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Sparky-D

372
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5
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A member registered Aug 20, 2017

Recent community posts

Nice!

Just saw, that you released a new levelpack. That's great. Does this levelpack now has this undo-function included?

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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.

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Maybe a similar track, to the original one? Or perhaps the original track could be made accessible, via a hidden feature or easter-egg? (something like that, often happens in games).

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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.

I will and I do give the matter some thought and consider it carefully, before making any suggestions. I wouldn't even bother proposing anything pointless. Since I’m not a programmer, though, I can’t always say, whether it’s technically feasible to implement, exactly as proposed. :-)

You're welcome. I'm always happy, when someone actually takes up suggestions (and I always have alot of suggestions to many games *lol*).

Nice. The game might seem relatively simple, in graphics and gameplay, but it offers a satisfying feel, at least for me, partly due to the inertia in the control of the butterfly, which is something you can easily get used to. And I also like the game's overall look. Simple but gives good feeling, sums it up for me.

Your plans with that stars-system sounds interesting. But, just wanted to mention, you don't necessarily need other players around, to want to know your best score, because after all, you don't want to have to write it down every time. Plus, there are times when you might want to show your highscore to a buddy, to compare it with his best score, and so on. So, a highscore-list definitely serves a purpose, even if you're playing solo, just wanted to mention that.

That said, the star system you described, sounds pretty good, too, as I already mentioned. Fewer moves, to complete a level, could/should also mean earning more stars, that could also rise the motivation. However, if a list for the score isn't planned, the game should at least display the highest reached score so far, somewhere on the screen and save it to disk, when a player makes a new highscore. Maybe a player wants to know later on, how many stars he already had achieved, after all. So, these are all just suggestions, of course, it’s up to you, how you actually do it.

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255 positions is really alot. I think, that should be more than enough, for any rewinding (or undo) function. Good work. What you mentioned about the falling, also makes sense, of course.

And also this idea with the stars is good, because the game needs something like a reward-system, that increases the motivation of the players. When the game give stars, the game also needs something like a highscore display, showing the highest star-value, achieved so far, somewhere on the screen, or in a list, at the end of the game.

Another idea to that reward-system point, could be the following. It could also be made in a way, that two separate highscore-lists would be created (that also save the scores to disk by the way), depending on the user's settings for the rewind (undo) function, in the game-menu, i.e., whether they use this function or not. If they use it, their score goes in one list, if not, it goes in the other list. The game could have a point named "highscores" in the game-menue, where the user can see the saved highscores and where the game shows both lists. At the top of each list, could be written, if the rewind function was used or not, that it's clear for the players. That way, by having more than one scorelist, the point-results remain separate, they don't get mixed up and everything stays fair (because the game is easier with rewinding).

At the top position in each highscore-list would be the player, who used the fewest moves, to complete the levels (the game already tracks move counts). But the scorelist should not show moves, but it could show points. For this, the number of moves could be converted into points, but inversely of course, so that fewer moves result in more points and the player with the most points, stays on top. Each scorelist could, for example, show the best 10 scores so far. If a player uses the "select level" function in the game-menue and doesn't start from the first level, his score shouldn't be included in the scorelists at all. That would naturally skew the results, because the same conditions must apply to all scores in the list, of course. Alot of games use highscore-lists on the C64 and some games also use different scorelists, often depending on the difficulty-level, you've set in the game-menu, or sometimes it also depends on other factors, like the game-speed or something else, it always depends on the specific game, what settings are available. And that multiple scorelist thing works very well, if you ask me, because it guarantees fairness.

This suggestion with the two scorelists, could maybe also be used for your idea with the stars (instead of points). Then the scorelists would show the players with the most stars. In this case, because we have two seperate lists, it would not be necessary, that players, who use the rewind function, receive fewer stars than the others, since the results would be separated in two scorelists anyway.

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Ah okay. I didn't knew, that there's not enough memory, to display every single step of the snake, while rewinding. In that case, your undo-method obviously has to work in discrete steps, I understand. Makes sense, of course. Nevertheless, it might be worth considering, how the firebutton handles the function and whether the squares, when the undo-routine runs, go back automatically, while the firebutton is held down, rather than requiring the user, to press the button repeatedly, for every single square. But go ahead and do everything the way you think is best. You know more about programming than I do, I am sure. The finer details of the function can always be tweaked later on, once the structure of the function is in place.

In fact, such an undo (or rewind) function like this, is interesting for C64 games in general, since, as far as I know, no C64 game features anything like that so far. This makes it a point of general interest for C64 games as a whole.


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Looking forward to this new version, thanks for integrating my suggested feature. Each press one square, you wrote, this can sometimes mean alot of presses. Therefore I thought, the game could rewind automatically, as long as the player holds down the firebutton. That would be an alternative, that could be tested, in comparison. The automatic rewinding could begin, after the firebutton is pressed for 2 seconds. A shorter press, would restart the level.

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Right. When I suggested the idea with the fire2 button, I had completely forgotten, that "Gravity Snake", unlike 99% of all other C64 games, doesn't actually need the standard firebutton in the gameplay (okay, for restarting the level, but not for controlling the snake itself). This means, fire1 is not really needed so far.

Then, logically, you wouldn't need a fire2 button support at all and of course, fire1 can be used for the rewinding process. In this case, I would set it similar, to what "Vivid Warthog" also had suggested, that the game rewinds, as long as the player holds down the fire1 button. If the player release this button, he can start playing again, from this point on. That would be a pretty intuitive approach, if you ask me. The rewinding could begin, after the player had hold the fire1 button for 2 seconds.

And the "level restart" function could be mapped to a short single button-press. A short press on the firebutton, normally is alot shorter than 2 seconds and as a side-effect, this would have another advantage. Alot joysticks have a autofire-button and then also this autofire-button could be used for level-restart, because autofire is alot of short button presses in a row.

Additionally I would also use the Space-Bar key for level-restart, because in alot emulators today, the user can remap a keyboard-key to a controller-button and then these users can do this with the Space-Bar and they would have the level-restart on another button on their controller, than the rewinding-function, which would also be nice. Then you don't need to take care, how long you press this button.

And some controller-adapters for the real C64 machine, like for example the GenAssister, plug into both joystick-ports simultaneously and with such an adapter, the player has the fire-function of the first joyport directly on a controller button too, and this fire action corresponds to the Space-Bar in most games. Therefore this adapter is great for Shooters on the C64, because in these games, often the Space-Bar is used for "calling a drone" and "send away a drone" and then you have this feature directly on a button of your controller too, besides the normal fire function on another button. And when "Gravity Snake" uses the Space-Bar too, then this also applies to your game.

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Sounds very good, looking forward to this feature! It could for example be included in a way, that the player had to stay on a keyboard-key, to rewind the gameplay and as long, as he holds down this key, everything runs in reverse. If the player releases the key, he can continue playing the game from this point on.

A nice side-effect here, would be the following. There are some C64 emulators, like for example Hoxs, Denise or CCS64, that allows the user, to remap keyboard-keys to buttons on the controller. Then the player could rewind in the game, directly on his controller, offering excellent handling. And I also have another idea, regarding this point, that would make it possible, on a real C64 as well.

The C64 supports a second firebutton (Pot-X) and there are some joysticks available, that have such a "Fire2" button (e.g. the "ArcadeR" or the "Cheetah Annihilator" and also certain joystick-adapters). If the rewind function were possible not only on a keyboard-key, but additionally also with Fire2, then owners of the mentioned joysticks, could also rewind the game, directly on their controllers, even on a real C64.

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An Undo system sounds interesting. Or maybe something like a Rewind function (similar to what you had written with "back a few spaces"), using a specific keyboard-key, that reverses everything on the screen, back to a point of the player's choosing, determined simply by holding that key down, for as long as you want to rewind. That would also work. But I can not say, whether it's technically possible on a C64, to rewind the entire gameplay, by more than just a few centimeters?

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Really a nice game, also the new bonuspack is great, but also not easy. I spent the last hour, playing this new level pack, making it as far as level 7 and I noticed something, while playing, therefore I wanted to suggest a new function, in the menu of the game. 

It would be great, if the game-menu included an option, so that, when you die in the game, you aren't sent all the way back, to the start of the level, but instead, you’d restart from that point, where you collected the last fruit. Of course, there must be an exception in some cases, for example, if you had collected the last fruit in the wrong order and maneuvered yourself into a dead end, where the level is unsolvable in the end. Then, in such cases, the game should sent the player back, to the last fruit collected in the correct order (for solving the level) and allowing you, to continue from that point on.

Why am I suggesting such a function? Well, while solving the first three levels of the pack, I frequently had to replay the same opening-sections of some levels (after I’d already figured out the correct path), just to reach the point again, where I had lost the last life and try a different approach, at that point in the game. Having to replay the beginning of some levels over and over again, got a bit annoying, so I started, using emulator savestates (I played the game in Denise emulator today). That way eliminated the tedious repetition and letting me focus on the specific point, where I’d last lost the last life, until I found the solution at this point.

Sure, this makes the game a bit easier overall, that's clear, but it removes the frustration and keeps the experience consistently fun, when you can continue from the last (correctly) collected fruit. I thought, it could be a nice idea, if something like this, weren't limited to emulators (because mostly you play on the real C64 and there you don't have something like savestates) and if such a function would be a built-in game setting, offering a slightly easier gaming-mode to the user. Only slightly easier, because in the end, you also have to find the solution for every level, but without the need, to play the beginning of each level, over and over again.

What do you think? Of course, this should just be another game-mode and selectable, in the menu of the game and the standard gameplay, as it currently exists, should remain unchanged. Then the players can decide, how they want to play?

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Cool project and really a very impressive 3D engine, that runs good on a stock C64. I wouldn't have thought, that was technically possible before, in this quality. Also nice, that it works on SD2IEC too.

Great work. And I have a suggestion for an improvement of the control in the game. The C64 can also support a second firebutton (Pot-X) and some joysticks, like for example the "Cheetah Annihilator" or the "ArcadeR" have such a Fire-2 button and also some joystick-adapters (GenAssister for example) have it and in well known C64 emulators, you have Fire-2 anyway. A very nice thing for the control in the game would be, when the strafing (left/right) of the player, could be enabled, by holding down this second firebutton, while moving the joystick in the left or right direction. And when the player let out this firebutton and move the controller left/right, then he should turn around, in the game. 

That way, the player would have almost everything, needed to navigate through the levels in a comfortable way, right on a joystick. He can run through the levels, turn around directly with the joystick and when he got involved in a fight, he can start strafing and shooting, by using the two firebuttons. And in C64 emulators, for instance, the user can map this Fire-2 firebutton, to any button on the PC joystick/gamepad (because all the best C64 emulators support this second firebutton), making it perfect for that as well.

And one more small suggestion. In the first level, the color of the soldiers' uniforms, often is the same color (light-brown/orange), as the walls, making it often difficult, to spot the soldiers, when they in front of a wall, or causing them, to be seen only very late, when they already very close. Perhaps another color, for example a different shade of gray, could be used here, for the uniforms, instead of this light-brown? That would make the soldiers much easier to distinguish from the walls and would guarantee a better playing quality in this first level.

I wouldn't make such a generalization here. I know plenty of girls (and women), who love puzzle-games the most, for example such in the style of "Bust-a-Move", "Puyo Puyo", "Dr. Mario", "Tetris", "Columns" and so on. There are fans for every game-genre, if you ask me. And I must also say, as a man, that I enjoy some of these puzzlers as well, especially when they can be played against other human players, or against strong cpu-opponents, so that there's a competition

Good new Worms/Snake/Nibbler game with some interesting additions to the concept. Nice one!

Thanks for your fast reply, this was really fast. *lol* I had added some sentences to my entry above, while you already had answered. Just wanted to mention, so that nothing is overlooked. Cheers

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Hy J5. Great to see, you showcasing more new C64 games alongside your billiard title. Good new games are always welcome on the C64 and this game is a nice one. I played it today for about one hour and like it. As a long-time player of "Bust-a-Move (Puzzle Bobble)" titles and alot of their clones on different systems (consoles, handhelds, computers), I have a few thoughts on "Bubble Pop" as well, maybe you are interested to hear?

(1) it would be great, to have an option, allowing experienced "Bust-a-Move" players to turn off this current full aiming-line, since this puzzler is also based on, that players sometimes miss the exact target, when they shoot. The current aiming-line is good for beginners, but with this line, you can never miss a target, because this line always shows you, where the ball lands in the end. Therefore it would be nice, to have an additional gaming-mode with just a short (few centimeters) straight aiming-line, which still allows the players, to miss, like it's the case in the original "Bust-a-Move" games from Taito. This other aiming-line could be selected in the "options" of the game, for example.

(2) a simultaneous two-player mode (head-to-head) would be fantastic. Then the game can be played against friends. Not sure, if this could be integrated in this game, because it would need alot of additional code? If not, maybe a "Bubble Pop 2" game could follow in the future?

(3) and a mode against a CPU-opponent would be even better and totally superb, as it would allow for solo play against an opponent all the time (because not always human friends are around). After all, the "Bust-a-Move" games and their clones are most fun, when played against skilled opponents (whether humans or CPU), because playing the levels is interesting in the beginning, but a time later, you know all levels, then it's alot more interesting, to play head-to-head, with passing pieces over to the other person, until one of the players runs out.

Best regards and go on making games for C64!

Nice. I especially like the switchable game-modes, that change the gameplay speed or alter the formations, in which the enemies appear. That switching-mode is a good idea. A simultaneous two-player mode would also be nice, by the way. Or a 4-player mode for 4-player-adapters, that would also be cool. There aren't all that many C64 games so far, that make use of those adapters, so any good new 4-player game would be welcome.

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Great! Overall a nice game. Some levels are very simple in design, but some of the sprites look really good and I like the music too. Seems like the intro-pic could be integrated in the game-file, then we would have a onefiler. Not really necessary, to split it into multiple files. Overall good work, especially some of the sprites.

What is this all about? Isn't this supposed to be about Random Ancient Stones here?

Great port. "Galaga" would be great on the Mega Drive too, by the way. Unfortunately, there’s no official release for it, on that console. Or "Galaga '88", that would be really awesome on MD. There are good ports of this game for the Game-Gear and the PC-Engine called "Galaga '90", sadly no MD version exists so far, but having that game on the Mega-Drive would be fantastic, too.

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Tested v1.21 and the issue with the missing aiming-line seems to be fixed. At least I could not replicate it so far and I played the game around 30 minutes. Nice. Maybe some time in the future, the thing I mentioned with a stronger CPU-strength could be realized, but the biggest bugs are all fixed now. Good work. One suggestion more, for a possible update would be, that, when a ball goes in the pocket, that this ball has something like a little animation, when in the pocket and when it falls down there. At the moment, the player just sees a ball suddenly disappear, when it goes in a pocket. Maybe such a ball could be showed for a little moment in the pocket first and next in a little smaller variant (with a smaller diameter) for a short time, when it's already on the way down. Just a suggestion for a somewhat more realistic look, when a ball drops into one of the pockets. Good game now.

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Hy J5. Thanks for your fast reaction, regarding these mentioned things/bugs. So far, I can only see V1.21, but not the V1.22 you wrote about. I guess, it doesn't seem to be available for download yet. But no stress, it's not going anywhere. I haven't tried v1.21, because I'll just move straight on to v1.22, when it's ready. Think, that makes more sense. Cheers.

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And in the meantime, I also noticed something else, after playing version v1.2 for about half an hour. Even if I set the CPU-strength to "sharp", the computer sometimes makes senseless moves, e.g. when the black 8 is the one, closest to its own ball. Then the CPU frequently shoots the 8 into one of the nearest pockets, even though, you aren't supposed to sink ball 8, if there are still other balls on the table.

I also noticed, that the CPU plays very weakly on the "easy" and "fair" settings. But "fair" is essentially the medium difficulty level, so it really ought to play a bit better there, if you ask me. And it would be also nice, if there would exist a "super sharp" mode, as the strongest mode, because even on "sharp", I’m already winning the vast majority of games now, despite not having known and played this game for really long. When you’ve known a game for a while and play it frequently, you get better and then the current CPU in your game, doesn't stand a chance anymore, not even on the "sharp" setting. And then there's the danger, that it becomes boring, because you also don't have human opponents on hand always. Cheers.

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Hy again J5. About 15 minutes ago, I bought the v1.2 now. One of the friends that played your game with me, had already bought v1.0, but since you took the trouble, to actually incorporate many user suggestions now, I decided to buy it myself just a few minutes ago.  And v1.2 is a definite improvement, even though I’ve only tested it briefly so far.

It’s great, that the player can now select a straight line as the aiming-line, that makes it easier (at least for me) to judge rebound angles. Also the added SFXs really boost the game's atmosphere and the fact, that the power-meter fills more slowly now, definitely makes it easier, to control the shot-strength. The issue, where the CPU would always aim directly for the pockets, when playing against itself, also seems to have been fixed now. Therefore, good work all around.

However, I did notice one thing, even in just a few minutes of playing. Two times I had the case, that, when the players ball (you know what I mean *lol*) was surrounded by quite a few others, the aiming-line wouldn't appear, even when there wasn't actually another ball right next to me. I had to play two shots and no line showed up at all. You can keep playing then, but you have no idea at all, in which direction you're shooting then. After two more shots, the aiming-line reappeared, but naturally, I had squandered two shots.

Don't know, if this problem appears only, if the straight aiming-line is selected, because I had not tested the others so far, but there's definitely a bug here, that appears from time to time. Apart that, the v1.2 is really fun to play. If I notice another problem in this version, I’ll let you know. Cheers.

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Hy jotd666, thanks for the new v1.2.1 and your work. Of course, I tested it at once, because I really like Donkey Kong. Sadly, some of the bugs are still there, like for example the problem with the floppy LED, that don't stopp shining. While in your v1.2.0, this problem was fixed at least when the US level-set was loaded and only the japanese level-set was affected, in this new v1.2.1, the floppy-LED (and I guess also the floppy-motor) stays on, for each of the two level-sets. You can also see this, when using an emulator, like for example Denise or WinUAE and the behaviour is the same on a real Amiga with a real floppy.

And there's another problem, that I had mentioned three months ago, further up on that website here, which sadly is still there, in v1.2.1 and it's this (I copied my old explanation inside here): "At the moment, the japanese level-order is only correct on the first cycle of the four levels. On the second cycle of the levels, after level2, it suddenly goes back to level1, instead of level3. So something doesn't seem quite right here, because it should always be the order lv1, 2, 3, 4, which then repeats endlessly, in exact that order". Seems like, another version is necessary, to have an error-free version.

And I have a question. Was it technically possible for you, to combine the speed advantages of versions 1.0 (faster barrels in first level, when many of them are on the screen, at the same time) and version 1.1 (more speed on conveyor-belts in the second level) in this new v1.2.1 now? 

I’ve only played it twice so far, but that’s certainly how it looks. The speed on the conveyor-belt in level2 seems to be higher now, though I did notice the large Donkey Kong sprite at the top flashing occasionally, in that moments, is this possible? Still, I’d rather have the increased conveyor-belt speed, when I had to choose, because when that Donkey sprite flashes some times, it's easier to cope with, than dealing with gameplay slowdowns (but perhaps, it was just coincidence, that the Donkey sprite blinked a few times, at that exact moment?). The barrels in level1 also seem to move through, quite quickly now, even when there are a lot of them at once. Perhaps you could briefly answer this question, if now both speed-advantages of v1.0 and v1.1 could be combined? Thanks.

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Today two friends and I played your game for about an hour and we enjoyed it. Nice work. However, we did have a few suggestions for improvement, that I wanted to mention. Maybe you are interested to hear?

(1) the player can turn off the music in the game, which we did, because we wanted to concentrate on the gameplay. But strangely, when music is turned off, also no soundeffects could be heard, which however, we would actually have expected, because in alot other C64 games, it's handled in a way, that, either SFX or music can be selected. But "Hot Shot Pool" sadly has no SFX at all so far, it seems and this is a bit strange while playing, when you hit the ball and when it strikes other balls and you hear absolutely nothing. It feels unnatural. SFX would create a much better atmosphere while playing, maybe you could add some?

(2) the power-meter fills up very quickly. All three of us felt, this is too fast, making it difficult, to precisely control the power, used to hit a ball, in certain game situations. 

(3) that aiming-line, shown when hitting the ball, isn't bad, but a perfectly straight line, would sometimes be more helpful, for judging exactly, where the played ball will strike next and how other balls will likely bounce off then. Would it be possible, to add a new funtion in the "options" menu of the game, to switch between that current aiming-line and a perfectly straight line? That way, players could choose, which type of aiming-line they prefer to use and I guess, that alot players will also choose a straight line here.

Besides that, it's already a good game, that makes fun. This isn't meant as criticism, just suggestions for improvement, since we’ve played a lot of pool games, especially on the Amiga-500 back then. But there are also a few good ones on the C64. Cheers.

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Of course I know "Pinball Dreams" and I had nearly all known Amiga500 pinball-games on disk, back then in the 90's (also "Pinball Fantasies" and "Obsession" and so on). They are all good, but "Slam Tilt" is the best of them all, if you ask me. There aren't many AGA games that interested me back then (I never owned an A1200, either), and the vast majority of my favorite Amiga-games are ECS/OCS titles, but "Bubble Heroes" and "Slam Tilt" I really like alot and they are only available on AGA, sadly. Anyway, let's get back to the nice Adrian C64-game, before we keep drifting off-topic more and more.  :-)

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Just to clarify, though, I’m not the programmer behind the Denise emulator, that’s PiCiJi. But I did contribute to some of its features (mainly regarding ideas and really alot of testing) and I was in permanent contact with the programmer via PM for years. Since some of my ideas are incorporated into the emulator, I’m naturally very familiar with it and those mentioned, unofficial manuals for example, are my work too.

Feel free to do that, ntpr and mention Denise as well, on your website of the game. I am absolutely certain, that PiCiJi won't have any objections to that after all. Why would he, it’s a good thing. And by the way, HOXS could also be mentioned, as it plays in the same league of compatibility as Denise and VICE and I also know David Horrocks, its programmer. Just like in the Denise emulator, HOXS also allows the user, to freely configure the controller-buttons and map keyboard-keys to them, for example. Therefore this emulator, just like Denise, is also highly recommended for gaming. In this mapping-keys regard, VICE still lags somewhat behind the other two emulators, but on the other hand, it can emulate a wide variety of hardware.

I don't know one single C64 game (and there are thousands), that don't work perfectly in these mentioned three emulators, so you could confidently recommend them all, for playing your games, ntpr. 

Great game in the oldschool style. If you like Pengo (Petch), you will like this game too. Nice work.

Yes I know and I hope, that Amiga-AGA will also come in the future (mostly because of the two games "Slam Tilt" and "Bubble Heroes"). Because of your group - so far, I haven't even signed up for Facebook, because I never needed to. But this would be necessary then, in this case. I'll have to think about whether to do it, therefore.

No problem, I hope that they can also help "ntpr"? And I just saw now, that I had written, the unofficial short-manuals could be found on the Denise homepage, under the menu-point named "MISC" there. But in reality, this menue has the name "WIKI"  :-) And yes, Adrian is really a great game, just like its predecessor Crystian.

Nice, good work!

I think about it.

Well, the functions of the two systems aren't exactly mixed together in Denise. There are two main-menus named "C64" and "Amiga," with the respective sub-menus for each system located underneath them. Incidentally, you can also disable one of the two systems (emulation cores) in Denise, if you don't want to have it visible. To do this, go to "Options/Settings" and then navigate to "Core Selection" and disable that system, you don't want to have, then it's menus won't appear anymore.

Therefore, you can also set it up in a way, that you have two seperate instances of Denise on your PC. One emulator instance running as a C64 emulator then and the other as an Amiga emulator. Additionally, you can detach one of these two instances from automatic-updates, for example, the Amiga instance via "Amiga/Configurations" and then "Undock". This then allows you, to configure both of these instances independently and differently, as undocking causes that instance's settings-files, to be copied directly into its own folder on your PC, while the setting.files of the other instance remain under "Admin/AppDate/Roaming/Denise". When you then eventually update that version sometime, you can simply copy those setting-files over to the new version's folder, manually.

Really alot of things are possible in Denise. You should also read the unofficial short-manuals, in the MISC section of the Denise Sourceforge website. There are good tips to some functions. But okay, this website here, is about the Adrian C64-game, therefore, back to it. :-)

Denise performs better in the VICE testbench than VICE itself and is on first place there. Therefore it would almost be something of a miracle, if any game failed to run perfectly in Denise.