Today i played the v1.01 a bit more extensively and noticed, that from level 3 onwards, three of the four ghosts are permanently broken in their graphical representation. They are yellow with stripes inside then. And in level 2, in one of my games today, a ghost walked around outside the labyrinth for a short time, before he came back then. There's probably some more broken in this concept version, but it was pointed out before in the infos, that there can be such kinds of problems with the ghosts, because it's just a concept version. But I have to say, that a full version of the game with this labyrinth here, would also be interesting. It's a bit harder than the normal one and I also like the idea, with these corridors, that have no exit and in which you have to turn around.
Thanks for the hi-score fix. I just played concept 1.01 and still the sprites go into the tunnel. He entered the tunnel on the right side of the screen.
I like this concept-version, because this labyrinth (maze) is harder to play, than the original one. But this version has some smaller problems left, which are not solved so far. I don't really wonder about that, because it's only a concept-version and not a final game, but nevertheless, i want to mention the problem i found.
When i played the game yesterday, a ghost suddenly came from the outside of the screen (from the side) into the labyrinth and i wondered about that. Then i thought about, how the original labyrinth looked like and i remembered, that there is this path on the side, that you can use for running out on one side of the screen and coming in, at the other side and also the CPU-ghosts sometimes use this way. Here in this changed labyrinth, this way is closed and not available, but some of the ghosts still use this path anyway from time to time, even when it's closed by a wall here. It is, as if the ghosts are already programmed for the normal labyrinth, although they are still in a changed concept labyrinth here.
I’m a massive fan of your work, I still can’t believe that version of Galaga you did - amazing. Have you seen the NES version of Pacman Championship Edition? I’m convinced you could do that on a C64, check it out on YouTube.
That's really cool, really pushing the NES to the max. The faster scroll speeds would be the main barrier to a C64 version, would probably also have to use chunky multi-colour graphics for the map in order to use colour cycling to approximate the flashy psychedelic effects.
Yes, agreed, the scroll routine would have to be highly optimised. But there isn’t anything that says impossible. What a great challenge?! Honestly, I programmed “in the day” on a proper C64 on Zoom assembler so I’m a good judge of what’s capable and you could do that, okay might be very slightly slower but very doable.
If you study the scrolling it’s not as quick as I initially thought. I think the movement/logic of the ghosts are difficult. I’m very much “stock” C64, no REU for me! Hey this is Arlasoft - this guy is god!
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Great version game !
Today i played the v1.01 a bit more extensively and noticed, that from level 3 onwards, three of the four ghosts are permanently broken in their graphical representation. They are yellow with stripes inside then. And in level 2, in one of my games today, a ghost walked around outside the labyrinth for a short time, before he came back then. There's probably some more broken in this concept version, but it was pointed out before in the infos, that there can be such kinds of problems with the ghosts, because it's just a concept version. But I have to say, that a full version of the game with this labyrinth here, would also be interesting. It's a bit harder than the normal one and I also like the idea, with these corridors, that have no exit and in which you have to turn around.
Nice to see a concept being playable which has probably never been playable publicly before.
Thanks for the hi-score fix. I just played concept 1.01 and still the sprites go into the tunnel. He entered the tunnel on the right side of the screen.
Ok must be some other code interfering somewhere, I'll have a look at some point.
Somehow the changes I made yesterday aren't there, must have had a different working folder open :-$ Replacement .d64 file up.
I've noticed that when sprites run away, they can go through walls
I like this concept-version, because this labyrinth (maze) is harder to play, than the original one. But this version has some smaller problems left, which are not solved so far. I don't really wonder about that, because it's only a concept-version and not a final game, but nevertheless, i want to mention the problem i found.
When i played the game yesterday, a ghost suddenly came from the outside of the screen (from the side) into the labyrinth and i wondered about that. Then i thought about, how the original labyrinth looked like and i remembered, that there is this path on the side, that you can use for running out on one side of the screen and coming in, at the other side and also the CPU-ghosts sometimes use this way. Here in this changed labyrinth, this way is closed and not available, but some of the ghosts still use this path anyway from time to time, even when it's closed by a wall here. It is, as if the ghosts are already programmed for the normal labyrinth, although they are still in a changed concept labyrinth here.
Update uploaded with a fix to turn off the ghosts tunnel code, and also a fix for the high-score bug on the normal game.
Cool, thanks for fixing. Will try it out later.
Nice concept version
very good
Will this be available for download???
Will see if I can get a download up tonight!
Downloads now available.
Will we be able to download a d64 version of this? I'd love to add it to my Pac-man collection on my C64 ultimate. :)
I'll try and put it on a D64 this evening :)
Thanks. :)
Downloads now available.
I’m a massive fan of your work, I still can’t believe that version of Galaga you did - amazing. Have you seen the NES version of Pacman Championship Edition? I’m convinced you could do that on a C64, check it out on YouTube.
Thanks very much, I'll check it out!
That's really cool, really pushing the NES to the max. The faster scroll speeds would be the main barrier to a C64 version, would probably also have to use chunky multi-colour graphics for the map in order to use colour cycling to approximate the flashy psychedelic effects.
Yes, agreed, the scroll routine would have to be highly optimised. But there isn’t anything that says impossible. What a great challenge?! Honestly, I programmed “in the day” on a proper C64 on Zoom assembler so I’m a good judge of what’s capable and you could do that, okay might be very slightly slower but very doable.
Could the faster scroll speed not be done using CRT format, or even using REU ? (New Rally-X for example)
If you study the scrolling it’s not as quick as I initially thought. I think the movement/logic of the ghosts are difficult. I’m very much “stock” C64, no REU for me! Hey this is Arlasoft - this guy is god!