I released the whole Rick Dangerous game. head to www.pascalorama.com for the rom
enjoy
I released the whole Rick Dangerous game. head to www.pascalorama.com for the rom
enjoy
Last edited by pascal; 02-17-2011 at 03:26 AM.
Awesome!
damn another game for the megadrive double damn i hope your gonna produce more games for it
Looks like a very accurate port, good job![]()
Perhaps a little too accurate, Rick Dangerous is a sadistic game.
I'm not sure if it's accurate to the original or not, but the hitbox for Rick seemed too big.
You can get hit by a savage even when standing on a ledge above him and not actually getting touched, also by the spikes that you use dynamite on just by touching them with the tip of your hat.
I would really prefer to have the jump control set to a button instead of "up" because it feels odd and interferes with climbing vines in the background.
One bug I found is that the sound disappears when you load a savestate.
thanks , it's really an accurate port, actualy the atari st version was totaly reverse engineered (it's not a port of xrick). So it's the same
For the controls, we kept the original setup. At that time, all computer gamers were playing with genesis pads, that give a more authentic feeling
for the bug of sound, it's actully not one ,as this game is made for the hardware and no save states there
regards
pascal
Maybe I misunderstand but I don't remember anyone playing this game with a genesis pad. Anyway it's pretty standard for MD games to have jump set to a button or have configurable controls, I suggest this because I used a joypad playing this demo and kept accidentally jumping when I didn't want to.
Found another bug that is more relevant - In the last room if you crouch into the wall to the right (the block you are supposed to blow up), the block kills you. Maybe this happens at other parts as well.
thanks, i gonna check if the block killing is present in the original version.
about the joypad, i understand ur point of view. i'll look for adding a configurable controls
I did. Granted, I wasn't playing the Atari ST, but the Amgia 500-version. Both are virtaully identical, though. I was preferring to play a number of games with the Genesis pad instead of the Amiga joystick - the handling simply felt better.
Rick Dangerous! Man, that is one of the games from my old Amiga days that I had prayed for seeing a Genesis-version of! You make a dream come true here!
Though I agree, it would be preferable if jump would have its own button. On Amiga or Atari hardware, "up" for jump was a necessity since you only had one firebutton (and so the Joystick port interpreted each button on a gamepad just the same). But for the Genesis with its three-button-controls, that wouldn't be necessary - it would actually give the opportunity to seriously improve the control scheme! (One of the reasons I ever hoped for seeing a Genesis port of this games was because I hoped for improved controls, not for seeing a direct 1-to-1-port.)
By the way, on your homepage you talk about trading the cart version for Genesis stuff. What do you mean by that? (I'd have the odd pirate hack cart lying around that I could be persuaded to trade in...)
Last edited by Phantar; 10-29-2008 at 08:36 AM.
The funny thing about an oxymoron is, even if you remove the ox, there'll always be a moron. The Question Remains: Y?
thanks for your kinds words
About the controls, i agree with all yours comments, we should use the 3 buttons. but the problem is that we have 4 actions and only 3 buttons. We have Stab,Dynamite,Fire and Jump. So the best we can get, is to have a Action button combined with direction (stab,dynamite & fire) and 1 button for jumping. is that okay with you ? Any better ideas welcome
About the trading, well, i can not sale the game. So i'll only trade it for others genesis games (that will help me to expand my md collection ^^). I'll sell it (at cost price) only if there's no possibilities to trading (shipping cost to expensive for both). But trading is my first option.
Last edited by pascal; 10-29-2008 at 09:47 AM.
This is awesome! I'm not really familiar with the series, but it looks like a fun game. This is something that definitely deserves to be previewed. We'll have to whip something up.
Thank you so much for releasing this demo !
- It's been a while since I first read about your work on Rick Dangerous MD (must have been 2003 or 2004), but it's well worth the wait!
That does sound good, but I would propose:So the best we can get, is to have a Action button combined with direction (stab,dynamite & fire) and 1 button for jumping.
A = stab
B = fire
C = jump
A or B or C + down = dynamite
Optional support for the 6-button controllers would be nice:
A = stab
B = fire
C = jump
X/Y/Z = dynamite
The Mega Drive was far inferior to the NES in terms of diffusion rate and sales in the Japanese market, though there were ardent Sega users. But in the US and Europe, we knew Sega could challenge Nintendo. We aimed at dominating those markets, hiring experienced staff for our overseas department in Japan, and revitalising Sega of America and the ailing Virgin group in Europe.
Then we set about developing killer games.
- Hayao Nakayama, Mega Drive Collected Works (p. 17)
I don't think 6-button-control would be necessary...
I'd go with something like:
A - stab
B+left/right - shoot left/right
B+down - dynamite
C - Jump
The funny thing about an oxymoron is, even if you remove the ox, there'll always be a moron. The Question Remains: Y?
Congratulations, Pascal!
For me personally I would suggest including a n00b mode with passwords or an energy bar.^^
I don't understand... I thought all new Mega Drive/Genesis games were supposed to be RPGs. I thought it was some kind of law. It seems nobody wants to make platformers these days. Are RPGs easier to make (well) or something?
EDIT: I'll probably skip this game. Feels too European and they make odd platformers with odd controls. No jump button! Instead I must press UP. I guess the answer to my platformer vs RPG question has been answered.
Apart from the RPG Pier Solar, the only new game I know of is Frog Feast, which is clearly not a RPG. So there are more new non-RPGs, which makes sense, because RPGs are harder/more time-consuming to make.
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