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Great  "Burnin' Rubber/Bump`n`Jump" clone with good control and I also like the look of the cars. A selectable-function between music+sfx, only music and only sfx in the game-menue would be nice, together with a new sound-effect, when the player bumps into other cars, or other cars into him, because at the moment, this happens in silence. Really nice work and the feeling of acceleration comes across well here, by the way.

 I do have one small criticism. Forcing opponents off the road, causing them to lose a life in this way, is significantly harder, than in the other two mentioned games on the C64. Of course, you can kill them all quite easily, by jumping on them, but pushing them off the road isn't easy to pull off. But maybe that's how it's meant to be? Good game, in any case. And by the way, a simultaneous 2-player mode would be awesome here.

Deleted 12 days ago
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Version 1.0.5 released (after 1.0.4). Take a look!

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Nice changes. I tried V1.0.5 today. Still a sound-effect is missing, when you bump into other cars, or when the other cars bump into the players car. Such an effect would be nice for the atmosphere, because total silence in such a moment feels a bit unfamiliar. The feeling of speed, when the car accelerates, is really good into your game, I like this. It's a stronger feeling of speed for me, than in the original "Burnin Rubber" game on the C64, therefore good work. I also like that other cars can now be pushed, when the player bumps into them. You see, that they are moving now. Also the players car can be pushed a bit, when the others bump into him, that's also good.

I have one suggestion here. A bit more different car-types could be integrated with different looking and different sizes, because at the moment alot of them have only different color and everything else is the same. And when the player bumps into certain cars then, the size of these cars could matter, when it comes to the point, how much they can be pushed/moved to the side. Cars that are bigger than the players car, could only be pushed a bit, while smaller cars could be pushed/moved stronger and the same vice versa, when these cars bump into the players car. A bigger car, can move the players car more, while a smaller one can't. Just a suggestion of course, but I think, something like this, could bring some interesting new aspects into the game and when I am right, in the C64 game "Burnin Rubber" it's a bit like that (car-size definately matters there and there are also alot more different looking car-types) and also in the game "Spy Hunter", the size of the opponents car matters. Maybe you like the idea, therefore I mention it?

And last question. When I tried the game, the highscores were not saved to the disk, I saw (when I loaded the game again). Is this normal, or do you have to press a specific button for that, before closing the game? Normally the scores should save to the disk and be there, when the player loads the game next time. But I tried by using a SD2IEC on a real C64, maybe this was the problem, because SD2IEC's are not 100% compatible. I must try again in a C64 emulator.

Thanks a lot. High score right now is saved in ram, so you have to use emulator and save ram state. I will think about a saving procedure to disk in 1.0.6.
As for all the other comments and suggestions, I’ll definitely take them into consideration for Ruote Fumanti 2 (I’m already starting to think about), which will depart more noticeably from the arcade version, while retaining the core gameplay mechanics.

Ah, you're planning a sequel, that sounds good, looking forward to it. And yes, saving to the disk is definitely better, than just saving to RAM.