Another Outrun conversion for the Amiga that looks very promising and requires far less CPU performance than the "Amiga Edition" that we already tested this July. Our German-language preview can be found at 03:31:36. English subtitles are also available. Subscription to our YouTube and Twitch channel is welcome. ๐
Sorry we know it's disappointing, but we do not have time to get the demo to work on every configuration out there. Busy completing the game, which will be tested on as many hw configs as possible.
Quite honestly I am SO much more impressed by this than that arcade port that released earlier this year. Still really wish there was a 512k or 1mb OCS version , just to show it up to the original.
Great! I hope you will also consider to make a port for the "vanilla" amiga 500 1MB (with 512 slow mem standard expansion), which I think is what all Amiga users are really waiting for.
Good work! It runs great on my 040. No change in framerate from what I can tell during the main racing part. It just slows a bit when it takes control at the end and putting my name in is quite slow and difficult.
Having the music and sound at once it great, and the controls work well with a normal joystick with one button, though I'd personally prefer an option for up to accelerate and fire to change gear.
Have you thought of making pseudo-sprite scaling by separating bitmaps into smaller chunks, then have those chunks drawn overlapped, and as the object comes closer, the overlapping becomes less and less, until there is no overlap?
It may give the impression of sprite scaling, without sprite scaling.
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Another Outrun conversion for the Amiga that looks very promising and requires far less CPU performance than the "Amiga Edition" that we already tested this July. Our German-language preview can be found at 03:31:36. English subtitles are also available. Subscription to our YouTube and Twitch channel is welcome. ๐
Runs much faster than Outrun Amiga Edition and has music + sfx! ๐๐ป
Hope final AGA ver will have EVERYTHING without stripped out gfx/colors...
Great game coming to the Amiga. I've also included it in my new video along with other recently released games. Hope you like it.
Sorry we know it's disappointing, but we do not have time to get the demo to work on every configuration out there. Busy completing the game, which will be tested on as many hw configs as possible.
Thanks for reply. I think the problem is whdload.
There is also one hard disk or floppy version without whdload ?
Will probably come later
Also for me, A4000 ,ec030 , whdload(19) error.
News about WHDLOAD ERROR ?
Needs cycle exact set.
Absolutely fantastic as always with you and the gang. Huge respect from Norway.
Very good effort. Would it be possible to add some animation to the wheels so that they pseudo-rotate?
Quite honestly I am SO much more impressed by this than that arcade port that released earlier this year. Still really wish there was a 512k or 1mb OCS version , just to show it up to the original.
Thanks for doing this but on real hardware A4000/030@25 I got whd-load error after the start screen.
Astonishing!
Awesome!
The current plan is to make a floppy version for vanilla A1200, when the HD version is done.
Great! I hope you will also consider to make a port for the "vanilla" amiga 500 1MB (with 512 slow mem standard expansion), which I think is what all Amiga users are really waiting for.
What is a "stock" A1200 ? an A1200 without FastRAM is barely faster than an A500. The CPU is hamstrung.
This is a "stock" A1200 as it's got it's original CPU:
Requirements:
Good work! It runs great on my 040. No change in framerate from what I can tell during the main racing part. It just slows a bit when it takes control at the end and putting my name in is quite slow and difficult.
Having the music and sound at once it great, and the controls work well with a normal joystick with one button, though I'd personally prefer an option for up to accelerate and fire to change gear.
I'm looking forward to how this progresses.
Better control options are coming.
Hiscore entry is a known issue, will be fixed.
Have you thought of making pseudo-sprite scaling by separating bitmaps into smaller chunks, then have those chunks drawn overlapped, and as the object comes closer, the overlapping becomes less and less, until there is no overlap?
It may give the impression of sprite scaling, without sprite scaling.