25 May 2014, 01:41 | #1 |
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EAB/Lemon Super League 2014: Round 7 - Jumping Jack'Son
EAB/Lemon Super League 2014: Round 7 - Jumping Jack'Son Starts: 00:01 May 25 Finishes: 23:59 June 14 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. Play Game A, one player mode only. And only play with the WHD version or the ADF with the WHDLoad version on it as provided below due to scoring system differences. 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. In an exciting twist, the winner of this round gets to choose a year between 1987 and 1995 for Round 8 after the competition's break, when only games from the chosen year can be voted for. As long as that year isn't 1987, 1991, 1994 or 1995. Remember, anyone can join in at any time. Have fun and feel free to ask any questions you may have. Downloads - ADF (High-density ADF provided by Ze Emulatron, autoboots WHD version, remember to set HD floppy drive and A1200 quickstart in WinUAE) - WHDLoad-installed Extras - Full rules and FAQ (incorporating the Hall of Fame) - Lemon thread - Live League Ladder Last edited by Graham Humphrey; 25 May 2014 at 15:16. |
25 May 2014, 01:44 | #2 |
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I have knocked together a high density ADF containing the WHDLoad version of the game. Please make sure you play the WHD version only due to scoring system differences.
Could someone host this file somewhere please so it's easy to link to? Last edited by Graham Humphrey; 25 May 2014 at 11:01. |
25 May 2014, 08:12 | #3 |
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25 May 2014, 08:55 | #4 | |
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Here is the Lotus2HD ADF modified to contain the Jumping Jackson files from Grahams ADF. I believe it works on Amiga 1200 Quickstart config with the floppy drive set to 3.5" HD. http://leehurleyproductions.freeiz.c...s/JJSHDADF.zip It also needs to be unzipped to have the highscore appear in the top 1000, try to remember what your score is if it is less than 2000 so you dont have to look through 1000 highscores to find it. To quit the game on the HD ADF and save the high scores to disk press the Amiga Printscreen button, it is Numpad * in the default A1200 config in WinUAE. Last edited by Ze Emulatron; 26 May 2014 at 02:28. |
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25 May 2014, 10:00 | #5 |
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Back in the day I used to load this just to hear the music Also it looks like collecting the music notes unlocks access to secret levels. (You get the option to choose the level once you collect enough.) |
25 May 2014, 10:15 | #6 |
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25 May 2014, 10:22 | #7 |
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Yeh that was the crack I had.. I remember that tune from a few cracktros! Part of it reminds me of a last ninja tune on c64
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25 May 2014, 10:52 | #8 | |
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25 May 2014, 11:01 | #9 | |
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25 May 2014, 18:04 | #10 | |
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26 May 2014, 02:27 | #11 | ||
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26 May 2014, 04:59 | #12 | |
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7.874 Hints: Notes are for skipping levels. Skip A costs 5 notes, skip B 7 and skip C 9. Use a skip for really hard levels which you find tough to manage (for me, thats level 15 and 16). Game restarts after level 16 with level 1, but this time with time limit. Also, if you have full 3 lives and collect one more extra life you activate the score-doubler. All score is now added with a double value until you die. |
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26 May 2014, 13:07 | #13 |
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Harry, I was going to ask this on Lemon but I may as well ask the master (there is always one, or as Highlander says: There can BE only one.)
When I hold down fire it drops a cassette on the floor. I start with three. What does this do? Is this a waypoint system or something? I think I'll read the manual before I try again. |
26 May 2014, 13:14 | #14 | |
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26 May 2014, 16:35 | #15 |
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One hint I forgot:
The drum always comes in the "column" where you stand when it appears, indicated by a flash and the drum sound. It appears preferably at the top of the playfield, so watch out when you are close to the top but havent reached it. It goes until the other end of the playfield, where it will vanish, except when you are at an end of the playfield, where it will turn and go back. When a drum rolls over another enemy, eg a bass, that one will be stunned for a short time. You have to be 2 fields away from the drum to be safe, one field might be survived with luck. Its better to not use random teleporters when a drum is around. Look at the demo coming after a while, many things are explained there. |
26 May 2014, 21:22 | #16 |
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27 May 2014, 01:15 | #17 |
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27 May 2014, 02:27 | #18 |
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27 May 2014, 12:41 | #19 |
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28 May 2014, 21:41 | #20 |
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After quite some tries, i had an exceptional good run, looped the game and managed even to top my old highscore. Still made a mistake: When you crash into an enemy, the timer coming when looped will not stop or reset, but continue. Edit: I dont remember level 6 as anything special, but the trick for level 7 is to make the bass move to the top of the starting field, then you can move to the bottom without having it on the heels. Last edited by Harry; 28 May 2014 at 22:43. |
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