Burntime was actually an inspiration for the development of this game :-) We tested the game on real hardware running Ms-Dos and in Dosbox 0.74-3 without encountering such an issue. Maybe you can try it in classic Dosbox?
WindigoProductions
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I would like to give you a quick update. I was able to reproduce the bug and to identify the problem.
The reproduction is: You play with at least two human players. Human player 1 ends his turn on the move. An event occurs and human player 2 starts it's turn at a city. Human player 2 is stuck now.
The bug appears with any event. There is no way to avoid that bug by adding computer players. The only chance to avoid it is to play without events of course.
I have created a fix and will release a new version the next days, after carefully testing the change.
The game has been tested on real hardware, but not everyone is using a CRT. I have one but it's not working properly anymore. So it's difficult to decide wheter a display problem is caused by bad hardware or bad visual design :-) It would be difficult to add such an option at this point. But i will consider it. Depends on how we handle the bug you reported.
I wrote a small article today, where i describe how to get the game started on real hardware via disk or Sd2iec. You can find it here: https://www.windigo-design.de/wp_articles.html
You cannot run the disk version from an SD card directly, since it has a dedicated disk loader. What you can do is to load the game directly as you already did. But instead of typing RUN you have to type SYS 2064 and then press enter. Then the PAL version is started. Or you try the cracked version from csdb.dk.
As far as i know, writting C64 disk with an pc 5.25" drive doesn't work. Once i had a cable someone made for me, to connect a 1541-II via serial port with my 486. Last year i wanted to backup some C64 stuff from my old disks and just bought a XU1541 interface from ebay to connect my 1541-II via USB with my laptop. Worked perfectly. Does this answer your question?
Thanks for your feedback. When i started coding the game i made some lesser good decisions due to litte expirience in coding assembler on the C64. So there are aspects that would have done completly different now, but this would require to rewrite large parts of the game. Some of the flaws don't weight that much when you've played it for some time and the game was created with a motivation to play it again (multiple endings). So i decided to leave it as it is and gather the feedback as foundation for the successor.