RESHOOT R Trap Runner Boxed Ve



 Remember me

I forgot my password

Don't have an account yet?
You can register for FREE



» Home
» Mag Member
» News View
» News Tell
» News Setting
» Everywhere
Amiga Future
» Info
» Content List
» Article-Database
» Merchandising
» Shop
» Downloads
» Forum
» Gallery
» Calendar
» Amiga Software
» Amiga Cheats
» Amiga FAQ
» Forum FAQ
» Links
» Jobs
» Webmaster
» Advertising
» Contact/Imprint
» Privacy Policy


Advanced Search

Bitte unterstützt uns durch Einkäufe bei Amazon:


Amiga Future

Trap Runner released

Post new topicReply to topic Amiga Future Forum Index -> News english
View previous topic :: View next topic 
Author Message
Amiga Future Chefredaktion
Amiga Future Chefredaktion

Joined: 05 Jun 2001
Posts: 41102
Location: Übersee


PostPosted: 11.09.2018 - 10:19    Post subject: Trap Runner released Quote

phx write on

Trap Runner by Night OWL Design, distributed by Retroguru.

It is a classical horizontally scrolling Jump'n'Run, and the second game I did together with my brother Gerrit, after "Solid Gold".

It features 5 worlds with different graphics and four stages in each, always completed by a bonus level. So there are 25 levels, followed by a special boss fight in level 26. Additionally there are few extra levels you can warp to, like jetpack-flying levels.

The game is designed to be always fair. So it is not like Sqrxz, but you have to be alert all the time to evade all of the traps, obstacles and monsters. Besides the genre-typical jumping and running you can duck to evade flying monsters and use magic in later levels, after collecting potions, which enables you to fill transparent ghost tiles with colour, to make them solid. There are also magical pills to collect, which make you change your own colour and render tiles with the same colour passable. Collect lots of other items to increase your score, gain extra lives or fulfil one of the special level missions (like: collect all four puzzle tiles in a level to open the exit). Two of the four levels in a world have a mission. The other two are free runs - just reach the exit.

Some technical details:

- Runs on any classic Amiga. Minimun requirements: 512K Chip-RAM and 1 MB total.
- Written in 100% 68000 assembler.
- 50fps, soft parallax scrolling, more than 50 colours.
- Handdrawn pixels.
- More than 25 soundtracks and about the same number of different sound effects.
- Options menu with joypad-button configuration, ECS-borderblank, sound-check, etc.
- Passwords for each level.
- Writable options and high score table.
- Intro and outro story.
- Comes as fully packed disk (Doynamite compressed) with trackloader.
- Development started for real around February 2018.

Development tools used:

- vasmm68k cross assembler
- any C compiler (for the tools, not for the game)
- TilEd map editor
- Renoise and Milkytracker for music
- Gimp for graphics


- Programming: myself
- Original concept, graphics, music, level design: Gerrit Wille
- Beta testing: Denny Müller (Retroguru)
- Doynamite LZ packer: Johan Forslöf
- Support and PR: Shahzad Sahaib (Retroguru)
Andreas Magerl
Chefredaktion Amiga Future
Geschäftsführung APC&TCP
Back to top   PDF
View user's profile Send private message Send e-mail Visit poster's website ICQ Number
Display posts from previous:   
Post new topicReply to topic Amiga Future Forum Index -> News english
All times are GMT - 11 Hours
Page 1 of 1


Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Privacy Policy
Powered by phpBB © 2001, 2002 phpBB Group

'AFclean' Theme by Matthias Overloeper, based on 'AmigaFuture Deluxe' by Tristan Mangold