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04-07-2020 20:14
@Vanyok — Just use the official encoding profiles for MeGUI. Get them here: https://longplays.

04-07-2020 20:10
Hi! Sorry, if my question will a little stupid. Can I use MP3 codec for audio compressing? I tried asked admins in IRC chat, but I didn't recieve an answer. Thanks in advance for response!

03-07-2020 17:59
On the YT channel (in About section), you'll find a Discord join link. Much better than using the IRC, plus that you can check back without needing to log in every time.

03-07-2020 16:05
KAGE-008 How do I Submit and Upload my longplay?

03-07-2020 02:49
I remember watching that when I was 11 (I'm 24 now). It was so great lol.

03-07-2020 02:39
I'm curious, Do you watch Happy Tree Friends?

03-07-2020 02:37
Yes, it is.

03-07-2020 02:36
Is it okay If I upload my Kid Chameleon? KAGE-008?

03-07-2020 02:17
You don't need to ask for a permission. Everyone is free to record anything and submit them. Remember to use the tools we use for encoding.

03-07-2020 02:00
Can you just be flexible and let me upload my Kid Chameleon longplay? KAGE-008

Shoutbox Archive
Member Poll
Best Handheld?

Nintendo Game Boy / Color
Nintendo Game Boy / Color
14% [17 Votes]

Atari Lynx
Atari Lynx
1% [1 Vote]

Sega Game Gear
Sega Game Gear
2% [3 Votes]

Nintendo Virtual Boy
Nintendo Virtual Boy
0% [0 Votes]

Sega Nomad
Sega Nomad
2% [2 Votes]

Nintendo Game Boy Advance
Nintendo Game Boy Advance
24% [30 Votes]

Nintendo DS
Nintendo DS
20% [24 Votes]

Sony Playstation Portable
Sony Playstation Portable
12% [15 Votes]

Nintendo 3DS
Nintendo 3DS
19% [23 Votes]

Sony Playstation Vita
Sony Playstation Vita
7% [8 Votes]

Votes: 123
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Started: 01.02.18

Polls Archive
Downloads: Barbarian+ (Public Domain)
Downloads Home > Amiga 500 > Barbarian+ (Public Domain)

Barbarian+ (Public Domain)

This game is an enhanced version of the classic Barbarian. It is designed to take advantage of Amiga's advanced graphical architecture and audio capabilities, delivering a more true 16-bit experience compared to the old classic version.

Being developed in AMOS, a lot of people didn't have high hopes (not saying good games can't be made in AMOS), but they were wrong. It turned out great, IMO. So much better than the classic version. The AI is stupid in this one as well, but still an amazing enhanced version. It does require 2 MB of RAM though, and a fast CPU like 68020+, as it runs slow on an Amiga 500 with 2 MB RAM.

As I've not played the classic version in a long time, and was too lazy to do so now, I can't comment on how accurate the controls are. But going from memory, it's all good.

Most of you have played the classic version, so I don't need to mention all the new things this one has, like new monsters, characters, music etc, because there's a lot.

Normally I center all screens during editing, but didn't bother with the in-game part this time. It's apparently supposed to be slightly to the right. The pixels on the right side of the health globes (the 2 farthest to the right) on the right side of the screen are missing, that's not because I cropped them out. These health globes actually miss the right side pixels when displayed on the right side. It does for everyone else as well who've recorded footage of this game.

And now some timestamps:

00:00 - I normally include the entire title music at the beginning of games, but this time I did it at the end of the game instead... you'll see later on in these timestamps. Before starting the game, I showed the credits and controls, as I like to show as much as possible of a game, unlike others who do Amiga longplays. There's already 2 or more longplays of this new version, but yeah, they skipped these things and more.

01:47 - The first battle. Just to show how stupid the AI is, I just stand in the corner spamming the "Web of Death" move while the enemy just brainlessly walks into it over and over again.

02:33 - Just to show it wasn't a fluke, I do it a bit on the next "level" as well, before starting to fight normally.

03:21 - Just having some fun rolling. The enemy never learns to avoid it by jumping. Rolling doesn't do any damage tho, so pointless to spam it like this, but I did it just because I could. When you get the enemy to a corner and he can't fall further back, you will roll backwards, but this can be avoided if you only tap the roll command (don't hold it down), thus it can be spammed without you moving away.

04:02 - This time I'm spamming the "Neck Chop" more to see how far I can go with it. The enemy is a little bit less brain-dead this time, as he ducks and blocks sometimes. Also tried to land a "Head Butt", but never managed... not now or ever. Didn't wanna kill him this time so we could see a victory without a death.

05:33 - This weird monster can be hit with the "Web of Death" move, and is probably faster, but I just went with the "Leg Chop" move. Getting hit can't be avoided, but it does no damage to the player, only the enemy's fire or claw attack. Before I start damaging the enemy, I first let him get close to me so we can see his other animations (arms moves and stuff), or he will just spam fire. EDIT: OK; saw in my video that the claw animation wasn't included, so made a short video where I show it + the "Web of Death" move as an alternative way of killing him (not easy tho):

06:45 - Showing stupid AI again, but mainly for her moans Pfft

07:38 - I always knew lizards weren't too bright.

09:52 - As the ending also has the title tune, I decided to let it play out fully here instead of on the title screen.

12:54 - Another tune I let play fully.

15:05 - Showing 2 player mode. First doing some of her moves to show the animation and sounds a bit, then idle with both so we see the different messages.

Now for some nitpicks. I don't like how the numbers change when tallying the score. It looks bad as they... for example: let's say there's 10 second left, when that number is counting down to be converted into score, it should "cleanly" go 10, 9, 8, 7, etc... but it doesn't. It goes 10, 9, 10, 9, 10, 9, 8, 9, 8, 9, 8, 9, 7, 8, 7, 8, 7, 8, etc... back and forth the previous number before continuing to the next. I tried different settings in the emulator and nothing changed this, and everyone's video on YouTube has this as well. Another thing I don't like is when the screen shake, it leaves black space in some places where it shouldn't, IMO. Like at the bottom of the in-game logo, the black pixel border under the numbers, it thickens. Do a roll on someone and check that area when the screen shake. Another thing is not all screen elements move with the shake, like the steps up to the last boss on the screen where I fight the lizard.


December 28 2018 20:34:00
Download 158
Length 00:16:17
License: PD
Language English

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