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acidbottle

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A member registered Apr 13, 2021 · View creator page →

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There are no plans to launch on Steam. It is, however, entirely possible to make this Windows compatible using a FS-UAE wrapper.

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Thank you for downloading and giving the game a spin!

The autorun mechanic was indeed part of the original game, so felt it best to incorporate it in the sequel. Furthermore, that particular mechanic has been fine tuned and will be far more responsive in the final commercial release, out very soon!

Updated both adf and lha archive, re-compiled with latest engine build. Same Gamejam version but should fix most, if not all, instability related bugs.

Please let me know if there are still issues.

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Hey there! Ahh, that doesn't sound good at all, archive seemed okay when I uploaded. Nevertheless, thank you for letting me know, will look at this tonight and recompile using the latest engine build, is far more stable now. 

I assume the adf runs fine for you though?

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.

Well there is a possibility here:

Or better still, pick up Scorpion Engine and have a bash at it ;)

It does not, unfortunately. It is AGA only at this time.

Thanks for trying this out, glad you had some fun with it to. Still a very respectable score that, but around 10k is very good going :)

Glad you like it, nice vid showcasing a few games there to. If the truth be told it was difficult not getting hungry while working on this!

Thanks mailman, it is nice to read that even people who have no affection for Dizzy whatsoever have enjoyed the game, at least a little bit!

Thank you RetroHitch, any rating above 1 for a Dizzy game from you is high praise indeed :)

Thank you Lifeschool for your comments, I really did try to do the dizzy eggman's legacy some justice with this!

I will add that this is actually the full and complete version with 25 levels over 5 stages, you can select the first 3 by difficulty at the start.

Ciao e grazie per i tuoi commenti! L'audio è ancora in fase di elaborazione, con l'audio su 3 tracce, spero di aggiungere effetti speciali solo in una build futura. Nel frattempo, puoi abbassare la musica usando i tasti più e meno sull'Amiga.

Great video Sabreman, thank you!

Haha! Maccys DLC planned for future release (this is a mcfib).

Hey there. Your Amiga will need 1MB chip and at least 1MB of other ram to run I'm sorry to say. Depending on rev number of the computer, you can mod your A500 to have more than 1/2 MB chip and 1/2 Fast. Sadly will not work on the A500 otherwise.  

Fantastic, great work on this release. The legend continues!

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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.

Hey there, many thanks for your coverage of Breakthru. Hope you enjoyed the game.

I had a sneak peek at your new magazine and it looks really polished and well designed. Great work also!

Thank you, hope to compile a CD32 build in the next month or 2,  thanks for giving the game a spin!

Hello and thanks for your video.

I can confirm the game is released as complete, with all 5 stages. Only updates would be minor or bug fixes. Cheers!

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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.

Thanks for your comments, much appreciated. Glad you enjoy the port. It is a not quite 1:1 version of the original arcade game. There may be at least 1 more update in the future at some point.

Ok, this is the first time hearing of the game non starting on 030EC. Will look into the issue and see what's happening. Many thanks for the report.

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.

No. No plans at all. It is available on Steam for Windows, however.

Great vid as always Saberman, much appreciated.

Thanks Ray, with some tweaks I hope to improve in the near future.

Am exploring this possibility, though I do recommend getting a controller with extra buttons, you will never go back ;)

Hi thanks for the comment. I will soon upload the exe files to Aminet for sure.

Thanks for reporting the issue vincentgr. I have not extensively tested on real machines, personally, but did just try on winuae with an a600 1 mb chip and 1 mb fast configuration and it ran just fine. Will need to test and investigate further.

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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 :)

Well heyyy there m00513! Spinbrix, an underrated classic for sure haha! Hit me up in PM on English Amiga Board if you like, be good to catch up :)

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!

Hi there. Yeah, it is not 1:1 to the arcade for a variety of reasons, hopefully doesn't affect gameplay much, if at all.

Neither! It is made using Erik Hogan's Scorpion Engine, hence the slightly higher recommended requirements.  It is possible to make a specific A500 25fps version but wouldn't be anywhere as smooth. It is under considerations for the future if there is enough demand, no promises though.