Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Heracleum

18
Posts
51
Followers
11
Following
A member registered Nov 12, 2022 · View creator page →

Creator of

Recent community posts

(1 edit)

High score today: 54760

reached 6th level, it's fundamentally impossible to beat lol

A detail I didn't notice in the first plays is when at higher stages the 'perimeter guy' goes after you in your version he is literally chasing you; in the original it was a little less of a nightmare and more controllable because he just "followed your steps".

Oh and I still suck at the hyppo stage 😅

Getting better, high score 23610.

It's curious how the first two waves are the hardest / probable cause of losing a ship.

About the tune I'd like to help (fixing those couple issues), send me a msg at the Pico8 discord in case.

So cool! Great choice for pico8 remake, it was one of my favourite arcades at the time, the docking feature was absolutely brilliant. I think you did an awesome job, everything feels exactly like the original (I'd juuust tweak a lil bit the start-game tune but the rest is perfect)

(1 edit)

Awesome remake! I'm a great fan of the original, played a lot on Mame as well recently. No surprise my first ever sample cart for Pico-8 (first steps learning pico's Lua) is a "trainer" of the pig bonus stage with increasing difficulty (Amidus on lexaloffle).

About the bonus stage I wasn't definitely prepared for the odd bonus Hyppo stage (not in the original) is it your own addition or was it in some other remake/ports?

(2 edits)

It's so soo good 👌 excellent remake!
(so far 3rd stage pts 19790)

Yes! Somehow I've found it before the woman asked for it, unless it was the intended sequence.

Finished in 67 minutes lol, I wouldn't really call it a speed-run 😆

Excellent implementation of instant 3d, the contour of hidden houses on front was a classy touch 👌 Great job!

Ah the choice of this remake is basically due to my curiosity in using the speech library (Speako8 by bikibird) I wanted to see how it could work in a full game, not only a demo or test (and it's been quite a challenge actually because it uses up a lot of chars). Thanks a lot for your comment!

Thanks a lot! Yes I tried to keep the in-game graphics as faithful as possible (for pico8's low-res) to the original arcade... then spent all the resources left for the menu screen (the original had just a wooden sign so I've tried to put the nice art of the actual cabinet). It's been very fun I admit!

Cool, I had missed this one from Taito.
So -curious about the original- I've played it on Mame as well and it appears to have some kind of hidden trick for your rocket to block alien lasers; at least no trace in the instructions/description. I've just noticed it in a YT longplay where the guy was stopping the shots somehow?!? And trying on Mame I see you can push up on contact: although 80% of the times it's stopped a couple frames but I'm still hit shortly after.
Glad to see others remaking oldies for Pico8 👌 

It was indeed one of the most brutal and hateful game of the C64 but for some reason I have fond memories of this challenging game.

It's even a pity because the layout of the 30 levels is well planned, too bad 95% of the players probably never managed to go past stage 5 (and I'm in that 95%).

Yeah what a curious choice to introduce a game to the new players 😆

I tried to reproduce this but no 'crash': it simply picks from the market, immediately picks the piece moving on the map area and that's it (at least for me).
What kind of crash exactly? It froze or ended the program on command line?

So glad! I've probably spent more hours inspecting details of the original arcade than actual programming time. I've discovered tiny details I've never noticed in decades even small quirks and imperfections like: if you watch a gameplay video in slow-mo (or frame by frame) you'll notice the sprite animation of barrels rolls in the wrong direction in the original 😯

Due to Pico-8 limitations the game uses 60fps flicker for a variety of effects (eg. semi-trasparency, font antialias, colour blending to have colours like cyan/teal not in pico8 palette), but in the web version the browser and/or busy pc could skip several frames making it noticeable/annoying. 

In that case you can turn the flicker OFF in the menu pressing Enter (you'll immediately see the blending effects disappear -the ladders will turn blue-, crispy font etc..).

Thanks for playing! 

Nice, it's tiny, cute and colourful. I particularly love Processing Plant.
One thing I noticed is you use pixel collisions on blocks (keys, plants etc..) while the original -as opposed to pixel perfect collision on creatures- used box/block collisions on items. I keep missing keys lol

Glad you finished your port now because it was in my todo-list (I was considering 8x8 blocks and scrolling but tiny as you did is probably the best option).

Great job indeed 👍 the gfx very cute and clean, good choice of soft music and classic sfx 👌

Hey! Thanks for your post! On the original machine... err I'm afraid I'm missing the required skills 😅 Well, I used to make games for c64 as a kid but in plain basic only, no interrupts/assembly. Although I know brave ones who still do this today.