There are no plans to launch on Steam. It is, however, entirely possible to make this Windows compatible using a FS-UAE wrapper.
acidbottle
Creator of
Recent community posts
Yes, guilty as charged! Had started developing WBIII Monster Lair for Amiga AGA.
A lot of the game's base mechanics are done, all assets done, including a fantastic music score from JMD.
However, it is in a state of mild development hell. A combination of other projects taking a priority and some boss mechanics that are tricky to implement.
Its a slow burn but hopeful of continuing the project in the future.
Hello and thank you for your nice comments, am pleased you have been enjoying the game.
It is quite a challenge to create 2 distinct and separate control mechanics, so will need to find the right balance of purist and modern. They certainly needs a tiny bit more refinement I completely agree.
Apologies for the few silly bugs that exist in the latest build, I will patch these out as soon as time allows, it may be some weeks but it is on the list of things to do. I also want to improve the springboards as a priority, they do not function perfectly at present.
Another thing I am working on is the camera behavior, to behave more in line with the arcade version. It is quite time consuming but along with some bug fixes will try and activate this across the first 4 stages as a taster.
Again, thanks for trying it out!
Wow! That is an exceptional video, perhaps the very best I have seen on this game, thank you so much for uploading. Kudos for your playthrough also, you are clearly very skilled at this, despite the many bugs!
I really do want and need to update this game, at least half the bugs I spotted in your run should not have been there at all. I released a minor update which seemed to have broke many things, huge apologies for that, though you show it will not prevent game completion at least.
The final secret levels I had promised to add and will surely do so in time, along with highscore entry and other minor improvements. At the time this was created my skills with Scorpion Engine were low, I think if I re-did this today I would hope to create a much better and polished version.
As a final note, a contentious issue was the player gravity and movement mechanics. They are far more forgiving than the original game, I did want to make it more accessible for the modern gamer, though again it could be a little more refined further still.
Nevertheless thank you again for sharing this.
Hi, thanks for your comments.
There is an official Breakthru HD installer, with icons available from WHDLoad Install for Breakthru (Acidbottle)
Please let me know if using this resolves your loading issues.
Thanks for your comments Hexaae. The player inertia is not as brutal as the arcade, this is to allow the casual player to see a chunk of the game without too much frustration! I do appreciate others want the original player movement so will look into the possibility.
There could at least be an update which will see the arcade style scrolling replicated far more authentically. Hopefully get round to implementing this soon.
You should be invincible right until the fairy leaves the screen, not sure what is happening there. Will test and add to the list if needed.
Hi thanks for downloading!
The audio is pretty much taken from arcade source. Can only use 3 of the available 4 channels for music, the last channel reserved for sfx.
JMD had to squash multiple channels into 3, think he did a great job on the whole. The interludes especially sound very near arcade perfect.
Hey there, thanks for your comment! No-one really mentioned this before but there was indeed some subtle changes to the font, though they are entirely based off the original arcade style. I believe I used the high score table font for the status bar, but changed the palette around. The zero, in particular, was made more circular and the four is a little more stylized. I felt these looked a better fit for the AMIGA version. Hope you enjoy the game :)
Thanks for letting CFou know about the update, a new WHDLoader would be awesome.
The minimum required specs may need updating as recent optimizations have improved the speed by a fair chunk, though only made a few quick tests. It should now run on any 68000 cpu (with minor slowdowns in sprite heavy areas) provided you have at least 1MB chip and some extra slow or fast ram.
If anyone has a lower spec machine, please let me know how it runs for you!