Turboraketti Remake 2020
Remake of an early 90's gravity game originally made for Commodore Amiga home computer.
Modernized and brought to Windows platform.
Includes OldSkool mode for authentic Amiga like experience.
Enhancements include 1-4 player modes, more screen real estate, music, support for keyboard and joysticks + gamepads (incl. analog controls)
You can play on the browser or choose to download the Installer (.exe) or standalone package (.zip)
Music by Eric Matyas (Soundimage.org)
________
Special Keys:
F9 switch background image in OldSKool mode
ALT + ENTER switch windowed/fullscreen mode
F10-F11 volume up/down
F1-F2 select keyconfig and/or joystick/gamepad for player 1
F3-F4 select keyconfig and/or joystick/gamepad for player 2
F5-F6 select keyconfig and/or joystick/gamepad for player 3
F7-F8 select keyconfig and/or joystick/gamepad for player 4
Status | Released |
Platforms | HTML5, Windows |
Rating | Rated 4.7 out of 5 stars (3 total ratings) |
Author | TapanilanKTT |
Genre | Action |
Made with | GameMaker |
Tags | 2D, Amiga, Gravity, hotseat, Pixel Art, retrostyle |
Average session | A few minutes |
Languages | English, Finnish, Russian |
Inputs | Keyboard, Xbox controller, Gamepad (any), Joystick |
Accessibility | Configurable controls |
Multiplayer | Local multiplayer |
Player count | 1 - 4 |
Download
Click download now to get access to the following files:
Development log
- High monitor hz supportFeb 18, 2022
- Fixed Configurable Controls for Windows desktopFeb 01, 2022
- HTML5 Version updatedJan 29, 2022
- HTML5 version now playable on browserDec 06, 2021
- Minor updateMay 16, 2021
- Configurable controlsApr 14, 2021
- Executable update - remove GM splashJan 17, 2021
Comments
Log in with itch.io to leave a comment.
One other issue has come up. While using Windows and connecting to a big screen tv, putting game to fullscreen mode (1920x1080 @ 120Hz) will show the graphics not centered correctly (left hand icons with fuel amount etc are out of screen) and game is reaaally slow and laggy.
Alt+ tab to Windows and same back into game, and all is well.
After game is over, returning to main menu slows it back down again.
(can be corrected by starting game, and then Alt + Tab again twice, but have to do this at the beginning of every game)
This problem does not seem to exist in windowed mode, but with that the audio is not working.
Not a huge problem, but wondering what could cause it. Have tried 3 different Windows 10 laptops, same result on all, no system setting changes seem to do any difference.
I was able to reproduce the problem.
Will check it at some point if theres an easy fix.
Thank you, appreciated! :)
Any update of if it is something simple or moro complex issue?
Hello, been working on a "TAC-2" remake to come close to old Amiga days, but unfortunately I am getting a controller error like this.
Controller is a XinMo 1P board, seems to work well on Win10 and is found on control panel normally.
Game launches Ok, but first button press or joystick move causes the error....
___________________________________________
###################################
ERROR in
action number 1
of Step Event0
for object MenuAjuriO:
index out of bounds request -3 maximum size is 9############################################################################################
gml_Object_MenuAjuriO_Step_0 (line 12)
Hi, thank you for reporting an error.
I believe you're downloaded version?
Does it behave the same on web version? (i guess it just hangs on error)
No error on web version, the joystick does work in the main menu, and allows to launch the game OK.
However once the map opens up, the joystick is no longer working, but it does not give out an error.
But yes correct, the error message comes with the downloaded version
Ah, weird one, but seems to have been solved.
After trying the web-version, the next time the standalone seems to work without issues.
Havent come accross the error yet, and the joysticks are found by the game correctly......
Did you make this from scratch or did you somehow get access to the original source code? Just curious because I wanted to register this game back in the 90's but the developer sent my money back telling he lost the original sources because of a hard drive crash :)
Anyways, great job. I just wish there was a network multiplayer game :)
I did it from scratch, with permission from the original developer.
The original source codes are indeed lost forever.
Wooow! This is the best 2 player game ever made. It is so underrated. I have played this over a thousand times (on the amiga) ,and I'm so glad it has been remade. Thank you!
I played it with a very good friend, and our level is ridiculously high. We know every obstacle by heart, and we know exactly how fast you can get around every single spot. The depth of this game is just amazing.
When you reach a decent skill level, you’ll begin to understand the magic of abusing the fuel settings (speed really matters and if you set your fuel on low, you are a bullet). You also know how to combine the right shots/bombs in a deadly combo, how to deny your opponent fuel/protect your own base, and lots of other tweaks that would put you in a better position that your opponent.
The way we played it was only about counting victories and kills. We didn't care about the route, you're supposed to follow. The one who reached a hundred (Yes, a hundred!) victories first, would win the honour and a beer. And then we would start over again. (Save game was important).
Before every match the one who was behind in score was allowed to beer-challenge the other which meant that whoever would lose the following match would have to bottom up a beer (drinking has a huge impact on your rocket skills).
If there is going to be updates, I would wish 2 things:
1.Make the bombs number 5 be just as powerful as on the amiga. If you were skilled enough, you could capture the opponent on his home base and kill him 5 additional times before he had a chance to fly away. That was so cool. (It seems (at least in metarola) they don't deal that much damage anymore?).
2. in Ekolos and Likvidius you could also fill up the opponent's base by spreading bombs number 6 all over it, which meant that if he died, he would die again and again. (Now they seem to explode way too soon - on the amiga they would stay there for a really long time).
Also, the landing was a bit more forgiving - at our level, it was very common to do a quick landing to get a few bombs and fuel and then fly again, but it seems that the angle really has to be perfect now?
Our favorite maps were:
1.Metarola
2.Likvidius
3.Ekolos/tropulus
Sitimus was not good for this kind of battle.
I would love to test this version some more, and the idea of making it 4 player is great :)
Thank you for the feedback
1) this might be difficult to achieve bcs now the collision check is much more accurate.
What this means is that often on the amiga the shot would be well inside the ship when collision is detected as the steps are longer for example 10pixels. But on PC due to higher refresh rate and more accurate collision checks a step might be 5pixels. And when a shot is more on the egde -> more shrapnel end up out side the ship and not cause damage.
So it would take some tricks to be more authentic. But I might do some trials.
Fun to see this game again! (How do you start the game in the browser version? I can choose controls with F keys, and cycle between No One and <create new> using W and S, but nothing I try seems to make the game start?)
All players need to select a "player name" or <No one> - you cannot mismatch a "name" and "no one".
Default keys for selecting player are CTRL and ENTER for players 1 and 2. These keys can be configured in the settings page.
When all players have selected their names or no one - the game starts.
Or you can disable Turboranking so the game starts right away.
Great! Thanks. Plays, looks, and sounds very authentic, to my memory!
(If you ever want someone to test a Mac executable, let me know!)
New version uploaded.
Bug fixes:
Previous high refresh rate test version was broken (due to resource compilation issues).
Uploaded new version. Should work now.
Released minor tweaks and fixes to master version.
Among other fixes:
-if you unload all fuel -> the ship wont end up stuck in landing platform :-)
-analog thrust now uses "analog" amount of fuel not 100%
-x2 zoom level draw made a little smoother
etc
Uploaded a test version for high refresh rate support. Turboraketti_remake_high_rr.zip
This version should allow refresh rates of up to 250hz.
It also might function a little differently as also the collision retection will work at the monitors set refresh rate. The higher the rate - the more accurate the collision detection will be.
All previous Remake versions and the browser version are set to 60hz.
While the Original Amiga Turboraketti was set at 50Hz (PAL)
HTML5 version updated with fixed configurable controls
Now setup screen is also localized (keyboard layout and language)
French and German translations for setup screen not done yet.
Further testing has revealed a lot of inconsistancies and outright bugs in configurable controller handling. Fixing them is ongoing.
New version uploaded.
Only minor tuning in this release. Adjusted the engine sound levels with 3-4 players to more tolerable levels. But also finetuned 1-2 player levels too.
Also a web version is now playable ^ just check the top of the page. Or download a Windows desktop version as allways.
Uploaded WIP version of Turboraketti Remake 2020 with configurable controls.
Feedback much appreciated :-)
- If you have statistics on release version TR 2020, do not overwrite your game, just to be on the safe side! Use different install folder.
EDIT uploaded new version - previous had last minute problems
Finally, playable version from the best game from amiga.
how can i change resolution?, 4k look wery weird.
how can i change controls?, my cabinet whit arcade sticks is mesd up whit this game. in game options are too simple.
Thank you for this exelent port, we play this game whole family :)
There is no option to change resolution. You'll have to adjust your Windows desktop resolution to a lower setting before playing.
Joystick and pad controls are made to Xbox controller specification and cannot be adjusted (supporting non standard axises would be too much works vs benefits). I have tested an original Atari/Commodore 2-axis joystick with an USB adapter - and it worked well. But this also might depend on the axis mapping of the USB adapter, whether it works or not.
I might do a x4 zoom option for 4K. (Current implementation is x2 the original - and it works well up to 2K resolutions).
Added Zoom options for better high resolution support
A - automatic zoom when vertical pixels > 1300 (default)
x2 - always x2 zoom
x1 - always x1 zoom
Also OldSkool mode in windowed mode is never x2
Enjoy :-)
Thank you :)
I implemented configurable controls - I hope you test it out and report back whether your cabinet sticks can be configured properly?
ps its still WIP - theres some usability issue i need to decide upon atleast
Turboraketti_remake_config_test.zip package above
Played the original a lot with friends, wish there was network play then we could relive those days (now we are all in different parts of the world!)
Great work!! - an issue: After loosing a ship it's like it gets stuck to the landing platform 1-2 seconds when you re-appear. You hold down thrust and try to fly right or left but nothing happens for 1-2 seconds.
I analyzed this and it is "by design". When you're airborne the ship controls function 100%. But lifting off slow and/or being too close to the platform blocks turning (as long as you're in danger of being destroyed for landing in odd angle).
The Original would destroy the ship quite easily in this case. I wanted the Remake to be a bit more relaxed is this area.
Thanks for explaining! - I guess it does make sense for most players.
The down-side is that it removes quick and competent maneuvering from the advanced players. In the original you could quickly lift-off and blast the opponent right away -- but with this new restriction you can't use your skills optimally (the attached video is a mod'ed version we made to challenge us even more - that's how we played it mostly).
Please consider adding an option for "Turn off safe lift-off" for us super nerdy experienced Raketti pilots :)
Uploaded a test version. I think its better and doesnt require any settings.
Tell me what u think - and ill fine tune it a bit / make it the master version.
Oh great! - thanks - I'll check it out ASAP :)
That works just fine! - thanks a lot :) - good work!
Awesome. Thank you for the feedback.
Made it "current version"
Refit problem fix is uploaded.
Detected a bug: on map Tropulus the green ship doesn't get repair/reload. Fixing it shortly.
Share your thoughts and report any bugs here :-)