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Released by : Mayday! [web]
Release Date :
21 May 2016
Type : C64 Crack
Videosystem: NTSC fixed Proper release: 101%
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AKA :
QWAK 16K V1.2 101% +4HF
Credits :
Trainer | .... | TheRyk of Arsenic, C64 Club Berlin, Mayday! |
NTSC-Fix | .... | TheRyk of Arsenic, C64 Club Berlin, Mayday! |
Linking | .... | TheRyk of Arsenic, C64 Club Berlin, Mayday! |
Bug-Fix | .... | TheRyk of Arsenic, C64 Club Berlin, Mayday! |
Test | .... | Thunder.Bird of C64 Club Berlin, Hokuto Force, Mayday! |
Intro used in this crack:
Download :
Look for downloads on external sites:
Pokefinder.org
User Comment Submitted by saulc12 on 27 May 2016
Still think he did a tremendous job though as it plays really nicely and is not that far removed from the original... | User Comment Submitted by saulc12 on 27 May 2016
Yep, my bad as I had misjudged some things in my initial testing because I had not been playing the original heavily until I started doing the final mapping of the levels and then told Ozi far too late about the speed difference. Sorry folks... | User Comment Submitted by oziphantom on 24 May 2016
Up until about 2 weeks before the deadline everything moved a 1pf, then Saul says, oh they are suppose to be twice as fast. He could have mentioned 7 months ago when I first got them moving on the screen,but oh well. Hence the collision system and jump code was designed for 1pf. Other entities mostly worked fine at 2pf, springs are nasty cases, they can move a 7pf at the moment, watch them bounce and you will see sometimes they are a bit of the ground after a long fall. Making them double speed broke them, I tried a double update as a hack, made them damn near impossible to get past; I have enough trouble as it is on the later levels with them. So I called it a "ballance issue" and left them at 1 speed. They are not really that slow, just seem it because everything else moves left and right so fast. | User Comment Submitted by TheRyk on 24 May 2016
JackAsser: Not sure if this is really different in original release QWAK 1.2 16K Compo Final
IF(!) it is, it might be due to my being provided with a different (PAL only) original, see production notes
Slator: If "Set Start Level" and "Level Skip" count as 2 trainers like in LXT version, why not count 2 different level skippers (Restart/Skip) as 2 separate trainers? | User Comment Submitted by Slator on 23 May 2016
Maybe I am bad at counting, but where does the +4 come from? | User Comment Submitted by JackAsser on 23 May 2016
Why are the bouncy thingies with a spring under them moving in 1/2 or 1/3 of the frame rate?! | User Comment Submitted by Yogibear on 22 May 2016 User Comment Submitted by Fix on 21 May 2016
Nice release! Keep 'em comming. |
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