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Rusty Breadbin

25
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11
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A member registered Oct 03, 2024

Recent community posts

Been playing it for a few hours, completed the fun levels (then there's a new updated version meaning I have to start all over again, grumble). This is a master class of programming the C64. It all looks amazing, and while Nordischsound's music may not be very Lemming-like, it's still a great accompaniment to the game (although on later levels I'm sure it'll still get on my nerves after I hear the same tune dozens of times over while trying to solve a level.... that's not his fault though - and I was like "WTF!" when I heard Gangsta's Paradise accompany one of the levels). The addition of mouse control is great and I like the speedups on devices/machines that support it (tried it with my Turbo Chameleon cartridge, works great even if that doesn't support cart image saving). Pity there's no more then 30 lemmings on any level, but I can see the sprite flickering limitation is pushed to its limits already (plus chugging a stock C64 with that many), so I guess I can't ask for more. A great conversion all round.

A few things I noticed while playing:

1. Is there an option to start at the first level of Tricky/Taxing/Mayhem? This option exists in every conversion of Lemmings ever made (including the official C64 conversion), it should be here too. I know I'm gonna get stuck in later levels of the higher difficulty settings (and unless someone puts up a walkthrough on youtube or at the very least a full level password set I probably will never finish it), so the option to at least see a few levels of each difficulty setting would be nice. And since it has always existed in every conversion ever made it should be mandatory here too.

2. I noticed on some levels, when I set a Lemming to mine partway through a platform/ground (but not all the way), then make them a builder to stop the mining, they would still fall through the bottom when they turned around, and other lemmings would also fall through if they walked along the mined path. I found this most prevalent in Fun level 10, where when I was trying to complete the level as I do on all other versions, by having a lemming float down to the surface while all the others are trapped in a hole by a digger, when I made the lemming that floated down into a miner, then turn him into a builder to turn him around, he always falls through the ground, as do any other lemmings that walk over to the right afterwards.

3. On any level where I set a lemming to build and there is a background graphic present at that spot which they would normally walk past, such as the walls of an exit, they act as if they have hit a solid object and turn around immediately. Surely this should not happen if the object is supposed to be in the background and they normally just walk past it?


As I said at the start though, already a great conversion and I look forward to playing as much as I can (before I inevitably get stuck) very soon.

I thought that was the solution you had in mind and had actually tried that many times before my previous post, but the problem I always had was another lemming would be right there just as the basher would finish so I would always end up losing one anyway.

Luck plays a HUGE part in completing that level, and as luck would have it, I just tried again and got lucky with not having a lemming right at the end as the basher finished, allowing me to finish the level in exactly that manner.

Now I've only got mayhem  21 left. If only I had three more bridges I could do it...

This is a great conversion, looks much better than the version it's based on.

But I have a problem with level 21 and 24 mayhem - I don't think they can be completed.

These two levels both have slight differences from the NES version:

in level 21, you are not given the same numbers of each lemming type, making the level uncompletable

in level 24, the gap between where you come out of the structure you bash through and the surface below is higher than the NES, killing the lemmings from the fall which does not happen on the NES

also level 25 is much tougher than it should be due to an extra layer of netting on the right hand side above the exit -  only managed to complete that after much trial and error, even after watching a playthrough of the NES level.

If someone is able to complete mayhem 21 and 24 I would like to see a video, as I don't think they can be done on the Pico 8 conversion.

This is really cool, it's like Horizon Chase Turbo but on the Pico-8. Great stuff.

This is utterly amazing, to see the game the even the Megadrive can't run without an extra processor running unaided on the Pico8. Simply astounding.

I noticed something odd: when I set a fastest race time on the Medium track, it lists the track record for it under the Expert track on the track select screen (I assume it would list an expert track record under the medium track on the track select too, but I can't complete the expert track).

I am playing the Windows version, so I deleted the save file from the cdata folder and tried again and it did the same thing again.

I also tried it in the browser version above and it also lists the medium track record under the expert track.

Great game, but I HATE SECRETS!!! that I will never find

Thanks for the version 1.0.

Is there a WHDload slave for this new version? I ran the lha version but it does not have a quit key to return to Workbench.

I tried renaming it to a.exe, but it still crashes out, says it's the wrong version.

Need to wait for JOTD to make an updated slave file.

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Hi, just played the game. Very nice!

It's just as tough as I remember from playing this in the arcade in the 80s as a kid. Unless JOTD includes an optional cheat mode in a later WHDload slave I'm never gonna be able to complete this. Oh well, at least I no longer have to waste all my pocket money playing this any more **smile**.

Great conversion looking amazing already. Keep up the great work.

EDIT (about an hour later) Holy s*** I just did it I won the race! (I took a picture of the NY screen and can supply proof if need be lol)

Amazing that a good strategy was to SLOW DOWN on the offroad stages.

So I get to the end and... it starts again. Man, experts of this game could have been at it all day on one credit.

My final score was 144400 (yes it had that many 4s in it, again I can supply photographic proof).

Again, great conversion.

Just played it for a while, looking great already. Mappy is a great game and this conversion is shaping up nicely.

A suggestion, please could you make the fire button a little less "touchy" when entering initials into the high score table? I found it is too easy to skip straight from the first to the last letter missing the middle letter entirely, sometimes even from the lightest tap it still happens.

Hi, just tried out the game, it's a pretty good hack of the original, and I like that it waits for you to press fire on game over to use another credit.... but that is what I'm wondering about. When I lose my final life, it just sits there forever waiting for me to press fire to use another credit. What if I want it to exit back to the title screen so I can start over? No matter how long I wait, it doesn't exit the game back to the title screen. I have the game running as I write this, and after waiting many minutes  it's still just waiting for me to press fire to use another credit.

I think the game should wait for a few seconds after losing all lives to give the player a chance to press fire for another credit, but if I don't press fire it should exit the game back to the title screen after a few seconds so I can start over.

Thanks for continued retro releases for the Amiga, stellar work as always.

Thank you for the latest version. Finally got around to donating 10 Euros for your efforts.

With Outrun Amiga Edition, along with the soon to be released Outrun AGA for A1200 and the imminent release of Outrun PETSCII for the Commodore 64, it's such a great time to be an Outrun fan.

Thanks for the latest version. Really digging the one button joystick support.

Keep up the great work, will send a donation your way soon.

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If you look closely, the car does slow down somewhat before suddenly stopping at game over. As soon as the timer shows 0 on screen, but it is counting down from 0.9 to 0.0 internally, the car starts to slow down and then stops dead when the timer reaches 0.0 internally.

This is how the arcade version was from the start and therefore how this version works.

I just tried this out, running it on the Minimig core on the C64 Turbo Chameleon cartridge (which Elevator Action AGA also works 100% on).

Great first version, even buggy as it is, had a bast playing it.

I noticed when I selected infinite lives on the WHDload options that it in fact did not work, I still only had 3 lives and then the game ended, but the invulnerability cheat worked. Also what are the cheat keys? I found F1 is a level skip, but couldn't find anything else.

OK last post about it for now, I reached ending A & E and they both worked too.

So all endings worked except for that pesky ending D, crashing the game at the end of the final stage as soon as the game takes over control of the car. On A600GS and one time using UAE too.

Thanks again for an awesome conversion.
Now patiently waiting for the next release...

Sorry for replying so many times, but I made a new HD image, ripping the ROMs myself (the first one I cheated by using files from JOTD's WHDload image), and tested again on my A600GS.


Ending D still crashes, this time it just exited back out to the A600GS menu.

Ending B & C both WORK, going through to the ending as normal.

I am still working on getting to endings A&E, I've found playing what is effectively the arcade version with digital controls (as opposed to steering wheel or even analog stick) is downright hard.

I'll keep you posted if I get ending A&E.

Oh, and I played to ending D 3 times on UAE, and one of those times it crashed there too.

Just confirmed my HD image does work when running under UAE, and I also tried it on my Turbo Chameleon Minimig core (slow as it is on that), which did exactly the same as my A600GS, with the game crashing at the end of the final stage with an 8000 000A error code.

I hope it the A600GS crash problem can be fixed, as the game really does run superb on it otherwise.

I JUST FOUND A PROBLEM, running on my A600GS.

When I complete the game, it crashes just as I complete the final stage, before the game takes control of the car, awards bonus point etc.

I was able to repeat this with both JOTD's WHDload version and the version running on the HD image, both with and without music, 25fps and 30fps, it still crashed just as the final stage is completed.

The route I ran was Gateway-Alps-WheatFeild-AutoBahn (so left turn to 2nd stage, then right turns  for each stage after).

The first time it bought up a guru style error screen, but when I had my phone ready to get a pic of the error message on a repeat playthrough it just went to a screen full of purple lines and screechy sound. I think the number that came up was 8000 000E, if that helps any.

I'll see if I can cause the error under UAE soon.

Try using JOTD's WHDload version, available from the Outrun article at the Indie Retro News website. That's about as non techie as you can get.

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Wow this is simply stunning. Well done on such an amazing conversion, even though it does need a rather beefy Amiga to run full speed. This is far better than anyone could have imagined Outrun running on the Amiga. I previously played the Amiga conversion of the Cannonball engine on my A600GS, and while that was really good, that had some weird "interpretations" of the game music and ran in a small, non resizable window. This is SOOOO much better.

I played it on my A600GS (both HD image from the menu and JOTD's WHDload version under AmiBench) and it ran flawlessly at 25fps, at 30fps I noticed a little slowdown right at the start line and also under the clouds at Cloudy Mountain caused a little slowdown, other than that it ran a full 30fps at all other times.

I also ran it on the Minimig AGA core for the C64 Turbo Chameleon cartridge, and it ran a lot better than I expected it to... it only has 68020 CPU setting, but with max memory and maximum turbo enabled it ran slow in some areas, and it got up to a full 25fps zooming along the straights of Coconut Beach, but the more busy the screen got, the slower it ran, down to as low as 10fps when the clouds rolled in over Cloudy Mountain (and 8fps at the start line). This also affected the sound effects, but thankfully not the music which kept playing at proper speed.

A couple of questions:

1. I noticed high scores did not save, will you be updating it to do so? Also settings should save, so I don't need to worry about having to change my joypad setup (or if I change the difficulty setting) every time I load.

2. One button joystick support would be nice, the A600GS joypad works under 3 button setup but the gear change being directly above the accelerator means I have to position my thumb in a manner that becomes VERY uncomfortable (to the point of actually becoming painful) rather quickly, and while 2 button works using down to shift just doesn't feel right. 1 button would let me play just like I played the C64 and Amiga ports of Outrun.

3. Can you (and if so will you) include a 15 stage continuous mode like you did on the Cannonball engine (yes I kow this is completely different from Cannonball, just asking)?

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Is the WHDLoad version supposed to save high scores?

Because I just played a few games and after exiting and coming back in none of my scores were there, it had reset to the original scores.

EDIT: Installed from the floppy, that saves scores.

Thanks for your reply.

I tried the ECS version, I set it up on my A600GS as A500Plus 1MB chip 1MB fast and it runs at correct speed, but still somewhat buggy. Still quite playable though, and I know I'll play it when I have my GS on (I have always loved this game).

Pity it won't run 100% correctly on my A600GS though, and as I said, other games from your collection work, I have tried Pheonix and Moon Patrol both in AGA mode and they run 100% perfect on the GS.

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Just saw the review in Zzap!Amiga and checked it out.

It looks great and runs pretty much arcade perfect too.

Although I tried it on my A600GS, and there it ran a bit slow and exhibited a few bugs. I set it up for stock A1200 settings and it was still a little slow and buggy there... pity, that's where I wanted to play this.

Don't now if you can do anything on your end to make it compatible of if it might be something in the A600GS's emulation though... I don't know... although your other previously released games all seem to run fine on the A600GS...