022, 00:02   #90
Aarbron
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that's just excellent!
Thanks!

By the way, there's a LONGPLAY video of Amiga's Green Beret, 1 loop, showing that it is hard but not impossible:

[ Show youtube player ]

Which is a very good sign.
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Old 27 February 2022, 21:54   #91
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Was definitely looking forward to this. Looks really good. Thanks!
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Old 06 March 2022, 16:28   #92
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Is there an Amiga compatible version of this? I can see an ADF for an emulator, but I want to play it on my Amiga, so I was hoping for an LHA of the files.
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Old 06 March 2022, 17:06   #93
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The game works if you copy all files to a folder, but it needs the following assign command:

assign greenberetbeta: <yourpath>

I uploaded the zip file to the Zone for you. You just need to edit the go file to change the path with the directory where you will copy it.
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Old 06 March 2022, 17:11   #94
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Thanks, alkis21
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Old 06 March 2022, 19:26   #95
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@alkis21
What is the purpose of the assign? (scorpion games don't need it so far)
I didn't need it to launch it in generic WHDL
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Old 06 March 2022, 20:05   #96
macce2
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I remember the C64 version of Green Beret included some enemies doing cool karate flying kicks.
If they're missing from the Amiga version (!?); could that feature be included also..?!
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Old 06 March 2022, 20:11   #97
alkis21
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Quote:
Originally Posted by Aladin View Post
@alkis21
What is the purpose of the assign? (scorpion games don't need it so far)
I didn't need it to launch it in generic WHDL
The game wouldn't work for me without one. But thanks for this, it's more convenient.
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Old 07 March 2022, 22:14   #98
macce2
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Oh, please forgive me .. they're there ! The guys doing deadly flying kicks.
Generally, I think the conversion seems to be quite good.
One thing I miss is the Game over tune that was in the C64 version.
I miss the (quite legendary) title music, also ..
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Old 12 March 2022, 03:43   #99
Aarbron
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Originally Posted by macce2 View Post
Oh, please forgive me .. they're there ! The guys doing deadly flying kicks.
Generally, I think the conversion seems to be quite good.
One thing I miss is the Game over tune that was in the C64 version.
I miss the (quite legendary) title music, also ..
Thanks!
I got the military march of the C64 version as well ready to go on the Amiga.
But it doesn't helps as the title of the game this side of the Atlantic is Rush'N Attack ("Russian attack") so I did paused the updates for a bit because it seemed insensitive as the situation in Europe escalated. But there will be more news soon and we all hope for the best.
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Old 12 March 2022, 22:14   #100
Hercules
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An amazing conversion. Thank you for your time and effort on finally bringing this to the Amiga and for sharing.
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