The Game -------- This is version 0.95 of a game I started working on a long time ago in AMOS Pro but never finished. The main reason I stopped development was that when I tried the game on a clean A1200 there was some minor sprite flicker that I couldn't get rid of (and its still there) but I decided to clean up some other parts of the game up a bit and release what I have. The game is fully playable and can be completed, but for now there is no real ending, you just get to a room that says Well Done. The music is "placeholder" music, but they are simply mod-files that can be swapped for something better later on. If someone wants to make some music that fits the game, send me a mail and we might get a version 0.97 :) Other things that still aren't finished, I still haven't come up with a good name for the game or any story, so for now its simply called "The Game" :) There's no real title screen done, mainly because of this. Anyway, the game is a simple room-based platformer where the main objective is to gather the stars spread around the game world. You gather new abilities along the way which opens up new areas. You have unlimited lives and the game can be rather brutal at some places, but just keep on trying and you will prevail :) The "torches" are checkpoints and you will spawn by the latest one you touched if you die. Controls are simple, left and right to move and fire to jump, press down to drop through some floors. The game can save to NVRAM on a CD32. The check for NVRAM is a bit quick and dirty, it basically checks if you have nonvolatile.library in libs: and if env:sys/nv_location exists, if so NVRAM will be used. Since this wouldnt be true on a CD32 it also checks for a file called "cd32_detect_file" in the game directory, if such a file exist the game also uses NVRAM (you still need nonvolatile.library in libs:). I made a iso for the CD32 with all things set up that can be downloaded at http://www.driar.se/thegame The game autosaves every few minutes (you might notice that switching rooms is a little slower than usual when the game gets saved), but your current progress will also be saved if you return to the titlescreen by pressing escape on the keyboard or the "play"-button on a CD32-pad. The game loads each screen from disk every time so copying the entire thing to RAM: and running it from there would probably be the best solution if playing from floppy (or CD) given there is enough free RAM in the machine. David Eriksson jayminer@gmail.com