Thanks, I will look into this. Probably the windowed mode of that version of winuae had issues with the fake scanlines.
p.bes
Recent community posts
Hi. First of all congratulations for this great port. The game is awesome. However, I have a question for you: why there isn't any continue option like the original PC game? It's quite annoying to repeat all stages when you reached the 4th or 5th world. Are you planning to add it in the future? (I'd need this info for a review I'm writing on a printed mag, thank you). Best regards.
I added a virtual hard drive and copied as_setup.tos along with the four .shk files. Nothing happens when I start as_setup. I guess shk files must be unpacked first, but I have no clue about what to use.
Definitely not a simple procedure for someone who hasn't been in the Atari ST/falcon world before.
Hi. Congratulations for this amazing port, the idea to bring the whole GB experience to the C64, instead of adapting somehow the game, is simply great! Two notes:
1. I had a freeze immediately after entering my name in the hi-score, VICE 3.5 just didn't do anything else here (see attach)
2. this game really deserves a .crt version to match the full game boy feeling, since floppy access somehow breaks the poetry ;-)
Thank you. We will follow your efforts and write a complete review when the game is complete! You may get more information about us here,
https://zzapmagazine.blogspot.com/p/about-italian-zzap-magazine.html
have a nice day
Hey. The game is funny, however 1) there is very little motivation to catch watches, if there isn't practically chance that time runs out, 2) bonus lives come too often and 3) you can leave fruits hitting the ground with no malus at all. Hint: why don't you make the player loose 10 (or even better 20) seconds of time every time a fruit hits the ground? This would make the game a little harder, and give more motivation to take both watches when they appear, and all fruits when it is possible. Otherwise, you can easily earn a lot of points just taking the only fruits that are easy/safe, and abandoning the others to their fate.
Hello. Some bug reports
I noticed when the first "shooting enemy" hits you at level 1 (at the beginning of the game), Maria may end up under the platform, so she falls under the screen. You can then move to the right (without the hero on the screen) until the end of the level. Then, since you're not there, you can't do anything else but reset.
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.