Very much in the vein of JSW and Monty games, but you can hit your head on platforms which makes space tighter, and enemies turn and stop randomly, preventing flow. The egg jump requires timing practice, and level 1 is too big and you have to go back to the start to clear it, basically playing level 1 three times, since enemies you killed respawn.
This is for fans of 8-bit pixel platformers who want a challenge from the start.
PhotonSCX
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Glitches on accelerated/fastmem AGA Amiga with legit 030! Please try $1fc,0 at start of Copper lists for OCS release compatibility on AGA. On all chipsets, if VBI updates Custom registers put a suitable wait e.g. $1905,$fffe before moves to sprite or bitplane ptrs to avoid a race condition. Advice for all HW programming on Amiga. :)
I'm a dev. From a user perspective I can understand the question - PS2 240p (and especially, PS2 interlace 480i) is about the latest greatest RGB output for 15kHz CRT there is.
It should be possible to capture a test picture and output the exact same signal? Such things are not up to license.txt, open source etc. Just as an idea :)
It would be useful to test CRTs as well as lesser displays, twice-Hz backlight strobe flatscreens, capture cards, etc!
I wondered about the reduction in controls and therefore gameplay (from the text) .?. I don't know who this is for :D
I did notice you can shoot through your own defenses, something that was not part of the original idea, and which makes the game easier.
I see this as a remix for the remix generation. Give it a go, I guess? :)
It is possible, I would do this with a heads-up text to put some on the modifier keys and the rest where not more than two rows/columns overlap. All keyboard players know this problem since 8-bit and PC; n-key rollover became popular in 2014-ish and these keyboards could be connected to the Amiga with a supportive adapter. Or they already know some good setups.
