Ghosts'n Goblins Arcade

    Diese Seite verwendet Cookies. Durch die Nutzung unserer Seite erklären Sie sich damit einverstanden, dass wir Cookies setzen. Weitere Informationen

    • Ghosts'n Goblins Arcade

      Endlich ist die überarbeitete und erweiterte C64 Version von Ghosts'n Goblins fertig. :thumbsup:




      This time we went all-out and improved the game as much as we could. Most of the code is either rewritten, bug fixed or improved in one way. Graphically and sound-wise the game is completely new, everything was redone and improved. Overall the game is around 4 times the size of the C64 original and is pretty close to the size of the Arcade.



      List of major improvements:



      - Two completely new levels added.Level 6 has an additional final room.

      - Existing 4 levels are expanded to be twice the size of the original.

      - All levels have completely new graphics and level designs applied.

      - All levels have unique new tunes added which were newly composed.

      - New Sound Effects added or changed.

      - New sprite multiplexer coded, which will minimize glitches.

      - Intro sequence added where Satan abducts the Princess.

      - Game Map added, which shows your progress when you are killed or you reach incoming level.

      - Game Complete animation added.

      - Game Over sequence added.

      - Two new Bosses added for levels 5 and 6. They are bigger than any existing enemies in the original game.

      - Added a new Jumping Skeleton enemy in levels 5 and 6.

      - Moving Clouds recoded so they can be used on level 5.

      - Arthur now can turn around when he jumps and he can shoot backwards.

      - Added an improved Title/Loading screen with new tune.

      - Weapons are now improved and all of them now actually make sense.

      - Enemies have improved AI - not perfect but much better than original.

      - Levels 1-4 are done in 2 parts now, but transition between them is fully seamless.

      - Flying Knights at level 2 can only be shot from behind as in Arcade.

      - Zombies first dig out some dirt so you can spot them before they kill you.

      - Collision detection is drastically improved - you won't get killed when a bullet flies over your head anymore.

      - Dragon Boss covers more of the screen area now and you need to shoot
      his head three times, and he won't shoot so many bullets anymore.

      - House Ogres are easier to kill now.

      - 'Sparkles' are now visible when you hit an enemy.

      - Weapons that are dropped depend on the level you are playing, so you cannot get the shield in the beginning.

      - Pause Game and Quit Game added, which can be activated by Run/Stop key.

      - Arthur can jump over obstacles now even if he touches them. In the original he only jumped up.

      - Time limit is now different for each level.

      - 7 Trainers added for your pleasure.
      LINK
    • :love:

      Danke für die Info, R-N :top:
      Suche: JP-MS done Danks2Carlos; Thanks, Brah
      Vorkonfigurierten miSTer mit allem Drum&Dran (im best case: mit MT32-pi&ready 4 Crt und Flat, im Idealfall mit Fix der ansonsten problematischen Analog-Soundausgabe via addonboard o mod/ironclad+hifi blaster). Other stuff: auf meiner Pinnwand, ganz oben (uA die irem arcade hits für Win-PC, ein Amiga-Scartkabel&PCE/IFU/Duo-RGB-Kabel, passend zu den Mods von VGR; die größten IFU/Duo-Arcade-Cards, "Arcade Card Pro" und "Arcade Card Duo")