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Wow, very good conversion, although:

1. I pressed the esc key after reaching world 2 level 4 with so much pain (it's something I managed to do with a single coin on the original arcade), and lost my progress (I was actually trying to ungrab the mouse from UAE on Amiga Forever to save a snapshot), I could not continue afterwards. This made me cry. 

2. Please add a "level selection for the next run" into options, to let people exit the game, go out to take a beer with friends and then restart from the point they reached in the next session (at least from the beginning of the same level, I'd not pretende the exact checkpoint ;-)). The option should act just on the first run after being set, if player does not continue afterwards, he/she should start from level 1 unless he/she uses the same option again.

3. Please check the trampolines' behaviour in the arcade, because I feel it's somehow broken. Shouldn't they make you jump also without pressing the jump button when you use them? 

4.  Can't you cache anything in memory? Loading everything everytime breaks the action. Amiga is a multitasking computer after all, so disk may be accessed also while playing (I'd expect this to be fixed when a WHD image is provided, though)

5. The main difference I found with the arcade is how collision with enemies is managed. Your version is a little more punishing, although more precise (and requires quite more attention to perform the right sequence of moves to avoid/defeat enemies). Rolling stones and jumping frogs are quite more difficult to manage than on the arcade.

For the rest, I can only congratulate with you. 

Thank you for your comments! I'll try my best to answer some of these points, all fair comment.

1. Yes, I really do want to have a confirmation on quit, was hoping no-one would accidently ESC out the game before I added this feature in the next update! . It will be added soon for sure.

2. I certainly had not considered this as an idea but will take the comment on board.  More over, I would ideally like to set the starting level after unlocking it, so to speak, like a trainer of sorts. Again, not as simple to do in Scorpion as sounds. Will try and figure something out in the future as it is an incredibly long and testing platfomer.

3.  Trampolines and frogs have been the bane of my life on this project, honestly! The frogs are more less how I like them but not arcade perfect, in fact the entire port will always fall short of 1:1 but like many ports way back, there were always some compromises. Even the classic Rainbow Island took some liberties ;) Now the springs I have tried many times to refine but always ended up with what we have now, having to push up to push you in the air, which is not so bad when you get used to it. I shall revisit this for sure as it high on my list of things to refine, no promises!

4. I certainly can work out something here, including loading of assets specific to the level to save on chip ram. Running from HDD is certainly recommended for now but is nice it managed to "just" fit onto a single adf.

5. Some minor tweaks are indeed needed, this may not be too difficult to adjust. The game itself has some challenging moments, especially later levels.