|Play old-school now!|
|Developer / Publisher||Touch Of Magic / Virgin|
|Media||1 x |
|Rolling Ronny is a 2D platform game published by Virgin Interactive, released in 1991 for the Amiga, Atari ST, Commodore 64 and DOS PCs.|
STORY / GAMEPLAY
Take Rolling Ronny a skillful roller-skate that looks pretty much like Ronald McDonald and roll your way through nine levels of park lands, city streets, office complexes and even underground sewers to your final destination at the other side of the town. Ronny has to collect coins by running errands for the inhabitants of this weird and wonderful-looking town, to earn enough money and buy a bus ticket to the next part of this barmy game. On the majority of the levels you'll find a shop that will sell most of the objects found in the game but be careful not to spend too much though, as you won't be able to afford the bus fare home! Rolling Ronny plays like a classic side scrolling platform game where you have to jump over obstacles and gaps, shoot or evade enemy sprites and collect coins and power-ups, so there's nothing new here. Among the items you collect, some power-ups may help you jump higher, increase energy or even kill multiple enemies in one shot.
GRAPHICS / SOUND
The DOS version supports VGA graphics hardware. This version is quite colorful, with comparably more colors on-screen than the Amiga and Atari ST versions, whilst the sprites' animation is quite fast, combined with pretty smooth background scrolling! The sound here is nice, featuring a few cute tunes during gameplay along with limited, but adequate, sound effects.
GAMEPLAY SAMPLE VIDEO
On our video below you may watch the Commodore 64, Atari ST, Amiga and DOS VGA versions of the game.
The DOS VGA version is at 20:06.
PC (ms-dos based)
|CPU: Various processors from Intel,AMD, Cyrix, varying from 4.77Mhz (Intel 8088) to 200Mhz (Pentium MMX) and up to 1995 (available on this site)|
MEMORY: 640Kb to 32MB RAM (typical up to 1996)
GRAPHICS: VGA standard palette has 256 colors and supports: 640x480 (16 colors or monochrome), 640x350 in 16 colors (EGA compatability mode), 320x200 (16 or 256 colors). Later models (SVGA) featured 18bit color palette (262,144-color) or 24bit (16Milion colors), various graphics chips supporting hardware acceleration mainly for 3D-based graphics routines.
SOUND: 8 to 16 bit sound cards: Ad-Lib featuring Yamaha YMF262 supporting FM synthesis and (OPL3) and 12-bit digital PCM stereo, Sound Blaster and compatibles supporting Dynamic Wavetable Synthesis, 16-bit CD-quality digital audio sampling, internal memory up to 4MB audio channels varying from 8 to 64! etc. Other notable sound hardware is the release of Gravis Ultrasound with outstanding features!
|CGA: 16-color palette (4 on-screen)|
|EGA: 64-color palette (16 on-screen)|
|VGA: 256-color palette (256 on-screen)|
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