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Light Cycle Duel gets even better, now with up to 4 players via User Port joystick adapter and up to 4 bots!  PAL/NTSC compatible.  Works on real hardware, emulator or "THEC64"

The free demo version was published in ZZAP! 64 Micro Action Issue #22.   It is limited to 2 simultaneous human players.  The full version of the game supports players 3 and 4 with User Port adapter.  You can access a copy of the ZZAP! 64 publication here:  https://fusionretrobooks.com/collections/zzap-64-magazine/

StatusIn development
Rating
Rated 4.5 out of 5 stars
(2 total ratings)
AuthorJess
GenreAction

Purchase

Buy Now$1.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $1.99 USD. You will get access to the following files:

lcd64 deluxe 1.1.prg 10 kB
LCD64 Deluxe v1.1.d64 170 kB

Download demo

Download
lc64 deluxe 1.1 demo.prg 10 kB

Development log

Comments

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Jess, because of the other point, i mentioned in my comment here, two months ago (this thing with the tight turns). Today a preview of a game was released, in which exactly this, works very well and which has a similar game-principle to Light 'Cycle Duel DX'. This one here:

https://csdb.dk/release/?id=247555

I thought I'd mention it briefly, maybe it can give some inspiration, in the point of "tight turns, that are easy for the user to implement (with no lines in between)"?

Best regards and thanks for improving this cool game. Especially the 4-player-simultan function (with 4-player-adapter) is great and a nice party-game, when friends come to visit.

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Thanks for the comment, I'll check it out!

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Nice v1.1 update, the music is indeed better now.

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Great game and definitely fun to play with friends. I also included it in my new "Gameplay of New C64 Games from September 2024" video as well as all the other recently released Commodore 64 games.

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Thanks for the coverage, looks like some good games came out this month!

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Hi Jess, This game was pretty cool. I  liked being able to play it with you while I was at VCFMW.   I especially liked the way that the cycles get more aggressive depending on distance. I was impressed.    I showed it to Melodie and she thought it was cool. So we're going to include us playing it along with your information in our video. So be sure to check it out on our YouTube channel whenever we     get it on there.    I hope you had a safe journey back home! Cheers, Seth

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Glad you enjoyed it, looking forward to your video! It was a blast playing the game with everyone at the show.  Your game was a blast to play, too!

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It's in this video, me and Stella N0va played it at the end!  Keep on being cool and creating cool software!


Yeah that was me that left the tape!  Got it off the free pile and thought you should have it.  Forgot all about it until I saw your video! hah

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Nice game! Many thanks! We will review this in an upcoming ZZAP! 64 edition. Please contact me for coverdisk demos (would like to host a future demo of your game on our coverdisk) - [email protected]

Thanks for your feedback!  I'll email you

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Nice game!

Thanks for checking it out!

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Nice improved version of this game! Thanks, for integrating the suggested 4-player mode, really a nice thing. So far, i have only played the game against the computers, but on the next weekend, i will play it with some human friends. The possibility, to choose a 4-player-mode (no matter if played against humans or cpu's) is definitely great. Nice work!

Two suggestions/questions i also have. I noticed something, while playing against three cpu's, when you don't have much space on the play-field. It's the following. If you want to turn really tightly, it doesn't always work out, as you want (even though I'm a good player). The turn is sometimes too big (if you steer to slowly) then the line is not directly next to the old line, or the player-sprite sometimes doesn't react at all (if you steer too quickly). The game seems to be a bit too precise with the timing here in tight turns, so it's not easy, to always pull off tight turns correctly, although you'll need them more often in the gameplay (especially with more than two players on the field). I compared this with some other Tron-like games on the C64 and there are some, in which this is not a problem. Therefore i wanted to ask, if something could be improved a bit, in this point with the turns?

Second thing i wanted to mention. The music, that plays in the game-menue, is not really nice (sorry to have to say it like that, but it's a bit of a pain in the ears *lol*). I really don't mean it in a bad way, I'm just being honest, about this music. Maybe it could be changed a bit, in a possible later v1.1 version? One suggestion, that came to my mind here. On the CSDB, for example, are a number of good musicians (such as Nordischsound, Linus, Jammer, Lman etc.) who have all made good game-music on the C64 in the past. Maybe one of them could be asked, if he would like to contribute a short melody to a new game? Just a suggestion of course and I could also understand, if you would rather do everything yourself in the game, also the music. But this idea came to my mind and I thought, I'd give it a go and mention it at least.

Best regards and go on, making games for the C64, especially if they are party-games that can be played by four people at the same time. I love this, because this mode always gives the most fun, when friends are there.

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Thanks for the detailed feedback!  Improving the music is indeed on my list of improvements for a next version.  I feel like the controls are part of the challenge of the game, learning the right timing to make tight turns.  At higher gameplay speeds, the player must be very precise...

Okay, understand how you mean it with the learning-effect. I will play the game more often in next time, then i will see, if it works out, for constantly making correct tight turns in the gameplay, when i need them. Best regards.

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I will  review the control code, it may not be handling joystick diagonals in the best way.