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Posts posted by Staubhold
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Au contraire mon frère!
It Came from the Desert is a must play for all action/adventure fans. This is a great retro game.
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It Came from the Desert is a 1989 action-adventure game by Cinemaware. It was originally released for the Amiga, then ported to MS-DOS. Two console versions, for the Sega Genesis/Mega Drive (unreleased) and TurboGrafx-16, are distinctly different from the versions released for computer platforms, in terms of gameplay and presentation.
Like most of Cinemaware's titles, It Came From the Desert takes its inspiration from Hollywood. This game is inspired by dozens of 1950s "B" movies, especially the 1954 mutant-ant classic Them!.
It Came From The Desert is one of Cinemaware's finest creations that will challenge both your brain and your brawn, since it is a mixture between arcade and adventure.
Amiga Longplay
As the town's resident geologist, your goal is to discover the source of all the strange occurances happening in Lizard Breath. Gameplay centers around choosing what you want to do by selecting an option on the multiple choice screens that pop up. There are several buildings in town, as well as farms, mines, an airport, and even a drive-in theatre.
Once your investigation begins, you soon realize there are large, mutant ants roaming around the outskirts of town. These ants are dangerous, and you must fight them to survive with a handgun, an apparently infinite amount of grenades, and bug spray used in airborne attack.
It Came From the Desert can be considered real-time. Waiting, sleeping (at home or in a hospital bed) and driving around consumes time. As it turns out, the player has a fixed amount of in-game days (15 days, ending with June 15) to succeed.
If the player fails by this date, the ants will mate and spread, which results in a gloomy ending. To reach a good ending, the player must locate the ant colony and kill the queen ant.
While play might seem limited at first, there are dozens (possibly hundreds) of variations in the game, depending on the choices you make. Not only that, but there are many opportunities to find yourself in a fight, either with the ants, or with some of the not-so-friendly folk of Lizard Breath. You can wind up in a knife fight, or being chased across the desert by several hundred giant ants, or even playing chicken on the highway with the local greaser punks. With great graphics, rocking soundtrack, and tons of atmosphere, this is a must play for all action/adventure fans.
I loved the game back in the days and had several playthroughs.
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Oh wow! Sir Tigol!
I still have your old version of Centurion... Thanks for the update.
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Yeah Ryon, I remember that Fio controlled Sentinel by 3ha...
...with hcf + start Fio would jump out of the Sentinel and you can controll her...
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Hmm... Looks nice & retro.
The reflection on the ground is odd. Looks like a carpet on the floor and not something that would act like a mirror.
Looked into the sorce game, there is a normal shadow too, no reflection. I would change that.
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This looks great!
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Thanks for Lilac! Really nice little gem.
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Mr. Burns Office from The Simpsons Arcade Game
Original version author Dchan250 (version 2.0) & Ruben, edited by Staubhold.This is a amalgamation of Rubens & Dchan250s stages.
SpoilerRubens stage was asymmetric, so I added the Mr. Burns portrait sprites & the monitors sprites to Dchan250s version and coded some simple animation.
Adjusted the boundleft, boundright & raised the zoffset, so that the chars won´t step onto the walls in the corners of the stage.
Have fun.
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Thanks for the update MvC Champ.
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Really nice. Thanks for the conversation.
Some very quick feedback...
- all supers give power back
- first explosion of the Bomberman Fight! super should be right at the time p2 hits the ground after the throw, not in advance
- Bomberman Fight! super can be done with 1 power bar, but if you have more it suddenly costs 2 power bars
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For a first stage really nice. Good one.
One suggestion...
- for the big rock on the right side of the stage use the The BlackJack Method, so that the rock will appear normal, but will be transparent when a character passes behind it.
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Thank you very much Ryoucchui for the 640 version. Much appreciated.
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Update on Brain of Cthulhu...
mabskmk renamed it to the actual source game name.
No more "Hearth" of Cthulhu.
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Strange that Mabskmk called it Heart of Cthulhu... It´s called Brain of Cthulhu in the source game...
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Some feedback (all tested in MUGEN 1.1)
- in some of the intros Warios laughter is misplaced/plays too soon
- crouching HP needs a ground hit sound
- Focus Windup Punch goes indefinitely if you hold down MP & MP... Should have a time limit
- Belly Bounce (MP,MP) does not hit correctly, you Wario will only hit with his arms, not his belly because of his distance to p2
- Belly Slide (hold MP in the air)... Wario turns suddenly on the ground in his back jump version. Neutral jump Belly Slide has no slide on the ground at all
- some of the throws have two grab sounds
- suggestion on air fireball... maybe have diff. angles?
- I can do all level 2 hypers in the air, resulting in Wario standing in the air or Dasherator stays in the air
- I can jump over p2 and hold up forward, Wario will not turn around facing p2
I get a lot of debug messages... Needs more sounds.
Other then that, really like it!
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His new hypers are really cool, and the motorcycle was awesome when I tried it. Some of these issues are probably caused from Add004, though...
Never test with costum screenpacks/lifebars particularly with a tag mode!
Always test with a basic & plain MUGEN version.
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I agree, second one for me, but use the other one too.
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What I was imagining for it was the sprites for that "weird shake it thing hyper" slowly moving toward the opponent and if it hit, just have the screen black out, and a whole bunch of random hit sparks go off. After that the screen would fade back in with the opponent down and Wario standing with his back turned to the camera. Any other ideas for that animation?That would be too much looking like a normal SGS...
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Same... but...
it depends how it looks. If it doesn´t look like a SGS, then it´s ok for me.
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This looks really nice... Sadly, no sound. Did you use the "Wario Land: Shake it!" sounds for the Dasherator?
Use a variety of fitting random Wario voice clips when he squeezes into the Dasherator.
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It just fades in directly behind Wario and fades out after it launches him, or after it's hung around for about 10 seconds without being used.
Similar to the Flaming Wario and Snowman Wario, it only takes a little bit of power to summon the Dasherator itself. Once it's used, Wario's power drains as he's running back and forth. You can summon it at level 1, but if you choose to keep running back and forth, it's possible to use up your entire meter.Hmm, is Wario invincible for the length of his run? Will he have some 2/3 hit super armor instead? Will you add his slide attack while Dasherator run?
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I love how much work you put into Wario!! Keep it up.
Will try to get some feedback ready this weekend.
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Stick to your plan DJHANNIBALROYCE.
It Came From The Desert
in [ LOW RES ROOM ]
Posted
retsupurae played the TurboGrafx-16 version.
I´m talking about the original AMIGA version. The TurboGrafx-16 & the unreleased Sega Genesis/Mega Drive versions are BAD... Really bad.