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COMING SOON : Risky Rick In Dangerous Traps


usar666

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After one year on finishing, tweaking, testing and debugging , we are very proud and happy to confirm Risky Rick is finally finished.
It was planned for Christmas but due to manufacturing issue, it will be released for the beginning of 2018.
Stay tuned !

 

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Edited by usar666
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This game is simply the best game ever made for colecovsion to date , including SGM ones.

 

It is simply incredible. i had the opportunities to play a beta version , simply incredible for a Colecovision ! And without SGM and in 32K.

 

Look foward to have the final version!

Edited by youki
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Not because I'm the author of CoolCV emulator, but with it you can record easily an AVI video that can be uploaded directly to Youtube ;)

Thanks for the offer, we made a video last year for the RGC 2016.Some noticed player seems to flicker on video but it doesn't flicker on real game ;)

 

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I remember playing Rick Dangerous on my PC many years ago. It played remarkably well with the keyboard, with a little practice. :)

 

How many levels are there in the CV version?

 

It is the complete game, as far i know. in 32K!! The work they did on that game is incredible. (i know, i repeat myself! :) ) .

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I remember playing Rick Dangerous on my PC many years ago. It played remarkably well with the keyboard, with a little practice. :)

 

How many levels are there in the CV version?

We tried to get the best possible of the console, there are 3 levels.RAM , VRAM and ROM are full =)

 

 

Anyone else think that sound is a bit harsh when you shoot the enemies ?

If you talk about scream, we tried to get an acceptable result from the SN, that was a compromise betmeen performance/size impact and result as we didn't want that freeze the game when playing this sound.

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It is the complete game, as far i know. in 32K!! The work they did on that game is incredible. (i know, i repeat myself! :) ) .

Not only that. They made the bgtiles having priority over the sprites is quite impressive. TMS9918A doesn't have the foreground pixel tile pixels have priority over the sprites feature. I'm 85.394% sure of that unless there's a secret graphic mode that allows that.

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Not only that. They made the bgtiles having priority over the sprites is quite impressive. TMS9918A doesn't have the foreground pixel tile pixels have priority over the sprites feature. I'm 85.394% sure of that unless there's a secret graphic mode that allows that.

 

Indeed the TMS does not have this feature and no secret mode . All is done by code. I know how they did , but as i'm not sure the author would like i reveal the "secret" , i prefer don't say. But nothing magic. Just a very efficient coding. As i said , the work done in that game is incredible. You can not even imagine that a colecovision was able to do that. or let say that somebody that crazy enough to put so much effort to release a game like that in a "officially" dead console... We are FAR FAR FAR away from the MSX ports for the SGM or SG1000 port .

 

And the thing even more incredible , is that it is the first attempt to do something on the colecovision by the guys who did that. Until recently they even did not have a real colecovision to test!

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Not only that. They made the bgtiles having priority over the sprites is quite impressive. TMS9918A doesn't have the foreground pixel tile pixels have priority over the sprites feature. I'm 85.394% sure of that unless there's a secret graphic mode that allows that.

 

In Sydney Hunter I emulated this behavior from Intellivision (where player sank into the sand) reloading dinamically the sprite with 0x00 bytes for the hidden portion of Sydney Hunter.

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