Any news on a downloadable version? Would be happy to pay for it, I'm just digital only now (can't afford the physical prices for C64 games these days!)
C64 Mat
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It's a great game - of course it is, it's Lemmings! - and a fantastic technical achievement. I'm currently nearing the end of Tricky with only a handful of golds missing (got all of them on fun).
Some elements keep frustrating me, like lemmings getting stuck in blocks and walls, but overall it's a good version of a great game and I'm having a load of fun going for the golds!
Yeah, that works! 😄
Just one more thing: Some of the levels appear to be easier than they were intended due to the way Lemmings pass through the colour black (as this is the colour of the background). This appears to create space Lemmings can walk into that is perhaps not intended with this version, and certainly wasn't in the original game.
For example, when trying to rescue every Lemming for the gold star in Fun level 16 (Don't Do Anything Too Hasty) and not using blockers, I use the technique of mining down to the right then turning the miner into a bridge builder for a second to create a dead end trap. Then I do the same going the other way so I have two diagonal shafts that hold the lemmings in place, while the very first one builds bridges to the exit.
However, due to the bricks in the ground having small black (i.e. background) pixels in them, I don't need to mine the second tunnel. The Lemmings try to walk through the missing pixel and get turned around. This of course saves me resources AND makes the level easier to complete.
It's the same on the level Don't Let Your Eyes Deceive You: When they reach ground level, if you turn a lemming walking left into a climber, he won't climb back up the blocks they've just come down because there's a single black pixel in the block which he passes through and bumps his head.
I hope all this makes sense!
(Note that this doesn't happen with every black pixel - the trees in Best of a Level can be dug through, then the black parts walked across).
I've noticed something rather odd. When using the Ultimate turbo registers, the manual says not to worry because it automatically sets it to 48mhz. I doesn't appear to do so :P
I ran a level with 30 lemmings and set the release rate to max. It slowed down just as much as if it wasn't switched on (it was, got the blue loading screen). I quit to menu, manually set the speed to 48mhz whilst leaving it on the Ultimate turbo mode and ran the level again. Massively reduced slowdown this time.
Even when set to 64mhz, I've noticed slowdown when all the lemmings are walking along the same scan line (and the sprite flicker is still extremely noticeable). Is this really expected behaviour when running the game with such relatively fast cycles?
Apart from that, great version - really well done to all involved!
Instabuy from me! Loved the first game, especially all the little background animations. It's a shame you've removed the grid based movement, that was so intuitive! Reminded me of the original Tomb Raider games. I'm actually finding this one more difficult to start with, due to the uncertainty of jumping onto and from ropes, which was really predictable in the original. I'll get used to it though!
Consider sending a copy to Lemon64 for inclusion in their database for reviews and ratings.
Hopefully that will be a thing of the past in the near-ish future:
https://github.com/GideonZ/1541ultimate/issues/650#issuecomment-4347984940
Not aimed at you, but it's the utter blindness to the physical damage we're causing the world that bothers me. You can see smoke from a factory chimney, but AI damage is invisible to someone who doesn't live in the direct local area of the data centre. It's magnitudes of devastation above what corps will admit, because then people wouldn't buy their products, or "tokens".
An algorithm is fine, but what's being touted as modern day AI - where things are calculated off-device - is utterly awful.
Another classic strategy release! Awesome! Once again, I've posted its released on Lemon64:
https://www.lemon64.com/forum/viewtopic.php?p=1094539#p1094539
What an impressive game! I absolute love everything about it. The graphics and animation are just top notch!
I didn't have any issues whatsoever with the controls - as an old school Tomb Raider fan, the grid based movement makes perfect sense to me. It looks and sounds great, and is extremely playable!
I can't believe this is your first game - it's truly great. Well worth the $4.79 (Inc VAT) I paid for it. Bravo! Can't wait to see where you go next.
Absolutely loving this! Bubble Bobble Remastered was a little contentious, as it took an already great C64 game and just made little tweaks. But this, taking levels from other BB releases and building them into a C64 release as a sequel of sorts - a level pack, really - makes perfect sense.
We're also playing it for the current Lemon64 monthly competition!
It's always exciting to see new quality C64 releases. Hasn't waned for me in over 35 years!
What's more exciting still is seeing new developers get a good start. This is their second game, and both have seen nice polished editions from Psytronik. Really great stuff! Can't wait to add this to my collection.
I don't have any kind of access to a contemporary computer currently, otherwise this would have been an immediate purchase!
It's a great game, and your screenshots appear to do it justice. I enjoyed reading about you tracking down the original developer, and about how you recreated the game from playing and dissecting the C64 version.
Great work!