tag:blogger.com,1999:blog-20165357405161057772024-03-19T09:37:57.376+00:00RGCDPublisher and developer of new games for the Commodore 64, Amiga, Atari (and modern platforms too).RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.comBlogger542125tag:blogger.com,1999:blog-2016535740516105777.post-59455630777736109532024-03-18T22:10:00.001+00:002024-03-19T09:37:26.123+00:00JASWORD (Commodore 64)<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWUSjcRdQJrtlpGOBCZmB5A_9ND_kvZj_2qtRBPbRbgSqy_a_akpvc0piovEZ_7nzyLEYZL3bhiSOuC2T-6ul7DZ30rh-Yh1B5PM3_QJ1xqNF6-iYNXkvF6hH6_TsYxAboB1hDCiqRMC-g1JclpCUgW1Kv1Ngyc-Gzhx0bwLXU6se9bpl6_oIMvSW4DN5m/s4032/IMG_6635.HEIC" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" width="480" data-original-height="3024" data-original-width="4032" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWUSjcRdQJrtlpGOBCZmB5A_9ND_kvZj_2qtRBPbRbgSqy_a_akpvc0piovEZ_7nzyLEYZL3bhiSOuC2T-6ul7DZ30rh-Yh1B5PM3_QJ1xqNF6-iYNXkvF6hH6_TsYxAboB1hDCiqRMC-g1JclpCUgW1Kv1Ngyc-Gzhx0bwLXU6se9bpl6_oIMvSW4DN5m/s400/IMG_6635.HEIC"/></a></div>
<p style="text-align: justify;">When I purchased my first C64 back in 2006, I had no idea of the adventure that lay ahead. I fell in love with the machine almost immediately and the daily release of new homebrew games and demoscene releases kept me thoroughly entertained. However, as the Commodore 64 is a computer (in contrast to a games console), I also wanted to find some way of putting it to productive use, as perhaps it may have been during the machine’s heyday.</p>
<p style="text-align: justify;">At the time I was still actively writing game reviews for the RGCD blog, so the obvious choice was to use the computer as a distraction-free word processor. Without the immediately accessible temptations of the internet and social media, I have always found it easier to maintain my focus when typing on vintage hardware, and the C64 certainly has a much nicer keyboard than the mushy one on the Atari ST. Seriously, the keyboard on the ST is so terrible that Atari's GEM operating system actually includes a short chirp sound that is played upon every key press to provide some sort of tactile feedback to the user!</p>
<p style="text-align: justify;">On the downside however, unlike the Atari ST, the C64 provided me with a couple of hurdles to overcome with regard to typing text; namely the PETSCII format and the 40 character wide display.</p>
<p style="text-align: justify;">After trying a few recommendations, I initially settled for a while on GEOS and it's integrated WYSIWYG Word Processor GeoWrite. I even typed a <a href="https://www.rgcd.co.uk/2011/05/running-geos-on-ultimate-1541-ii-c64.html" target="_blank">blog post</a> about it, using GeoWrite itself. However, loading up the OS and application took a fair bit of time, and actually getting the text out of GEOS and onto my PC for publishing was a nightmare involving multiple steps and additional conversion software. Although an admittedly impressive piece of software, the novelty of GeoWrite soon wore off and I sought a simpler solution.</p>
<p style="text-align: justify;">Standard text, when printed, tends to be around 80 characters to a line, so quite obviously typing on a 40 character screen means that text is either truncated or scrolls horizontally as you type. This is far from ideal, so I knew that I wanted an editor with 80 character support. I immediately found that my options on this front were extremely limited, and the few that I did find used some really archaic interfaces and non standard key functions. To add to the problem, very few could save or load modern PC readable text files. Others, like Interword, hogged so much memory that there was barely anything left for typing text! So, for years, I relied on the Final Cartridge III's Notepad and the 'print to file' function of the Ultimate1541-II, which although totally usable, felt like a bit of a cheat. Oh, and although Notepad is arguably impressive with its non-fixed width characters and mouse support, the fact that you couldn't overwrite a file when you saved your work drove me absolutely nuts. My longer documents ended up with many revisions saved to disk as separate yet similarly named files, causing a great deal of confusion upon trying to continue my work at a later date.</p>
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhI_b-ya9tASIHgzD4xXJ11AZ8Jd3VDyN21j64uFM5o8S2WLEMwzTUnfrrj2PBDIsWwnAIi2Z90JjgbcOp3LfnH3mYQXPDTkVvfKes2Pu1CNgvrtRg89CoNgMQ_tDaJIinlOzCRw9vEkti0qX49ovjaPIYyiCaPWuj6AYL_siWHBDWoRyxDhNL6f-3CHVqv/s768/jasword01.png" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" width="480" data-original-height="544" data-original-width="768" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhI_b-ya9tASIHgzD4xXJ11AZ8Jd3VDyN21j64uFM5o8S2WLEMwzTUnfrrj2PBDIsWwnAIi2Z90JjgbcOp3LfnH3mYQXPDTkVvfKes2Pu1CNgvrtRg89CoNgMQ_tDaJIinlOzCRw9vEkti0qX49ovjaPIYyiCaPWuj6AYL_siWHBDWoRyxDhNL6f-3CHVqv/s400/jasword01.png"/></a></div>
<p style="text-align: justify;">Jumping forward to 2021, by complete chance I came across Dr. Franz Kottira's JASWORD - and following extensive use I can happily say that it is far from being 'Just Another Stupid Word-processor' for the C64. In fact, JASWORD is a modern, lightweight and impressively FAST 80 character text editor with some amazing functionality. It ticked every box, but one; there was no English version.</p>
<p style="text-align: justify;">After struggling with Google translate and manually typing in the German text from the many menus and help screens, I managed to teach myself how to use JASWORD and knew that it was the word processor that I'd been searching for. To save others from having to take the same steps, I figured that I'd try my luck in contacting Dr. Kottira and enquire if there was any chance of an English version - I even offered my limited help in translating the menu screens now that I had taken the time to work out what everything did. To my surprise, Dr. Kottira replied and explained that I wasn't the first to ask about an English version, and that a C64 user by the name of d3bug was already assisting him with a translation.</p>
<p style="text-align: justify;">So here I am, in 2024, typing this review in an English version of what I consider to be the perfect text editor for the C64. Well, to be more accurate, today I'm actually using the C64 core on my MEGA65, with its beautiful mechanical keyboard and crystal clear HDMI output, but I digress; of course JASWORD works just as well on my everyday, workhorse C64.</p>
<p style="text-align: justify;">Before the budding retro wordsmiths out there get too excited, there is a hardware limitation that needs to be addressed; unless you have a decent display and video cable, JASWORD will be almost impossible to use. An old TV and RF cable is just not going to do; you really need a decent monitor to read 80 character mode text. I luckily sourced a 15mhz compatible LCD panel with S-Video when I first got my machine, but I appreciate that many C64 users out there still struggle with bleeding colours and wobbly pixels.</p>
<p style="text-align: justify;">That out of the way, people with decent monitors will find a lot to love about JASWORD, starting with its small memory footprint. Unlike many other editors out there, JASWORD leaves you with a relatively massive 32KB of memory to hold your work as you type - with a super helpful 'percentage-free' reading that is displayed on the status bar. At the time of typing this, I'm currently at 85% free - meaning that each document can be somewhere in the region of 10 pages of text. In fact, the English manual that came on the disk worked out at 8 pages long when copied over to my PC and formatted for printing - and that file still had memory to spare. Quite the achievement for a 64KB 8-Bit computer from 1982!</p>
<p style="text-align: justify;">Obviously, with this sort of limitation, JASWORD won't be suitable for writing a novel, but for bashing out a few thousand words for a article or blog entry it proves itself to be totally usable.</p>
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijRNZh4yWhQK4jX0apWs8S_WUQrnkUc3gcfv7wsTTs5JD5gIS6o1v5L82iYZZCtaDqGchZx72ZnNo87txEmU5K-6pCtqAizKCSoRoCHfjCtqI1TcW_zo4-hpYllRES10yRVNc49KnKEox5jP-JvCgBVZi6ocuPxdbNQDsjUz384zvR2nXMZ4faI9yUIMm8/s768/jasword-menu.gif" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" width="480" data-original-height="544" data-original-width="768" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijRNZh4yWhQK4jX0apWs8S_WUQrnkUc3gcfv7wsTTs5JD5gIS6o1v5L82iYZZCtaDqGchZx72ZnNo87txEmU5K-6pCtqAizKCSoRoCHfjCtqI1TcW_zo4-hpYllRES10yRVNc49KnKEox5jP-JvCgBVZi6ocuPxdbNQDsjUz384zvR2nXMZ4faI9yUIMm8/s400/jasword-menu.gif"/></a></div>
<p style="text-align: justify;">So, if you're not sold on it already, let's take a deeper look at some of the functionality and menus (accessible via the F-keys). First up, F1 pulls up the help screen, listing all the useful keyboard shortcuts (navigation, formatting, special characters - that sort of thing). Then F2 pulls up the colour options - although I'd argue that the default settings are already very easy on the eye. F3 is the layout settings, where you can set margins and header/footer sizes, and F4 pulls up the extras menu, with its find/replace function.</p>
<p style="text-align: justify;">Loading and saving (F5 and F6 respectively) presents you with the option to use conversion tables (so you can save and load PC readable text, for example) and you can even load a file into the body of your existing document. Additionally, JASWORD has a directory browser for loading, so you haven't got to remember the file names - and most importantly - saving allows you to overwrite files and verify the save! The F7 print menu is again comprehensive with more options than the majority of users will require, but for me it was the final option, F8, that really got me excited - this is where you can set the text format to ISO8859-1!</p>
<p style="text-align: justify;">JASWORD comes with a number of conversion tables and presents the user with the option to create their own. By selecting the relevant conversion table, you can then flag the load and save menus to use this table when loading and saving, the only slight workaround being that for saving this way you must highlight/select all the text in your document first (SHIFT-RUN STOP) and select 'Save marked selection'. Apart from that, it really is simple and surprisingly fast to use.</p>
<p style="text-align: justify;">So what's left? Well, there's the ability to access Basic from within the editor and actually send up to 80 characters of text to the interpreter by ending a line with CTRL-RETURN (although only 1KB of memory is reserved for this). I'm not sure why this might be useful other than for inserting directory lists into your document, but I'm sure that someone will find that it serves a purpose. And talking of directory listing, it's also worth noting that you can not only view the disk contents from within the load menu, but you can also perform some useful functions such as renaming, copying and deleting files.</p>
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIgBPC_FOqgu1s15KcfCDQv2OrTB9FQz_83vH44JG4ija7FLRk7ooPEJokm9Cadn-yiCL0VQii6lb7pOFcoePuBT7fEj0y023KM9bjXtVaD46Bi9RQ1s-SR1bTTejkG4UGC2eOUufBeXj884setLS_5WaysQYtvr5CoRF4QimRcXGiArTYgQsnFyBcBeId/s768/jasword03.png" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" width="480" data-original-height="544" data-original-width="768" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIgBPC_FOqgu1s15KcfCDQv2OrTB9FQz_83vH44JG4ija7FLRk7ooPEJokm9Cadn-yiCL0VQii6lb7pOFcoePuBT7fEj0y023KM9bjXtVaD46Bi9RQ1s-SR1bTTejkG4UGC2eOUufBeXj884setLS_5WaysQYtvr5CoRF4QimRcXGiArTYgQsnFyBcBeId/s400/jasword03.png"/></a></div>
<p style="text-align: justify;">Finally, did I mention the price of this marvel of editing software? JASWORD is completely free, so you have absolutely NO reason not to download the disk image and give it a go yourself - perhaps even use it to type an email or letter to Dr. Kottira on your C64 and express your thoughts!</p>
<p>Download JASWORD <a href="https://www.webnet.at/c64/jasword.htm">here</a> (from Dr. Kottira's website).<br />
Run it using <a href="https://vice-emu.sourceforge.net">VICE</a> (free software).</p>
RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-15112394838170134352024-03-17T10:14:00.005+00:002024-03-17T15:52:42.798+00:00Back from the Dead<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWRHxyeEAN2jUO3cZawN2XZ1A8-hKOrFT-7LYTNV_txF5UeMjm0WPHd_WPAIQ2YH4T_nMlJpQxLH4KW8d7lzqDgtHn48DhXzd2avPTYk0qW3xhYl3YgLjkQ1wQwJ0nrzoO70N-uQtT4oZyOB6VaxGPPdT0VQITCFYdTyJF-B3-I9zKx8M4xLxjTK1rGQbK/s1403/IMG_6650.jpg" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" width="480" data-original-height="1052" data-original-width="1403" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWRHxyeEAN2jUO3cZawN2XZ1A8-hKOrFT-7LYTNV_txF5UeMjm0WPHd_WPAIQ2YH4T_nMlJpQxLH4KW8d7lzqDgtHn48DhXzd2avPTYk0qW3xhYl3YgLjkQ1wQwJ0nrzoO70N-uQtT4oZyOB6VaxGPPdT0VQITCFYdTyJF-B3-I9zKx8M4xLxjTK1rGQbK/s400/IMG_6650.jpg"/></a></div>
<p style="text-align: justify;">It's been almost three years since my last update on this blog, and all RGCD products have been out of stock on the website since Summer 2021. What's been going on? Whatever happened to <b>Yoomp!</b> on the Amiga? What about <b>EFMB</b> or <b>Retaliate DX</b> for the C64? Is James Monkman dead?!</p>
<p style="text-align: justify;">Well, first off, the good news - I'm not dead or ill, nor have I been kidnapped or gone into exile. The truth is a lot less interesting to be honest, but as several concerned people have reached out me during my extended absence I'm going to take the time now to bore you all with the details.</p>
<p style="text-align: justify;">Early in 2021, my family and I decided that we'd use the stamp duty holiday in the UK to move a step up the property ladder. Stamp duty is a land tax that is payable every time you purchase a property here in the UK, and to stimulate the housing market during the COVID outbreak the Government put a temporary exemption against it. We had outgrown the terrace house we had in Exeter, and after a year of lockdown we all really wanted a change.</p>
<p style="text-align: justify;">My wife is a social worker and her office arrangements had changed from personal work areas to 'hot desking', with her now spending four-fifths of her time at home or on local visits. On the other hand, my railway planning job had evolved to me only being required in the office for 2-3 days a week, meaning that I was also at home for pretty much half of my working hours. With us both in key worker jobs during the outbreak, it didn't take long with five of us all working and schooling from home for the place to start to feel very, very small.</p>
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<p style="text-align: justify;">However, even with the tax break, we couldn't find anything suitable in Exeter, so we started looking further afield - Exmouth on the coast, and Crediton further inland, both towns that are connected to our places of work by train. After a couple of months, we found a house in Crediton that suited us - but unfortunately that purchase fell through following a terrible property survey (and the seller refusing to budge on the price). So there we were, looking again with only a few months of the tax break left, when I found a house that seemed to be too good to be true <i>(spoiler; it was)</i>.</p>
<p style="text-align: justify;">I grew up right in the middle of Devon, in a small, medieval market town called Hatherleigh that dates back to around 1081AD, and one day on my random property searches I came across a five bedroom house in the town with an attached two bedroom cottage that was almost within our budget. I went for a viewing and couldn't believe what I was seeing - for roughly the same price as our four bed terrace house, here was a larger property with a garden and courtyard, a separate cottage, two sheds/workshops, off-road parking and loads of potential. A forever home.</p>
<p style="text-align: justify;">We pretty much threw caution to the wind and immediately made an offer, and after a few negotiations we had an agreement and began preparing for the move. With a train station opening in nearby Okehampton we were still mostly connected to the rest of the UK, although my commute is now a total of four hours a day! Looking back, I think we were all blinded by the promise of a healthier countryside life and the extra living space for our extended family to use on visits. We had a survey done on the property that resulted in a list of problems almost as thick as a telephone directory, but we didn't care - the house had been standing for centuries, so it would surely manage a few more years without any major investment from us?</p>
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<p style="text-align: justify;">As it turns out, not so. Within the first six months we had to completely renew the central heating system and change tens of metres of dodgy wiring in the main house (all the lights stopped working upstairs a few days after moving in). We spent a fortune on repairing leaking windows, lining the chimneys and recommissioning fireplaces - and that was just to get us ready for the first winter! In the meantime, we had to also deal with getting the kids admitted into new schools, rodent and moth infestations, painting and decorating and taking about 50 car loads of junk to the dump... And then, just as things started to settle, the exterior wall of the attached cottage collapsed!</p>
<p style="text-align: justify;">Built in 1650 (or thereabouts), our house and the adjoining cottage mostly comprise of a mix of stone and cob. Cob, for those who don't know, is a blend of straw and clay-rich red mud. Unfortunately, on a side of the cottage that we lack access to, a gutter had been blocked and water had been running down the wall and into the cob through a crack in the exterior render for almost a decade. What happens if you add water to mud? It turns to a slurry and loses what few positive attributes it has as a building material. So, there I was, on my 42nd birthday in November, digging up a mountain spoiled clay and render from all over our neighbours garden and packing it into rubble bags for removal. In the rain, natch.</p>
<p style="text-align: justify;">Following this disaster (and the huge expense of our initial renovations on the main house), my wife and I turned our attention to the two bedroom cottage. We had a second property here, albeit in very poor state of repair (with a collapsed exterior wall, remember!) but also with potential to become a future source of income to help us climb out of our financial hole. Our neighbours had a similar, beautifully renovated property on the square just around the corner that they rented out on Airbnb, and it was pretty much booked out on a permanent basis. With a little work, surely we could do something similar, right?</p>
<p style="text-align: justify;">The renovation took us over two years to complete. Two years of working nearly every weekend in a building site. Two years of builders and tradesmen coming and going. Two years during which our mountain of debt grew and grew and grew.</p>
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<p style="text-align: justify;">It turns out that we were incredibly naïve in our aspirations to 'quickly' renovate the cottage. The first step in the process was to have an electrical safety test carried out - and unsurprisingly it turned out that the insulation score was the lowest our electrician had ever seen. This was mainly due to the shoddy 1980's installation, with wiring that ran unshielded and non-trunked through the thoroughly damp, mud walls. A complete rewire was in order if we had any hope of legally renting the place out. In addition to this, the boiler was not installed to a legal standard either, so hey, if we're rewiring we might as well redo all the plumbing, right?</p>
<p style="text-align: justify;">We ended up borrowing and spending a small fortune on the work, but wow - that little two bedroom cottage now really puts our own home to shame. Everything was redone. All new plumbing and electrics, additional insulation in the vaulted ceilings, every wall re-plastered and decorated, oak floors put in downstairs and new carpet upstairs. We installed a new kitchen and a new bathroom. We even restored the original cottage entrance that at some point had been converted into a window. However, one thing we didn't do was to put it up on Airbnb. </p>
<p style="text-align: justify;">Just days after the work was complete, one of our neighbours was evicted from his home (through no fault of his own). Hating to see an senior citizen and his dog thrown out on the street, we decided to help him out by offering our cottage as a rental property. It's taken some adjustment, but I feel that it was ultimately the right decision and we all get on well. Apart from our cat Bertie, who is not a fan of Lenny the dog. </p>
<p style="text-align: justify;">It's taken me a few months to recover from all this - and we still have a lot of refurbishment left to do in our own house, so the work is far from over. In fact, we're currently in the process of fitting a new bathroom suite, with a bathtub currently residing in the dining room, waiting for installation (and raising eyebrows whenever we have visitors). Also, my day job has changed a great deal over the past four years. Since COVID my workload has almost doubled; where I used to be able to crunch my hours into four days and have a day to myself for RGCD activity, now I'm regularly working the equivalent of six days a week just to keep up.</p>
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<p style="text-align: justify;">My wife and I have also had to deal with helping our three kids to establish new friendships and integrate into the community. My eldest (Millie) has really flourished here - she's now studying art and philosophy at college and is out all the time with her new friends. However, my two younger sons have found the move a little bit more difficult and it's taken a lot more time and effort to settle them. This is probably also another consequence of COVID; they seem to be far more addicted to their screens than Millie - despite the endless opportunity for outside activities and adventure that living in the countryside offers.</p>
<p style="text-align: justify;">From my perspective, moving to this small yet active rural community has been a really positive change. We have friends and neighbours whom just randomly call round for a cup of tea and a chat, and we are regularly out at each others houses for dinner and barbeques in the warmer months. We never had this in Exeter; despite having a great friendship group there, it was never so relaxed as to just have unexpected visits - I guess mainly because of how spread out across the city we were. In these days of smart phones and constant communication, there's something quite nostalgic about an unexpected knock at the door and a welcome, friendly face greeting you on the other side.</p>
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-K1ThTCQtglXgNtQ9zPSsmGkPQoqRBM8eWvPlsgMnFVs9XjsS1ZkwOzVfeELnR4rPC28_dQFXZgxVPVuVEttF00tiySLjzTkKjGOg8XPoMi-S0CbqyPk4N54kBqDQI1pXoOs3ABvSOQngWjgXZUQ18nh0WFBmvpOZHHN_blVxmM0ttlJszeLquk6eakta/s1403/party.jpg" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" width="480" data-original-height="1053" data-original-width="1403" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-K1ThTCQtglXgNtQ9zPSsmGkPQoqRBM8eWvPlsgMnFVs9XjsS1ZkwOzVfeELnR4rPC28_dQFXZgxVPVuVEttF00tiySLjzTkKjGOg8XPoMi-S0CbqyPk4N54kBqDQI1pXoOs3ABvSOQngWjgXZUQ18nh0WFBmvpOZHHN_blVxmM0ttlJszeLquk6eakta/s400/party.jpg"/></a></div>
<p style="text-align: justify;">The unfortunate consequence of all this activity over the past three years has been that I've had zero time left in my schedule for sitting in front of a computer until very recently. In fact, I'm sat typing this on my Commodore 64 right now, and it must be the first time I've turned the poor neglected thing on in about six months.</p>
<p style="text-align: justify;">So here I am, finally sat in front of an 8-bit machine bashing away on the keys with a grin on my face. I'm well aware that the C64 scene has evolved a great deal in my absence; I have a lot to catch up on and working relationships to rebuild. RGCD’s cashflow is currently zero, so I'll need to sort out my accounts and then promptly finish off the few outstanding tasks on projects that were already in the pipeline so as to bring funds back in to the business. Additionally, Brexit has introduced some major challenges for small businesses selling products outside the UK, so I'll have some work to do on that front, possibly resulting in me moving the RGCD shop away from Big Cartel.</p>
<p style="text-align: justify;">In conclusion, there's a lot of work ahead of me, but rest assured, RGCD is back. While I labour away in the background, I also intend to update the blog a bit more frequently than one post every three years, so you'll probably be hearing from me again soon. Please note that the RGCD email inbox is currently backed up with thousands of messages (mostly spam), so until I catch up, if you want to drop me a line the best way is probably via a message on <a href="https://www.facebook.com/jamesmonkman/" target="_blank">Facebook</a>.</p>
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBqw784cICLdtAhFHOvz-uPP7iofqfgJIP_s1t6Z3FNDfxoh77ZVcjQC25cWqDjgB0zExbqZVy5qNbQM2A9eKmPHqIvQ792aho_EB-5Qj1E4vByCIAjwGAx8NNv0h2piP63z4sCtaXWRE7ODJWLXRwqlcjy881IJEmk6hXariZSzp6vlXYHp0gkGjPtOGY/s1403/IMG_6425.jpg" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" width="480" data-original-height="1052" data-original-width="1403" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBqw784cICLdtAhFHOvz-uPP7iofqfgJIP_s1t6Z3FNDfxoh77ZVcjQC25cWqDjgB0zExbqZVy5qNbQM2A9eKmPHqIvQ792aho_EB-5Qj1E4vByCIAjwGAx8NNv0h2piP63z4sCtaXWRE7ODJWLXRwqlcjy881IJEmk6hXariZSzp6vlXYHp0gkGjPtOGY/s400/IMG_6425.jpg"/></a></div>
RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-57919628239183901412021-04-05T14:17:00.003+01:002021-04-05T14:17:27.711+01:00Coming Soon! Retaliate DX & Endless Forms Most Beautiful (Commodore 64)<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0NiJpMUEDpIT70TACCYoBIx9Ly4E2gH-VtF_8BVByn8KnrwVpbe04HKbahigqTq4JBmXKwq-KS5jp3bZr88tAzQvb_CrLdzfUs3iMYQ7sRURYG1A6ZGrTERk9VIkPnIPhvoG7TTwZ759E/s1391/boxes.png" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" width="480" data-original-height="876" data-original-width="1391" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0NiJpMUEDpIT70TACCYoBIx9Ly4E2gH-VtF_8BVByn8KnrwVpbe04HKbahigqTq4JBmXKwq-KS5jp3bZr88tAzQvb_CrLdzfUs3iMYQ7sRURYG1A6ZGrTERk9VIkPnIPhvoG7TTwZ759E/s480/boxes.png"/></a></div>
<p>It's been crazy busy here at RGCD for the past month or so. Not only have I been ramping up production of <b><a href="https://rgcd.bigcartel.com/product/monstro-giganto-commodore-64" target="_blank">Monstro Giganto</a></b>, but I have also been working on preparing a number of other games for launch, including <b>Endless Forms Most Beautiful</b> and <b>Retaliate DX</b>. Oh, and I've assembled and flashed 150 copies of Icon64's <b>Arcade Daze</b> for backers of the Zzap 2021 Annual Kickstarter by Fusion Books as well!</p>
<p>One of these games - <a href="https://www.rgcd.co.uk/2019/05/retaliate-dx-commodore-64.html" target="_blank"><b>Retaliate DX</b></a> - I have covered in some detail before. Since the last update, apart from the usual pre-launch fixes and tweaks, the only significant change has been the addition of a SNES pad control option (using the <a href="https://texelec.com/product/snes-adapter-commodore/" target="_blank">TexElec adapter</a>). We're just waiting for the manuals to come back from the printers and a new delivery of GMOD2 to arrive and the game will finally be available to buy in our online store.</p>
<p>However, I've just realised that this is the first time I have made an announcement about <b>Endless Forms Most Beautiful</b> for the C64, so really I need to rewind a little bit and explain what this project is all about.</p>
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<p>As explained in this article <a href="https://www.rgcd.co.uk/2012/07/endless-forms-most-beautiful-pc-2012.html" target="_blank">here</a>, back in 2012 RGCD worked with Locomalito to remake David Hughes' modern ZX Spectrum homebrew game EFMB for the PC. More of a re-imagining than a straight remake, Locomalito's version carried his distinctive 1980's coin-op style - and with it's two-player mode it was really more akin to games like Snow Bros or Bubble Bobble than original. Back in the days when CD releases were still a thing for the PC, Locomalito even released a limited edition physical version of the game (which I proudly have in my collection). In short, if you haven't already checked it out, I strongly recommend <a href="https://locomalito.com/efmb.php" target="_blank">you do so</a>.</p>
<p>Jumping forward to 2019, one of RGCD's regular customers dropped me an email asking if I'd seen this new game called Endless Forms Most Beautiful on the <a href="https://csdb.dk/release/?id=179817" target="_blank">Commodore Scene Database</a>. I immediately assumed that it would be a port of the ZX Spectrum game - after all, that would make sense. But no, here was a game that was actually a demake of Locomalito's remake - making it a C64 demake of a PC remake of a ZX Spectrum game!</p>
<p>The C64 conversion of EFMB is really impressive and succeeds in staying as true as possible to Locomalito's vision. In fact, I was so enamoured by the game that I contacted Locomalito and suggested that we work with the developers to create a physical cartridge release. And that's what we've done - complete with packaging that has remained as faithful as possible to Locomalito, Gryzor87and Marek Barej's PC CD release.</p>
<p>Both EFMB and Retaliate DX are in the final stages of production and should be available to purchase soon!</p>RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com1tag:blogger.com,1999:blog-2016535740516105777.post-22496333230299603772021-04-03T22:33:00.002+01:002021-04-19T13:01:52.983+01:00Monstro Giganto Available on Cartridge! (Commodore 64)<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRYqv1ce5GzGJ6uMXY2XXAyFpgEYR3lksI7vrt4M-0ytSe7P2hsaQ51-eXO4Ao6tG_t9zHvrh1G33IeLkgoadik0ux2IJqDkp_akNdWBD9RoXzPUr0H_974bSqZyQURFc3PiPjHaBoHA9Q/s1348/RGCD-Mar21-5.jpg" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" width="480" data-original-height="900" data-original-width="1348" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRYqv1ce5GzGJ6uMXY2XXAyFpgEYR3lksI7vrt4M-0ytSe7P2hsaQ51-eXO4Ao6tG_t9zHvrh1G33IeLkgoadik0ux2IJqDkp_akNdWBD9RoXzPUr0H_974bSqZyQURFc3PiPjHaBoHA9Q/s480/RGCD-Mar21-5.jpg"/></a></div>
<p>Well, it's been hell of a couple of days. To coincide with the launch of the Godzilla Vs. Kong movie, on the 31st March RGCD & <a href="https://itch.io/c/1379821/games-by-pirates-of-zanzibar" target="_blank">The Pirates of Zanzibar</a> released the much-anticipated <b><a href="https://rgcd.bigcartel.com/product/monstro-giganto-commodore-64" target="_blank">MONSTRO GIGANTO</a></b> for the Commodore 64. With only 70 GMOD2 PCBs left in stock here at RGCD HQ, I tentitively opened up sales with an initial batch of 50 copies - and within hours, all of those had sold. With an order of 100 more PCBs already placed with Individual Computers, I decided to re-open sales again as a pre-order for a second batch (with a shipping estimate for the end of April), and here we are, two days later on the verge of selling out again. This makes Monstro Giganto one of our fastest selling and most popular games to date!</p>
<p>I already had a head start on building the physical packages (before even opening sales I had 50 flashed and assembled cartridges), but of course there's more to shipping out an order than just that. So far I've put together 100 internal packs (manuals, stickers, badges etc. in polythene bag), assembled 50 boxed games and physically shipped 25 orders before running out of bubble wrap and packing peanuts. It was areally sunny day yesterday (for a change) so I moved the entire operation out into the garden - I didn't want to waste the opportunity for sun and fresh air by being cooped up inside my cramped office - but I do wonder what the neighbours must have thought with the patio covered by a mix of game packaging, cartridges, packing materials and about three loads of family laundry!</p>
<p>I hope to ship out another 25 copies early next week, and then the rest as soon as my incoming GMOD2 shipment arrives. I'll be keeping the pre-orders open after the second batch sells out, but please note that there will be a significant delay before these arrive at their final destinations!</p>
<p>Anyway, enough talk about logistics - here's the game launch blurb!</p>
<hr />
<p style="text-align: center;"><iframe width="480" height="300" src="https://www.youtube.com/embed/kL15f4dxoxw?controls=0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe></p>
<p><i>Brought into existence through human misadventure, four gigantic beasts have emerged to duke it out toe-to-toe in an epic brawl across the continents!</i></p>
<p><i>Take control of the monster of your choice and battle against the AI or another player in this furiously-paced PESTCII party-puncher! Who will be hailed as the King of Monstros in the <b><a href="https://rgcd.bigcartel.com/product/monstro-giganto-commodore-64" target="_blank">MONSTRO GIGANTO</a></b> hall of fame?!</i></p>
<p>Developed by Antonio Savona, Lobo and Aldo Chiummo of <a href="https://itch.io/c/1379821/games-by-pirates-of-zanzibar" target="_blank">The Pirates of Zanzibar</a>, <b><a href="https://rgcd.bigcartel.com/product/monstro-giganto-commodore-64" target="_blank">MONSTRO GIGANTO</a></b> is a one or two player brawler of epic sized proportions! Featuring relentless arcade style gameplay, huge and highly animated player characters, 101% PETSCII graphics, over 250 words of digitised speech (your Commodore 64 has never been this chatty!), a killer sound track, on-cartridge high score saving, unlockables and full PAL/NTSC compatibility, <b>MONSTRO GIGANTO</b> is a game worth fighting over!</p>
<p><b><a href="https://rgcd.bigcartel.com/product/monstro-giganto-commodore-64" target="_blank">MONSTRO GIGANTO</a></b> is an RGCD Production. The cartridge version of the game is presented in a custom RGCD banded three-part cardboard box with a glossy outer sleeve. The cover art was illustrated by Lobo and the game comes complete with a professionally printed 20-page A6 manual, vinyl RGCD and <b>MONSTRO GIGANTO</b> stickers, a 4-piece badge set, post-cards and a 170gsm matt-finished A3 poster. The GMOD2 PCB is housed in RGCD branded black cartridge shell with a 3D domed label.</p>
<p><b><a href="https://rgcd.bigcartel.com/product/monstro-giganto-commodore-64" target="_blank">MONSTRO GIGANTO</a></b> was programmed to run exclusively from cartridge, as it continuously streams data from the ROM during play. For this reason, a D64/Disk version is not available. Instead, a downloadable .CRT is available in both GMOD2 and EasyFlash format with every purchase to use via emulation or on real hardware devices such as the Ultimate 1541-II. Please check that your hardware is compatible with these formats! (Note that a stand-alone digital download of the game will be available to buy soon).</p>
<p>Finally, and this is VERY IMPORTANT. <b><a href="https://rgcd.bigcartel.com/product/monstro-giganto-commodore-64" target="_blank">MONSTRO GIGANTO</a></b> will sound DREADFUL if played on an Ultimate64 without a real SID Chip. I'm sure the Ultimate's emulation will be improved in time, but for now, it just doesn't cut it. It does however sound great on both the MEGA65 and even TheC64!</p>
<p style="text-align: justify;"><b>The All-Important Links:</b></p>
<p></p><ul>
<li style="text-align: justify;">Buy the cartridge version <a href="https://rgcd.bigcartel.com/product/monstro-giganto-commodore-64" target="_blank">HERE</a> for £35 (from RGCD).</li>
<li style="text-align: justify;">Buy the download version (COMING SOON!) <a href="https://itch.io/c/1379821/games-by-pirates-of-zanzibar" target="_blank">HERE</a> (from The Pirates of Zanzibar).</li>
</ul><p></p>RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-28646658536555094202021-02-13T10:32:00.001+00:002021-02-13T10:32:23.303+00:00Making of Monstro Giganto (Commodore 64)<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1o4voMD26_YRGRWRMd0mPUFe8tzceBleRxuhxJ4UHSEAC5WiYGQg6W_85CfiWKY40WeUyVuBFC5oon4JNPpaWYfbcFBhmEL3twXpz-dMUuXICQJhFZ4tm4b9SKwSThvWGwrlCpSTjeL5O/s768/s01_large.png" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="544" data-original-width="768" height="340" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1o4voMD26_YRGRWRMd0mPUFe8tzceBleRxuhxJ4UHSEAC5WiYGQg6W_85CfiWKY40WeUyVuBFC5oon4JNPpaWYfbcFBhmEL3twXpz-dMUuXICQJhFZ4tm4b9SKwSThvWGwrlCpSTjeL5O/s480/s01_large.png" width="480" /></a></div>
<p>Following hot on the heels of last year's <a href="https://rgcd.bigcartel.com/product/boxymoxy-commodore-64" target="_blank">BoxyMoxy</a>, the Pirates of Zanzibar are back again with a new game; 'Monstro Giganto', a furiously-paced PETSCII party-puncher! Coder and long-time RGCD member Antonio Savona started work on the project (with his fellow sea-dogs Lobo and Aldo Chiummo) during the 2020 Christmas holidays, aiming to knock out a fun little proof of concept based on some PETSCII art by Lobo. And now, just over a month later, Monstro Giganto is a near complete game that already takes up 480KB of ROM space on a GMOD2 cartridge.</p>
<p>But what is Monstro Giganto? Lobo came up with the idea of a PETSCII based brawler last summer inspired by a series of monster drawings he penned over 20 years ago based on Godzilla, King Kong and other giant beasts. It was initially planned as a comic book in which an army of monsters duke it out, but one thing led to another and the project ended up becoming a game instead.</p>
<p><i>"I made the first PETSCII tests of Gorgo and Jojo back in May/June 2020. Since I wanted to make a brawler with the largest characters possible the PETSCII approach seemed to be the most reasonably practical method to pull it off".</i></p>
<p>Indeed, that seems a sensible starting point when making a monstrous sized beat-em-up, but Antonio ended up with quite a few challenges to overcome as a result.</p>
<p><i>"The greatest challenge was nailing the game mechanics, given the constraints of working with large PETSCII based characters with a limited set of moves in a claustrophobic arena. On the technical side the only really complex part was keeping a steady frame rate and snappy controls. Those big monstros might be made up of PETSCII but that doesn't make them any easier to animate than other types of heavy, non-sprite based graphics. There's a good reason why the VIC-II offers sprites as a hardware capability, which becomes evident as soon as you choose to develop a game without using them!"</i></p>
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3Kff1ncvkW8lhltrKs8pwaUxyUk-lw81zJKR3t-t1qCxVCgDnkwvw-LhrchNIn6wAuFqj3dvTmOf2_rh9AnBm9ZTmAlC4Olm8QmBnwvFLufS0lBAf97gwZOQMy5edmHAj4pHznDjq3TMf/s768/s05_large.png" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="544" data-original-width="768" height="340" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3Kff1ncvkW8lhltrKs8pwaUxyUk-lw81zJKR3t-t1qCxVCgDnkwvw-LhrchNIn6wAuFqj3dvTmOf2_rh9AnBm9ZTmAlC4Olm8QmBnwvFLufS0lBAf97gwZOQMy5edmHAj4pHznDjq3TMf/s480/s05_large.png" width="480" /></a></div>
<p>By the time I joined the project, Monstro Giganto was already a fully playable game with four playable characters and both a single player and two player modes. The music was in, as well as a load of cool sounding digital samples ripped from Mortal Combat. "You should hire a voice actor for this. Have a look to see if there's anyone suitable on Fiverr", I suggested. This was no more than a week ago - and now Monstro Giganto has grown to enormous size, with over 250 professionally spoken words of dialogue(!)</p>
<p><i>"Roughly 250KB are now used by samples. It could have been much less than that, but the good thing about variable rate speech compression is that you can adjust the rate and trade quality for memory footprint. There was a lot of cartridge space available and there was no reason to not use it, so I turned the knob up to 'maximum quality'. Overall, it's over 250 words accounting for around three minutes of speech (and roars). Most of the speech is contained within the unlockable origin stories for each of the four monstros, and there's a few words spoken in the intro. As much as I like talking in games, I think that speech should not be invasive or prominent, but rather something to complement the action."</i></p>
<p>Of course, it's worth mentioning at this point that to truly appreciate the game you really need to have a real SID chip in your Commodore, or at least a really good clone like that in the MEGA65 and of course the VICE emulator.</p>
<p>Monstro Giganto has evolved considerably from its humble beginnings, but Tony's to-do list now mainly consists of bug-fixes, polish and 'easy' code rewrites. It's exciting to see it all come together so quickly, and there's even been tentative talk of a sequel addressing some of the suggestions and ideas that came too late to shoe-horn them into the current framework. However, the journey from prototype to near finished game has seen many progressive refinements to the design, as Antonio explains;</p>
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<p><i>"In the beginning I had only three attack moves per character (plus one defensive block) and a single screen arena that was barely large enough to contain the two monstros. Tremendous artwork and a decent concept, but very basic in the gameplay department. The first change to be made was to add the endless scrolling of the arena to break free of the limitations of the single screen; it's important to note that the arena has no end or invisible walls like most fighters - the players do not have an absolute position in space, just a relative one. Each monstro exists in a space relative to their opponent - you don't move left or right around an arena, but rather just move away or towards your enemy."</i></p>
<p><i>"Then came the hit detection; a punch only connects if you hit a specific point on your opponent, and each monstro and attack has a different reach, so the challenge is not about getting closer to your opponent but rather positioning yourself at the right distance for a specific move. I guess this is no different to what games like Exploding Fist have been doing egregiously for the last 35 years, so there was no point in not doing it in Monstro Giganto."</i></p>
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdR-4kjTGV9F2yzUmFEi7oqLW6LKpK-166s3GSX6eCO9oM2ezp13ad2IyASyeVt0GIyM6Rc08f3DVpxCfpz-mXX6DqUk8ykw3lKBuf_v0RIYF0yeyl9Hp4tR-sRGUFYRfCE4Suh4Ad_IAi/s768/s07_large.png" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" width="480" height="340" data-original-height="544" data-original-width="768" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdR-4kjTGV9F2yzUmFEi7oqLW6LKpK-166s3GSX6eCO9oM2ezp13ad2IyASyeVt0GIyM6Rc08f3DVpxCfpz-mXX6DqUk8ykw3lKBuf_v0RIYF0yeyl9Hp4tR-sRGUFYRfCE4Suh4Ad_IAi/s480/s07_large.png"/></a></div>
<p><i>"Finally, I wanted to avoid the common problem that plagues many fighting games of having a one-move-kills-them-all, like the low-kick in Exploding Fist. So, a tiredness meter was added to address this issue by forcing the player to adopt a strategy instead of mindlessly bashing the fire button. The more you fight or block, the more your tiredness increases until you are eventually exhausted and your opponent gets an opportunity to strike you while you are defenceless. So it's important to time your attacks and rest accordingly if you want to win the fight."</i></p>
<p><i>"With these mechanics in place the game became really fun to play. It was even fun just watching my AI driven monstros skilfully beat the crap out each other in the attract mode! I've also given each of the characters specific skills and stats to add further variety to the game. For example, Eyeye is the fastest monstro and he doesn't tire easily, but his main attacks have a shorter reach and he is somewhat weaker. On the other hand, Mojo is a heavy hitter with an impressive reach and can stand a few more punches than your average puny lizard, but no matter how fashionable, the fez-sporting oversized gorilla is the slowest of the lot!"</i></p>
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<div style="text-align: center;"><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/JF-vpHBwpQ0?controls=0" width="480"></iframe></div>
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<p>Although there is no real end to the game (you continue to fight the four main opponents over and over until you lose) your stats are recorded in the hall of fame and there are unlockable rewards in the form of origin stories for each character - and there's even a couple of secrets thrown in there for good measure. But all that aside, the real test of a fighting game is how it plays when facing off against a human opponent - and if the reaction of my two gaming addicted kids is anything to go by then Monstro Giganto deserves to go platinum.</p>
<p>With development now in the final stages and print material in the process of being ordered, Monstro Giganto should be available for your Commodore home computer in late March/Early April.</p>RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com4tag:blogger.com,1999:blog-2016535740516105777.post-48181213187737248312021-02-13T01:09:00.007+00:002021-02-13T11:03:43.571+00:00MEGA65 Devkit - First Impressions<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEie6iFEcyzPs4hNu-GpZhdQaEAwz2_0yLHzmfu2qhw85rrGgT5WWItMQz23PVqLKAz9h3UtqivCYHLMLp-9PQFs17vDNANd_DyPvzOC1-x9hNKsbYWGxahwHMMlf4YSZDFigcRUOccLYdSY/s1920/mega65_devkit_01.jpg" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="1080" data-original-width="1920" height="270" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEie6iFEcyzPs4hNu-GpZhdQaEAwz2_0yLHzmfu2qhw85rrGgT5WWItMQz23PVqLKAz9h3UtqivCYHLMLp-9PQFs17vDNANd_DyPvzOC1-x9hNKsbYWGxahwHMMlf4YSZDFigcRUOccLYdSY/s480/mega65_devkit_01.jpg" width="480" /></a></div>
<p style="text-align: justify;">So, here I am in February 2021, typing a blog post in GeoWrite running on a never-released Commodore prototype from 1991 - or at least the nearest thing to it. Of course, I'm referring to the still-very-much-WIP <a href="https://mega65.org/" target="_blank">MEGA65</a> from the Museum of Electronic Games and Art (MEGA); an FPGA based re-imagining or continuation of Commodore's ill-fated C65 prototype.</p>
<p style="text-align: justify;">Those of you familiar with the Commodore 65 will be well aware that the few prototype machines that leaked into the retro computer market now exchange hands for tens of thousands of pounds - absolutely crazy money for an only partially-functional computer with no software. I mean, even if I had that kind of money to burn, there honestly would be no reason for me to have one. However, unlike it's predecessor, the MEGA65 is no overpriced, lame duck. In fact, I believe that the MEGA65 has the potential to become the Commodore's answer to the Sinclair <a href="https://www.specnext.com/" target="_blank">Spectrum NEXT</a>; an enhanced, future-proof 8-Bit machine (I know, what a contradiction!) with backwards compatibility and a strong focus on 'what could have been'. After all, the C65 was a machine that sat somewhere between the C64/128 and the Amiga 500 in terms of power (you can read more about the enhanced specifications on the project <a href="https://mega65.org/" target="_blank">web page)</a>. It's an odd beast that sits between the 8-bit and 16-bit generation machines, and reminds me a little of the SAM Coupé in that regard - but with a far, far better starting point than the bloody ZX Spectrum!</p>
<p style="text-align: justify;">I was one of the lucky few (100, to be precise) Commodore fans to obtain one of MEGA's build-it-yourself devkits that were made available to buy last year. In contrast to the final design, these devkit versions have an Amiga 600 style form factor and use a transparent plastic PlexiLazer shell (much like that used by my daily driver customised C64). In fact, this was one of the main reasons I favoured the devkit over the final design - it just looks incredible and at only 35cm wide it fits far easier on my desk.</p>
<p style="text-align: justify;">However, good looks alone do not make a good computer - and as with the prototype C65, currently there's very little native software available for the MEGA65. That's unlikely to remain the case of course - especially if the activity on the discord channel is anything to go by. I imagine that by the time the final model rolls off the assembly line there will be a fair sized dedicated library - enough to whet people's appetites at the very least. Personally though, I had another reason to get involved with the early access of the machine - not only was I interested in testing and assisting with the final polish of the MEGA65, but I was hugely curious as to whether or not any RGCD releases (past, present or future) would run on it. In fact, I even proposed to the MEGA team that if they can improve the machine's backward compatibility to support RGCD's releases, then they can bundle them for free with their machine when it goes on sale.</p>
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjc50-nFmMy5X7AveVGg088s4rI49I5TtoCeKJmCOSONARwiyRa-rnfncpDTAno-l_bWldgSu-taqdOw8BqAsVbp5Z85Zqe286G4a_eiRAMDw3iOuQOq9J-OnEhMZ5lma7byYz0m6Lwq3Pv/s1331/IMG-1052.jpg" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="998" data-original-width="1331" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjc50-nFmMy5X7AveVGg088s4rI49I5TtoCeKJmCOSONARwiyRa-rnfncpDTAno-l_bWldgSu-taqdOw8BqAsVbp5Z85Zqe286G4a_eiRAMDw3iOuQOq9J-OnEhMZ5lma7byYz0m6Lwq3Pv/s480/IMG-1052.jpg" width="480" /></a></div>
<p style="text-align: justify;">As it stands, compatibility with C64 games - especially modern-era ones - is low on the current firmware. The main issue seems to involve the use of illegal opcodes; those dirty shortcuts and tricks that modern day developers often use on the C64 to squeeze out the best performance from the machine. These are especially common in demos (I have yet to find any that run on the MEGA65), and the reason is simple; these opcodes are aimed at the C64 chipset - and as the MEGA65 currently has no way to force itself to become 'the lesser' machine, the C65 CPU fails when they are called. This could (and probably will) be fixed in the majority of cases, but it will take time. So those of you were are gutted that they missed out on the devkits last year - I expect the wait for the final model will be worth it. <i>(Edit: since writing this post the MEGA team have already got the previously non-working <a href="https://rgcd.bigcartel.com/product/super-bread-box-commodore-64" target="_blank">Super Bread Box</a> running on the machine from cartridge, so compatibility is improving all the time!)</i></p>
<p style="text-align: justify;">On the plus side, having a devkit has been a bonus for RGCD as I've been able to assist in getting some of our future releases up and running on both the C64 and the MEGA65! In particular, this past week I've been busy helping Antonio Savona and Lobo with their PETSCII brawler 'Monstro Giganto', a game that you'd think would have no issues running on a machine as powerful as the MEGA65. However, until this evening the game was full of illegal opcodes and the game pretty much crashed and burned within seconds of turning the machine on. Thankfully, Antonio was willing to rewrite these sections of his code (mainly so he can make the proud claim of releasing a MEGA65 compatible game) and now Monstro Giganto runs perfectly. This process was quite painless - even when done remotely via Facebook messenger - because of the MEGA65's excellent built in freezer and memory monitor. I was able to take a photo of the monitor screen whenever the game crashed so Antonio could see what was causing the problem and work around it.</p>
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEVUWnB-Hdwi0KmmOGHd1H3yJPMC0i5mHNkTxs357IebsD7UecuflhHUo1B1e-PZkKZpTvFBojLTm1BqnadjrjPCGXqgGztUntVdCSYnk6RTIpA6BrbRYw3Z5hx47VkrsUarSsxl_2tq4H/s800/freeze-anim.gif" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="560" data-original-width="800" height="336" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEVUWnB-Hdwi0KmmOGHd1H3yJPMC0i5mHNkTxs357IebsD7UecuflhHUo1B1e-PZkKZpTvFBojLTm1BqnadjrjPCGXqgGztUntVdCSYnk6RTIpA6BrbRYw3Z5hx47VkrsUarSsxl_2tq4H/s480/freeze-anim.gif" width="480" /></a></div>
<p style="text-align: justify;">Whilst discussing Monstro Giganto it's also worth mentioning the performance of the MEGA65's dual soft SIDs - something that is especially important considering the 250+ words of sampled speech the game contains. Honestly, the MEGA65's SID emulation is one of the best I have heard on a hardware C64 clone to date - far superior to <a href="https://retrogames.biz/thec64" target="_blank">TheC64</a> and cleaner sounding than the otherwise brilliant <a href="https://ultimate64.com/" target="_blank">Ultimate64</a>. So whatever the MEGA team are doing on that front, they're doing it right!</p>
<p style="text-align: justify;">With regard to RGCD releases on the platform, there's nothing currently planned in the immediate future, but at the very least I'll be encouraging the developers I work with to support the MEGA65 going forward. Antonio has said he might look into porting <a href="https://rgcd.bigcartel.com/product/p0-snake-commodore-64" target="_blank">P0 Snake</a> over as an experiment, and Marcelo Cabral has suggested that he could attempt a MEGA65 version of Retaliate DX (a WIP C64 game that already works great on the MEGA) - so who knows? There might be a couple of games from us before the year is out.</p>
<p style="text-align: justify;">One of the most interesting things about the MEGA65 is that being an FPGA based machine it has the ability to run different 'cores'. There's already a ZX-UNO core that runs on the MEGA which turns the computer into a ZX Spectrum clone, and work has begun on Atari ST and Amiga cores as well. Similar to the popular MiST FPGA, this means that your MEGA65 could eventually become your one-stop retro computer covering a variety of platforms, with the bonus of being beautifully packaged in the shell of a classic computer (and having one of the best keyboards I have ever used).</p>
<p style="text-align: justify;">If I get time I'll happily share any new developments or interesting info about the MEGA65 here on the blog, but for now I hope that this has served as an introduction. If you want a more detailed guided tour of the machine then I strongly recommend you check out the recent video posted by <a href="https://www.youtube.com/channel/UC7qPftDWPw9XuExpSgfkmJQ" target="_blank">Nostalgia Nerd</a> - I really feel his pain about snapping the top part of the case during assembly!</p><br />
<div style="text-align: center;"><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/2-voZvEtz48" width="480"></iframe></div>RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-28181700881864135202021-02-12T15:10:00.003+00:002022-11-07T11:13:47.863+00:00Tiny Quest Available on Cartridge! (Commodore 64)<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAa3JMg5P1zr9HXFogWCasYzSf9dT5ohxxPKk2DbyO8_Il_k8Bhf3kSvw0AO6Xv2gh70JIYHYa7w27h1cbpsJnkQclOEbntBFtWaeKUbagxyCzQNO6ZpV1HpPat04ZfdxnSCwgpRbjuHJ3/s768/large_animated.gif" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="544" data-original-width="768" height="340" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAa3JMg5P1zr9HXFogWCasYzSf9dT5ohxxPKk2DbyO8_Il_k8Bhf3kSvw0AO6Xv2gh70JIYHYa7w27h1cbpsJnkQclOEbntBFtWaeKUbagxyCzQNO6ZpV1HpPat04ZfdxnSCwgpRbjuHJ3/s480/large_animated.gif" width="480" /></a></div>
<p style="text-align: justify;"><i>Far, far away, exists a weird and wonderful world of right-angles and crazy geometry. In this land populated by square trees, square clouds and square people, Mr Cube has fallen in love.</i></p>
<p style="text-align: justify;"><i>However, our hero's love interest is on the opposite side of the world - and between them lies a land full of hazards, obstacles and dangerous critters! Not only that, but Mr Cube is flat broke and he needs to raise enough cash during his quest to ensure that he can pay for safe passage home for both himself and his sweetie!</i></p>
<p style="text-align: justify;"><i>Oh, did I forget to mention that time is incredibly tight? Mr Cube will have to run and jump as quickly as he can if he's to make it before his energy runs out. He'll need all his stamina for the ceremony of geometrical pairing!</i></p>
<p style="text-align: justify;"><i>Steady your nerves, prepare your reflexes, grab that joystick and help our hero on his <b>TINY QUEST</b>!</i></p>
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<p style="text-align: justify;">Coded by Andrea "Wanax" Schincaglia, with graphics by Raffox and music by Gaetano Chiummo and Stefano "Dustbin" Palmonari, <b><a href="https://rgcd.bigcartel.com/product/tiny-quest-commodore-64" target="_blank">TINY QUEST</a></b> is a game that requires lightning-fast reflexes, excellent memory, advanced planning skills, perfect timing and (a lot of) self control. You have been warned. There will be times when things appear hopeless - but you have our word - even the hardest screens are possible to beat with practice!</p>
<p style="text-align: justify;">I was first introduced to Tiny last year by Federico, and after a quick play of the preview I immediately offered to assist with a release alongside <a href="https://www.bitmapsoft.co.uk/" target="_blank">BITMAP SOFT</a>. The game is deceptively challenging - each single screen level might on first appearance appear simple, but there's real skill required to collect the coins and get to the exit before the time runs out. You have quite literally seconds to beat each stage, and no reprise between. It's a relentless challenge, and with only five lives and a temporary password every 15 levels (and there's a LOT of them to beat - the title is clearly ironic), <b>TINY QUEST</b> was designed to be beaten in a single sitting - but my kids and I have yet to achieve that as yet.</p>
<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0290c43kmQA8QdrS8jXjPEx1kaGrSsHAyr_g1CSGwpyXgKXR594flDOYIfBgHm-FWVKb7fjwLmAlnSN9ylBaqwXQpj29qW9s56HZOxomZXBs9ZeHmapwp0I5FSIEZ6ppYXcAi4al6u_Ym/s1348/BOX01.jpg" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="900" data-original-width="1348" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0290c43kmQA8QdrS8jXjPEx1kaGrSsHAyr_g1CSGwpyXgKXR594flDOYIfBgHm-FWVKb7fjwLmAlnSN9ylBaqwXQpj29qW9s56HZOxomZXBs9ZeHmapwp0I5FSIEZ6ppYXcAi4al6u_Ym/s480/BOX01.jpg" width="480" /></a></div>
<p>RGCD's cartridge version of the game is presented in our custom RGCD banded three-part cardboard box with a glossy outer sleeve. The cover art was illustrated by Simon Butler and the game comes complete with a professionally printed 12-page A6 manual, vinyl RGCD and Digital Monastery stickers, RGCD badge, post-card and a couple of code sheets to record your passwords on. The 64KB PCB is housed in a bright red cartridge shell, with a 3D domed label.</p>
<p>Note that purchases of the cartridge will (soon) include a downloadable copy of the *.CRT version of game for free for use via emulation or on real hardware devices such as the Ultimate 1541-II. However, as the game is not available digitally yet we have opted meanwhile to include a printed download link within each boxed copy of the game.</p>
<p style="text-align: justify;">Note that due to COVID-19, international postage is still a real mess with huge delays, but parcels ARE getting through (albeit very slowly). If you are concerned, please consider buying insurance and tracking for your order before you hit the checkout.</p>
<p style="text-align: justify;"><b>The All-Important Links:</b></p>
<p></p><ul>
<li style="text-align: justify;">Buy the cartridge version <a href="https://rgcd.bigcartel.com/product/tiny-quest-commodore-64" target="_blank">HERE</a> for £32 (from RGCD).</li>
<li style="text-align: justify;">Buy the tape or disk version <a href="https://www.bitmapsoft.co.uk/" target="_blank">HERE</a> (from BITMAP SOFT).</li>
</ul><p></p>RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-71562793943661082392021-02-12T13:51:00.003+00:002021-02-13T10:33:42.060+00:00Six Monthly Update<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisN7GQVZGzmQ7HYyNkngiT1yvDkHMhmg_dADVa1NOjze30W1byCUUdzsGQ4yYfq9sBlTvb5SqF1IWfqbm32B-0njCEfUkDEhHguObDpSjUo_ICesKmMp-zKIkxL19abYChBPs3U34rwiLR/s1348/BOXES-ANIM.gif" style="display: block; padding: 1em 0px; text-align: center;"><img alt="" border="0" data-original-height="900" data-original-width="1348" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisN7GQVZGzmQ7HYyNkngiT1yvDkHMhmg_dADVa1NOjze30W1byCUUdzsGQ4yYfq9sBlTvb5SqF1IWfqbm32B-0njCEfUkDEhHguObDpSjUo_ICesKmMp-zKIkxL19abYChBPs3U34rwiLR/s480/BOXES-ANIM.gif" width="480" /></a></div>
<p style="text-align: justify;">Hi all - I hope you are doing OK and you and your families are well. It's been a nightmare six months here since my last update, with further lockdowns, home schooling, busy jobs and the stress of Brexit. I'm sure it's been no easier for the rest of you, but I've had very limited time for running RGCD lately and I've had to really juggle with my work and life balance. Here's hoping for a more positive and productive 2021!</p>
<p style="text-align: justify;">The good news is that some progress has been made (albeit slowly) on a number of projects here and I have several announcements and releases lined up for the near future that I'm really excited to share with you. I've also recently become the proud owner of a <a href="https://mega65.org/" target="_blank">MEGA65 Devkit</a> which has been an inspiration to start writing on this blog again - so expect a future post about that soon.</p>
<p style="text-align: justify;">Sadly I've been unable to set aside any time with fellow RGCD member Jamie to finish the new website. Although mostly complete, we had planned to spend a week together last year finalising the site functionality and fixing/updating the 500+ blog posts here after migrating across, but for obvious reasons that has been impossible (I actually spent all of 2020's annual leave home schooling my kids). Hopefully we can get to that after COVID-19, but before COVID-20 ;)</p>
<p style="text-align: justify;">Frequent visitors to our <a href="https://rgcd.bigcartel.com/" target="_blank">online shop</a> may have noticed that I've also gradually been replacing the packaging to some of our games; <a href="https://rgcd.bigcartel.com/product/luftrauserz-commodore-64" target="_blank">LuftrauserZ</a>, <a href="https://rgcd.bigcartel.com/product/super-bread-box-commodore-64" target="_blank">Super Bread Box</a>, <a href="https://rgcd.bigcartel.com/product/c64anabalt-commodore-64" target="_blank">C64anabalt</a>, <a href="https://rgcd.bigcartel.com/product/bomberland-commodore-64">Bomberland</a> and <a href="https://rgcd.bigcartel.com/product/aviator-arcade-ii-commodore-64" target="_blank">Aviator Arcade II</a> have now all been given the upgrade treatment, and I hope by the end of the year to have discontinued the use of Universal Game Cases. The new three-part cardboard boxes are available to buy <a href="https://rgcd.bigcartel.com/product/replacement-c64-cartridge-packaging" target="_blank">sperately</a> so you can upgrade your own collection, and as Universal Game Cases are selling for around £2-3 each on eBay there's always the option of making some of your money back ;)</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZHXBxjlSit1piJ3Rmngapl_6msTrKJ0JozwsLDUixTkU8yV5zKyN3mhaJa20mYv2YU1kBO7OFMQvigKGryy_xygz2nXyroUlSA7gy3qA6Q0Xy5lUkvePIW-rWYHO0PtDUEEU9kY9hbBVg/s1463/TV-ANIM.gif" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="823" data-original-width="1463" height="270" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZHXBxjlSit1piJ3Rmngapl_6msTrKJ0JozwsLDUixTkU8yV5zKyN3mhaJa20mYv2YU1kBO7OFMQvigKGryy_xygz2nXyroUlSA7gy3qA6Q0Xy5lUkvePIW-rWYHO0PtDUEEU9kY9hbBVg/w480-h270/TV-ANIM.gif" width="480" /></a></div>
<p style="text-align: justify;">Actually, on the subject of Super Bread Box, imagine my surprise when Richard McManus tagged me on Facebook to say he'd just seen the game being played on Channel 4 daytime TV by former professional footballer Chris Kamara whilst Peter '<a href="https://www.youtube.com/channel/UC7qPftDWPw9XuExpSgfkmJQ" target="_blank">Nostalgia Nerd</a>' Leigh talked about the wonders of 8-bit computers. However, I'm not sure that Kammy knew how to hold a joystick - he was pretty terrible at the game! On the plus side, I can now proudly say 'AS SEEN ON TV' when it comes to promoting Super Bread Box again in future. Nice one Nostalgia Nerd!</p>
<p style="text-align: justify;">Back in a bit!</p>RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-21418515573352169992020-08-20T00:06:00.003+01:002020-08-20T00:06:17.677+01:00Boxymoxy Available on Cartridge! (Commodore 64)<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMaeokqReLYLEN9IapIx3Taa6H8YVESoIdqirrMbJdu9tFqVkjql5p0WPYSAbjgkU2nGXp6KJtf5tt-WFPhMtYVgl6Q2ldLGR-ZJrWZf-99WNSmZo2rAV2Bew0jZUuNXeMVAgiQaQJJ78K/s768/boxy.gif" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="544" data-original-width="768" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMaeokqReLYLEN9IapIx3Taa6H8YVESoIdqirrMbJdu9tFqVkjql5p0WPYSAbjgkU2nGXp6KJtf5tt-WFPhMtYVgl6Q2ldLGR-ZJrWZf-99WNSmZo2rAV2Bew0jZUuNXeMVAgiQaQJJ78K/s480/boxy.gif" /></a></div>
<p style="text-align: justify;"><i>The stupid old Wizard had cast a wrong spell, creating an invasion of chattering skulls and now no one can sleep! Two cats, Boxy and Moxy, are set to clean up this mess. Using their combined powers, you will traverse 60 levels over three areas in order to destroy all skulls and restore the beauty sleep to the people of the old Kingdom!</i></p>
<hr />
<p style="text-align: justify;">
Developed by Antonio Savona (of <b>P0 Snake</b> and <b>Planet Golf</b> fame), designed by Lobo and with a soundtrack by Aldo Chiummo, <b>Boxymoxy</b> is a fiendish (or felineish?) puzzle game for the Commodore 64 unlike anything else you have ever played. Inspired by Lobo's cat Gelsomina, with a little Sokoban and a tiny dash of Angry Birds thrown in for flavour, <b>Boxymoxy </b>is a game about moving cats and smashing skulls using the power of logic.</p>
<p style="text-align: justify;">Featuring 60 challenging puzzles, unique gameplay, a player performance-graded progress system with on-cartridge saving, 15 digitally-sampled and distinct meows from 12 cats and full PAL/NTSC compatibility, <b>Boxymoxy </b>is guaranteed to keep you entertained for hours in the purr-suit of that perfect or even under-par score! Simply put, it's the cat's whiskers!</p><p style="text-align: justify;">Antonio and Lobo put this neat little game together incredibly quickly - I hardly had an opportunity to play it myself before a near final version landed in my inbox, hence why there's not been a mention of it here on the blog or in the mailouts! My kids and I have spent quite a few days during lockdown together working out the optimum solutions to the puzzles, and although we quickly unlocked all the worlds, we still have plenty of levels to get the three star award on. To quote my son - <i>"it's all about getting those meows!"</i></p>
<div class="separator" style="clear: both; text-align: center;"><iframe allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="300" src="https://www.youtube.com/embed/4c3CER_plQo" width="480"></iframe></div>
<p style="text-align: justify;"><b>Boxymoxy </b>is an RGCD Production. The cartridge version of the game is presented in a custom RGCD banded three-part cardboard box with a glossy outer sleeve. The cover art was illustrated by Lobo and the game comes complete with a professionally printed 16-page A6 manual, vinyl RGCD and <b>Boxymoxy </b>stickers, <b>Boxymoxy </b>and RGCD badges, post-cards and a 170gsm matt-coated A3 poster. The GMOD2 PCB is housed in RGCD branded black cartridge shell, with a 3D domed label.</p>
<p style="text-align: justify;"><b>Boxymoxy </b>was programmed to run exclusively from cartridge, as it continuously streams data from the ROM during play. For this reason, a D64/Disk version is not available. Instead, a downloadable .CRT is available in both GMOD2 and EasyFlash format to use via emulation or on real hardware devices such as the Ultimate 1541-II. Please check that your hardware is compatible with these formats!</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2QFJTp5GtG_phlk_vEjushWoXXZnt1qufLt5CL9K0ahOc3yU1zgFJyBh2jzYSxjt1w_Q9MWFgKpaOn6MYU-p54sbbtpwK9vHLEoYqbJz5ruHgjv7hUuFLo3zyYcsLu9fKiM1fTGu4UkgL/s1348/RGCD-Aug20-5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="1348" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2QFJTp5GtG_phlk_vEjushWoXXZnt1qufLt5CL9K0ahOc3yU1zgFJyBh2jzYSxjt1w_Q9MWFgKpaOn6MYU-p54sbbtpwK9vHLEoYqbJz5ruHgjv7hUuFLo3zyYcsLu9fKiM1fTGu4UkgL/s480/RGCD-Aug20-5.jpg" /></a></div>
<p style="text-align: justify;">Note that I'm currently swamped with orders and international postage is a real mess with huge delays, but parcels ARE getting through (albeit very slowly). If you are worried, buy insurance and tracking for your order before you hit the checkout. Also, I am well aware that postage prices have gone absolutely bonkers since COVID-19 due to reduced air traffic, but I am actively looking into other options.</p>
<p style="text-align: justify;"><b>The All-Important Links:</b></p>
<ul><li style="text-align: justify;">Download the game <a href="https://brokenbytes.itch.io/boxymoxy">HERE</a> (itch.io) (.CRT image format only).</li>
<li style="text-align: justify;">Buy the cartridge <a href="https://rgcd.bigcartel.com/product/boxymoxy-commodore-64">HERE</a> for £35 (from RGCD).</li>
</ul>RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-23349275869484214782020-08-19T23:23:00.001+01:002020-08-20T00:02:47.305+01:00Grid Pix Available on Cartridge! (Commodore 64)<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxoOsEQW-H8FKI4bR5PGUu4CzOTna96DgRgiyKiAb1HR9E9-UAU1OoFvBgqNp7M7suKUXyoYD-gzXPrcho8xWkEWMxsu5ocjPdnbpPv8GJHa3niMi_jgeTNxhPzI4qcllOGq_z1NU7jkfx/s768/grid.gif" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="544" data-original-width="768" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxoOsEQW-H8FKI4bR5PGUu4CzOTna96DgRgiyKiAb1HR9E9-UAU1OoFvBgqNp7M7suKUXyoYD-gzXPrcho8xWkEWMxsu5ocjPdnbpPv8GJHa3niMi_jgeTNxhPzI4qcllOGq_z1NU7jkfx/s480/grid.gif" /></a></div>
<p></p><div style="text-align: justify;"><i>"Grid Pix does stand out from the crowd." - <b>88% Retro Gamer magazine issue 198</b></i></div>
<i><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><i>"A splendid little Picross variant." - <b>82% ZZap! 64 Annual 2020</b></i></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><i>Welcome to Grid Pix! An exciting new world of logical puzzle solving awaits you, courtesy of Carleton Handley, Ilija Melentijevic, Hasse Axelsson-Svala, Andrew Fisher and Pierre Martrin!</i></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><i>Featuring 100 chunky pixel-art puzzles (and the option to load in more via future DLC packs), beautiful high-resolution graphics, multiple music tracks to play whilst you think (silence is also optional), PAL/NTSC
compatibility and on-cartridge saving!</i></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><i>There are no annoying time limits or anything to distract you from the challenge ahead, just 100 hand-pixelled nonograms with only a single solution!</i></div></i><p></p>
<hr style="text-align: justify;" />
<p style="text-align: justify;">
It's been quite a while since I first <a href="https://www.rgcd.co.uk/2019/05/grid-pix-commodore-64.html" target="_blank">wrote about</a> the development of Carleton Handley's <b>Grid Pix</b> and previewed it to players at Exeter's GAME>PLAY festival, but I'm proud to say that the final game has most certainly been worth the wait! A joint production released with our good friends at <a href="http://psytronik.net/" target="_blank">Psytronik Software</a>, <b>Grid Pix</b> is available to purchase over at our <a href="https://rgcd.bigcartel.com/product/grid-pix-commodore-64" target="_blank">online store</a> on cartridge now! (In fact, it was actually first made available a week ago and announced first on <a href="https://twitter.com/RetroGamerCD" target="_blank">Twitter</a> and <a href="https://www.facebook.com/rgcd.co.uk/" target="_blank">Facebook</a> - so be sure to follow our accounts to keep informed!)</p>
<p style="text-align: justify;">The cartridge version of the game is presented in a manufactured custom RGCD banded cardboard box with glossy outer sleeve. The cover art was illustrated by Ste Pickford and the game comes complete with a professionally printed 16-page A6 manual, holographic vinyl RGCD and <b>Grid Pix</b> stickers, Below The Tower, Psytronik and RGCD badges, a 10-page puzzle design notepad, post-cards and a 170gsm matt-coated A3 poster. The GMOD2 PCB is housed in RGCD branded black cartridge shell, with a 3D domed label.</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWCIO8hJ6ifnOxWobBHuGeFeDYfsWCvUIMOz651syzm3tlz2mHL4PgXK-sHbQvjye-J_WAP-e1cm_7qOgoI4POx4DOXyRvv97vcneymVQNr3bw56rBtR7k21UjJwzYc3nY-1gpksMzWbsy/s1348/RGCD-Aug20-6.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="1348" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWCIO8hJ6ifnOxWobBHuGeFeDYfsWCvUIMOz651syzm3tlz2mHL4PgXK-sHbQvjye-J_WAP-e1cm_7qOgoI4POx4DOXyRvv97vcneymVQNr3bw56rBtR7k21UjJwzYc3nY-1gpksMzWbsy/s480/RGCD-Aug20-6.jpg" /></a></div>
<p style="text-align: justify;">Please note that Pystronik Software will be selling the game on 5.25" diskette very soon! <b>Grid Pix</b> is also available to buy as a downloadable .D64/.CRT/.T64/.PRG image to use via emulation or on real hardware devices such as the Ultimate 1541-II.</p>
<p style="text-align: justify;">Note that I'm currently swamped with orders and international postage is a real mess with huge delays, but parcels ARE getting through (albeit very slowly). If you are worried, buy insurance and tracking for your order before you hit the checkout. Also, I am well aware that postage prices have gone absolutely bonkers since COVID-19 due to reduced air traffic, but I am actively looking into other options.</p>
<p style="text-align: justify;"><b>The All-Important Links:</b></p>
<ul><li style="text-align: justify;">Download the game <a href="https://carletonhandley.itch.io/gridpix">HERE</a> (itch.io) (.D64/.CRT/.T64/.PRG image format).</li>
<li style="text-align: justify;">Buy the game on disk <a href="http://www.binaryzone.org/retrostore/">HERE</a> SOON! (from Psytronik Software).</li>
<li style="text-align: justify;">Buy the cartridge <a href="https://rgcd.bigcartel.com/product/grid-pix-commodore-64">HERE</a> for £35 (from RGCD).</li>
</ul>RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-9268558686962483132020-08-18T22:30:00.000+01:002020-08-18T22:30:53.337+01:00Packaging_Final_Final_V3_Final(2).pdf<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBpq4QL6qF6s13k_XrhGSl3w6fCiZ9EO76_xZwR8a1PdoKd_BpknCJg1pjv3IMYKSy-3oJ6ANawzY1wNYBYwb7_Hk8nXO56E5ImRRYDEajay-15gqyzA5Lo2mKUSEi9G6OypfwnlrtVmP9/s1506/pack01.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="870" data-original-width="1506" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBpq4QL6qF6s13k_XrhGSl3w6fCiZ9EO76_xZwR8a1PdoKd_BpknCJg1pjv3IMYKSy-3oJ6ANawzY1wNYBYwb7_Hk8nXO56E5ImRRYDEajay-15gqyzA5Lo2mKUSEi9G6OypfwnlrtVmP9/s640/pack01.png" width="480" /></a></div>
<p style="text-align: justify;">
Hey all - I hope you are all staying safe and well. It's been a while since I
last wrote here and so much has been happening that I really don't even know
where to begin! Firstly I guess I should start by writing about the two new
games that we released last week, but before that I think I need to rewind a
bit to cover everyone's favourite subject. Videogame packaging.
</p>
<p style="text-align: justify;">
OK, so that's a bit of an exaggeration as I'm sure that no one really wants to discuss
packaging at all, but it's a subject that has taken up so much of my time,
effort and finances lately that it would be rude to not give it a brief
mention here on this blog at least. So first of all, let's discuss the problem. Those of
you whom are into collecting retro games are probably familiar with the
Universal Game Case - the same case that RGCD has used for the past few years
as packaging for our cartridge releases (with a custom made foam insert).
Until recently these were both affordable and widely available, but since
COVID-19 kicked in, they've become rarer than rocking horse shit. This has
resulted in delays to RGCD game releases and restocking issues, so I had to find
a solution.
</p>
<p style="text-align: justify;">
However, I was reluctant to look of another off-the-shelf packaging option, as
since starting RGCD back in 2006 I have already been through six variations
of packaging already - so this had to be a final solution. One package to rule
them all, etc.
</p>
<p style="text-align: justify;">
One of the issues I have had with Universal Game Cases is that they are a bit
too small for holding anything other than a cartridge and a thin game manual.
Add anything else to the package and they bulge slightly and are difficult to
keep closed. I resolved this for the last couple of projects I worked on
(Dragonspire and Argus) by adding an outer sleeve, but the cost of doing this
for every release would be prohibitive. It did however, put me on the right
track.
</p>
<p style="text-align: justify;">
During a discussion about this with long-time RGCD contributor and
graphics-maestro Steven Day, we began to reminisce on the game packaging of the
home-computing golden years. After covering the pros and cons of a variety of
big box style games released on the Amiga, PC and C64, Steve noted how clever
Microprose had been at using the same box packaging across all formats,
utilising a generic inner box and an outer sleeve with stickers to highlight
the target machine. I replied that I held a particular fondness for the
Renegade/Bitmap Bros packaging on the Atari ST and Amiga, which again had an
internal box that used an exterior sleeve but was a slightly smaller size. So,
with this concept in mind, I looked into manufacturing costs while Steve knocked up a
template.
</p>
<p style="text-align: justify;">
You see, the main issue with any sort of custom made game packaging is the fact that it is
only *really* affordable when ordered in large quantities. And by large, I mean
thousands, or tens of thousands. Now, obviously this was no problem back in
the 80's and early 90's, but shifting thousands of copies of a game for a retro
platform in 2020 is a lot to ask, so some corners have to be cut in order to
keep the costs down. After all, what is the point in beautiful packaging if it
drives the price up to a prohibitively expensive level? Clearly the
Microprose/Renegade 'sleeve' concept was the way to go. The final design from
Steve was built up of modular components; a matte base with a removable insert
(for holding a cartridge, or not), a matte lid with spot varnish RGCD branding and
finally a glossy outer sleeve. My initial order was for 500 inner boxes, and
500 sleeves spread across five different designs. This resulted in a high
quality box that was only slightly more expensive than the previous UGC, foam
and printed insert combo (and definitely cheaper than current Game Case prices and the
aforementioned additional outer carton option).
</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhH-30hlrLZmWKJ9PbQEK24YOp3SUTYn0wP-ecdIYlsHw61xm5A6XbCS2aFpD0X8ymhGhRqpJxFqSb6pKnHLxgiYFNvVbFmwkIxW2ZS6yGKpMFeEqk2vbgM4Fc1vIAW-J5xLDBuR8s5zZu5/s1163/pack02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="872" data-original-width="1163" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhH-30hlrLZmWKJ9PbQEK24YOp3SUTYn0wP-ecdIYlsHw61xm5A6XbCS2aFpD0X8ymhGhRqpJxFqSb6pKnHLxgiYFNvVbFmwkIxW2ZS6yGKpMFeEqk2vbgM4Fc1vIAW-J5xLDBuR8s5zZu5/s640/pack02.png" width="480" /></a></div>
<p style="text-align: justify;">
So there you have it, a few months after starting out on this journey and I'm
proud to announce that Grid Pix and Boxy Moxy have both been launched debuting
the new design (and best-sellers LuftrauserZ and Super Bread Box are the first
older titles to be relaunched with it). The beauty of the new packaging is
it's modular nature; if a particular game sells less than the predicted
target, the majority of the packaging costs are automatically reallocated to a
more popular game. In addition to this, just removing the insert immediately
makes the package suitable for Amiga or other platforms as well, without
detrimentally reducing the strength of the overall package. Oh, and of course
there's the obvious environmental factor and storage space saving; 500
flat-packed boxes takes up half the volume of my previous solutions - even
more so when you factor in all the different options I already stock.
</p>
<p style="text-align: justify;">
Finances permitting, I hope to be able to continue to relaunch titles from the
back catalogue with the new boxes on a monthly basis, and have even listed
them as <a href="https://rgcd.bigcartel.com/product/replacement-c64-cartridge-packaging" target="_blank">a product</a> in my shop so people can upgrade their previous purchases
(sold at cost price plus shipping). If fact, considering the going rate for second hand Universal Game Cases on eBay, you might even be able to make a profit!
</p>
<p style="text-align: justify;">
In conclusion, I really, really hope you like the new boxes and I assure you
that with the level of investment involved, these really will be the 'final'
revision of RGCD game packaging. I'd love to hear your thoughts and feedback, so
leave a comment below or drop me a line via the contact form.
</p>
<p>
<i>P.S. - Fun fact; the images shown within this article are actually of a non-final sleeve which had to be re-ordered. I'd accidentally signed off the proof with a matte finish when it was supposed to be gloss. As a result, all 500 sleeves ended up in the recycling shortly after these photgraphs were taken! However, the final_final_final sleeves were really worth the additionally incurred cost.</i>
</p>
RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-73276731517352220802020-07-10T00:20:00.000+01:002020-07-10T00:20:56.032+01:00Sid Chip Club Available on Cartridge! (Commodore 64)RGCD are proud to present a Commodore 64 cartridge version of <a href="https://markus-klein-artwork.de/">LMan</a>'s new album, <b>SID Chip Club</b>. Fresh from his successful <a href="https://www.kickstarter.com/projects/lman/sid-chip-club-vinyl-album-real-c64-house-and-techn">Kickstarter</a>, this new 8-track, hardware 'LP' of dope, club-orientated techno and house music is now finally available for those of you who may have missed the fund raising campaign in 2019.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6zzlOpIOaI88YMI6615h_AFKD-Ua-lZgeRyk5iXhyphenhyphenQEo2pe_3w448FX5CUt5zXjv-qUROOlk0eCQxAWiJWJPaG0DZnrISichuewpZvm-Fnhv_H4SvVGVNZHbqYpu7bV8qMu-TfxW9tIE3/s1600/RGCD-June20-4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6zzlOpIOaI88YMI6615h_AFKD-Ua-lZgeRyk5iXhyphenhyphenQEo2pe_3w448FX5CUt5zXjv-qUROOlk0eCQxAWiJWJPaG0DZnrISichuewpZvm-Fnhv_H4SvVGVNZHbqYpu7bV8qMu-TfxW9tIE3/s480/RGCD-June20-4.jpg" /></a></div><br />
With LMan on the keys combined with some nifty programming by code wizard THCM, the limitations of the Commodore 64 and its legendary SID chip have been twisted into a truly unique sound, bringing the dark and sweaty vibes of the underground club into your lounge/office/studio.<br />
<br />
LMan started making electronic music in 1990 on a C64, later on Amiga and then PC DAWs. He co-founded and has run remix64.com since 2001 (a web community about remixing music from C64 and Amiga games). Between 2012 and 2015, he made a name for himself in the international coloured pencil artist community, holding exhibitions and being published in various art journals. In 2015, LMan returned to the SID chip and actively entered the demoscene, where he has released several acclaimed C64 tunes, gaining attention with elaborate and out-of-the-box sound design and sample usage. Markus is a member of distinguished scene groups like MultiStyle Labs, Maniacs of Noise, Censor Design, Performers and TRSi.<br />
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<b>Sid Chip Club</b> is presented in a pocket-sized, glossy 420gsm cardboard carton, with cover design and illustration by Markus Klein. The GMOD2 PCB is housed in RGCD branded black cartridge shell, with a 3D domed label. The cartridge also comes with a free instant download (MP3, FLAC and D64 music disk).<br />
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We only have 28 cartridges left from the initial run, so <a href="https://rgcd.bigcartel.com/product/lman-sid-chip-club-commodore-64">grab your copy from our online store</a> today! Please note that <b>Sid Chip Club</b> is also available to buy direct from <a href="https://markus-klein-artwork.de/sid-chip-club/">LMan</a> here as a vinyl record or as a digital download.<br />
RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-36201806665921066832020-05-17T10:59:00.001+01:002020-05-17T11:25:14.487+01:00Kobo64 & Argus Available on Cartridge! (Commodore 64)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSYL4Z4982QsuwpJnB8FSWLQju9i6_RHPzozPZMQVuYXS3W6oRTuM20FohOHQfAhfGMi91Y2c1PAfvPfOkpD9MbnnQAuEqrHb0p8GvXlgPBstUiY5QG1QZY0yYilhLEQl8HyFfl9KAbLtT/s1600/17.05.20-01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSYL4Z4982QsuwpJnB8FSWLQju9i6_RHPzozPZMQVuYXS3W6oRTuM20FohOHQfAhfGMi91Y2c1PAfvPfOkpD9MbnnQAuEqrHb0p8GvXlgPBstUiY5QG1QZY0yYilhLEQl8HyFfl9KAbLtT/s480/17.05.20-01.png"/></a></div><br />
Hey everyone, been a while since I wrote - in fact, it seems like the world was a very, very different place the last time I did. I really hope you and your families are well and that you are coping under the strain of this seemingly never-ending quarantine. It’s sure been hard here at RGCD HQ, with three kids of very different levels of ability all needing home schooling and my wife and I both working full time (as key workers nonetheless), but I consider us to be lucky - we at least know where our next pay cheque is coming from, unlike many others.<br />
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I’d been putting off launching new releases because of this. I know how passionate some of you collectors out there are (I’m the same with limited edition rap and funk 45s), and I didn’t want to cause unnecessary stress by encouraging people to spend their money on new Commodore 64 software when perhaps that cash could be better spent at this time ordering a surprise take-out meal for your family, getting some drinks in or renting a few movies/buying a box set for you to enjoy with your partner. <i>So please, rest assured, these two will be available for some time yet</i> - if the initial batch sells out, there will be more in the future.<br />
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With that said, on to the games!<br />
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First up we have a special cartridge edition of <b>Argus</b>, a stunning role playing adventure for the Commodore 64 originally developed for <a href="http://www.psytronik.net/newsite/index.php/c64/89-argus">Psytronik Software</a> by Achim Volkers with graphics and design by Trevor Storey and the soundtrack by Saul Cross. Vast in size, with an atmospheric soundtrack, stunning visuals, smooth 3D transitions between 1500 different locations and animated intro and end sequences, <b>Argus </b>received wide acclaim upon release in 2017. RGCD are proud to present this special 2019 cartridge edition of the game created by Siem Appelman with hugely improved loading times and on-cartridge game progress saving/loading.<br />
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<b>Argus </b>is sold in a modified plastic Universal Game Case complete with custom made foam insert (as with the rest of our deluxe range), presented in an external cardboard box. The cover art was illustrated by Trevor 'Smila' Storey and the game comes complete with a professionally printed 12-page A6 manual, large weather-proof vinyl RGCD sticker, Psytronik and RGCD badges, post-card, a 170gsm matt-coated folded A3 map and a a 170gsm matt-coated A3 poster. The custom PCB is housed in a translucent purple commodore-style cartridge shell, with a 3D domed label.<br />
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Please note that Pystronik Software are also selling the game on <a href="http://binaryzone.org/retrostore/index.php?main_page=advanced_search_result&search_in_description=1&keyword=Zoran">5.25" diskette and cassette</a>, in addition to <b>Argus </b>being available to buy as a downloadable D64/PRG/TAP file <a href="https://psytronik.itch.io/argus">here</a> for use via emulation or on real hardware devices such as the <a href="http://www.1541ultimate.net/content/index.php">Ultimate 1541-II</a>.<br />
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Purchase your cartridge today from our <a href="https://rgcd.bigcartel.com/product/argus-commodore-64">online store</a>! (Note that purchases of the cartridge include the downloadable version of the game for free).<br />
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<i>Ever wanted to destroy massive space stations and uncountable enemies with a small ship for fun, profit and fame? You're at the right place - The Alliance Of Planets are hiring aspiring wannabe-heroes and veteran starfighter pilots to combat the Kobonian infiltration of our galactic territory!<br />
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The Kobonian Empire have established heavily-defended space stations within 50 different sectors that must be eliminated with extreme prejudice in order to dissuade the filthy reptiles from expanding further into Human space. Their huge maze-like structures are protected by heavy firepower and an armada of fighter craft, so vigilance is required!<br />
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Are you up to the challenge? Fame, fortune and (most likely) a hero's funeral awaits!</i><br />
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The initial version of <b>KOBO64 </b>was released as a 16KB cartridge game for the RGCD annual C64 game development competition (in <a href="https://www.rgcd.co.uk/2013/05/c64-16kb-cartridge-game-development.html">2013</a>). Now, in 2019, RGCD and <a href="https://csdb.dk/group/?id=514">Singular </a>present what is probably the final version of the game, revision 313. Still only 16KB in size, and featuring 50 levels with procedurally generated maps, triple-buffered, 25FPS, 8-directional scrolling, an overwhelming number of enemies/bullets on screen, 10+ enemy types, full PAL/NTSC compatibility and Joystick or keyboard control!<br />
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<b>KOBO64 </b>is presented in a modified plastic Universal Game Case complete with custom made foam insert (as with the rest of our deluxe range). The cover art was illustrated by Flemming Dupont and the game comes complete with a professionally printed 20-page A6 manual, large weather-proof vinyl RGCD sticker, a post-card and a 170gsm matt-coated A3 poster. The 16KB PCB is housed in a neon-pink cartridge shell, with a 3D domed label.<br />
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Please note that <b>KOBO64 </b>is also available <a href="https://rgcddev.itch.io/kobo64">here </a>for FREE as a downloadable .CRT and .PRG image to use via emulation or on real hardware devices such as the <a href="http://www.1541ultimate.net/content/index.php">Ultimate 1541-II</a>.<br />
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Note that this release of <b>KOBO64 </b>is a zero-royalty, ‘for fame & glory only’ production on the request of the developers, and we’ve passed that saving directly on to you.<br />
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Purchase your cartridge today from our <a href="https://rgcd.bigcartel.com/product/kobo64">online store</a>! But most importantly, stay well!<br />
RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-51796625752437875942020-01-19T11:10:00.000+00:002020-01-19T11:10:00.517+00:00C64anabalt, Super Bread Box and Bomberland Back in Stock!<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkFJx1reHdUW0QigkP7Q-gfpv74f6YKzYiHbRbCBVLijJDr67L3t3KXGNhYottyAyrJwo9dHumyKq6d5UJzs4NrgwZUrpWfQR0ELKmmwCng3y_frPDbHD9W59vsKBOWS4qn6yMWJsOn-ST/s1600/stock01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkFJx1reHdUW0QigkP7Q-gfpv74f6YKzYiHbRbCBVLijJDr67L3t3KXGNhYottyAyrJwo9dHumyKq6d5UJzs4NrgwZUrpWfQR0ELKmmwCng3y_frPDbHD9W59vsKBOWS4qn6yMWJsOn-ST/s480/stock01.png" /></a></div><br />
After a busy couple of weeks, I'm pleased to say that our entire catalogue of games is now back in stock over at the <a href="https://rgcd.bigcartel.com/">RGCD online store</a>! This includes all our popular releases - many of which have been unavailable for months - such as Paul Koller's <b>C64anabalt</b> and <b>Super Bread Box</b>, and Michal Okowicki's <b>Bomberland</b>. My office is currently overflowing with C64 gaming goodness.<br />
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In addition to this, I spent all day Friday assembling copies of <b>Kobo64</b> and <b>Argus</b> for sale (the outer cartons still haven't arrived for the latter, although they have left the manufacturer and should arrive next week).<br />
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So in short, if you've missed out on any of our past releases, grab them from our <a href="https://rgcd.bigcartel.com/">online store</a> today - and keep an eye out for some new arrivals soon :)RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-27459406825719108332020-01-03T21:14:00.000+00:002020-01-03T21:14:55.065+00:00Happy Christmas/New Year!Hey all - just a quick post from Jamie and I at RGCD to wish you all a Happy Christmas/New Year!<br />
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The second half of 2019 was pretty quiet here at RGCD, mainly due to a huge renovation project taking place in my house. However, on the positive side, that work is now complete and as a result I now have a brand new office from which to run the business :)<br />
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Of course, that's not to say that we've been completely idle here. On my desk I currently have two projects complete and awaiting release; a collector's edition cartridge of <b>Kobo64</b> (the much acclaimed 8-way scrolling shmup) and a cartridge version of Psytronik's popular RPG <b>Argus</b> complete with an on-cartridge save function. Both games will be available to purchase as soon as the product photography returns from the studio.<br />
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Following those two will be the eagerly anticipated <b>Retaliate DX</b> and <b>Gridpix</b> - both of which are in the final stages of production with just the manual and box layout work to complete.<br />
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In addition to this, we've been working on delivering perks for two Kickstarters; a cartridge version of Psytronik & Icon64's <b>Lord of Dragonspire</b> for backers of the Zzap 2020 Annual, and a cartridge version of the <b>Sid Chip Club</b> LP by LMAN. Dragonspire is actually complete (all 150 cartridges have been flashed!) but the contents of the box were a little too snug, so I have opted to get external cardboard cartons manufactured. As soon as these arrive I'll be able to deliver them to Chris at Fusion Books (should be no later than mid January). The Sid Chip Club album itself is also just about complete, although the binary front end for the cartridge version is still in development. <br />
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So aside from the projects above, let's discuss the elephant in the room for a moment... what happened with the RGCD compo this year?!<br />
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Far from being forgotten, our game development competition unfortunately concluded back when my house was having a new roof and 2nd storey installed, and as a result the entirety of the previously attic-based RGCD office was secured away in lock-up storage. In fact, I've basically been without a computer or workspace until a couple of months ago, and since then it has been non-stop catching up with orders and accounts. However, I'm now at the stage where I'm able to give it the attention it deserves to get the final judging organised and concluded - so watch this space!<br />
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Like many of you out there, this Christmas I received a surprise gift of <b>TheC64</b>. Despite already having half a dozen Commodore computers, I suppose that it was the ideal 'readily available' gift to get a C64 aficionado like myself! Anyhow, ignoring the moans of the "it's just an emulator" crowd, it's actually quite a fun and convenient machine to use - case in point, I'm using a raspberry pi portable screen and typing this blog post on it right now. It'll also prove valuable in the development of the still-WIP RGCD <b>Megatape</b> too - after all, it's modern systems like this that the USB cassette was created for :)<br />
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Also in the background, Jamie has been working part time freelance and part time for his previous employer over the past year, and has recently picked up work on the long-postponed new RGCD website. Here's hoping we'll both keep the momentum going over the following months to give it the refresh it deserves!<br />
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Ok, so I'm off now to grab what's left of the mulled wine and put my feet up in front of the fire. Here's wishing you and yours the best for 2020!RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com3tag:blogger.com,1999:blog-2016535740516105777.post-21996282065134702622019-06-15T14:07:00.000+01:002019-06-15T14:09:03.910+01:00Relentless (Commodore 64)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMFbQ7GrEfShzSHR9mfdax13ZDW_ua7ztckPLfMnkrj8w4BlWL_7pBnxjPrXFLY7m6p2MruII8H8MdBWDMd5k-pSVWdbO2l4yPNjBmyTKAQGEkOqQbCX3jrlt6uEr5a4ovAmEeiFpF5e89/s1600/relent01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMFbQ7GrEfShzSHR9mfdax13ZDW_ua7ztckPLfMnkrj8w4BlWL_7pBnxjPrXFLY7m6p2MruII8H8MdBWDMd5k-pSVWdbO2l4yPNjBmyTKAQGEkOqQbCX3jrlt6uEr5a4ovAmEeiFpF5e89/s480/relent01.png" /></a></div><br />
Already this year the <a href="https://itch.io/jam/c64-16kb-cartridge-game-dev-compo-2019">RGCD 16KB Cartridge Game Dev Compo</a> has received its fair share of shoot 'em ups - and as shmups are my favourite game genre, this makes me very happy! With Sarah Jane Avory's excellent <a href="https://sarahjaneavory.itch.io/neutron"><b>Neutron</b></a>, Richard Bayliss' <a href="https://richard-tnd.itch.io/blastopiadx"><b>Blastopia DX</b></a> and <b><a href="https://richard-tnd.itch.io/letsinvade2">Let's Invade 2</a></b> already submitted and two more planned from C64CD (<b><a href="https://csdb.dk/release/?id=178357">Stercore XD</a></b> and <b>Death Weapon</b>), you'd think there wouldn't be room for any more.<br />
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You'd be wrong.<br />
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Back in 2013, Paul 'Axelay' Koositra, rexbeng and Tom & Jerry released a stunning 16KB shoot 'em up called <b>Relentless</b> for the Amstrad CPC - also, somewhat fittingly, as an entry in a <a href="http://www.cpcwiki.eu/index.php/Amstrad_CPC_16KBs_ROM_Game_Development_Competition_2013">16KB cartridge competition</a> - which it ultimately won. Then, to celebrate Psytronik releasing the <a href="http://www.psytronik.net/newsite/index.php/cpc/16-relentless">cassette version</a> of the CPC game, rexbeng uploaded a C64 version of the <a href="https://csdb.dk/release/?id=119951">loading screen</a> to CSDB as a teaser - but that was all - there was no C64 conversion planned... Until now!<br />
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Similar to the original, <b>Relentless 64</b> is a high speed, non-stop score-chasing shmup with some neat score chaining mechanics. The enemy waves come at you thick and fast, and taking out an entire wave rewards you with an increasing score multipler, resetting back to 1x should you miss a ship or crash.<br />
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Level progression is akin to Konami's Scramble - no pause to catch your breath, no 'level complete' text, just a scenery/enemy change and onwards you go, leaving a trail of destruction in your wake. The gameplay, aside from the scoring, is pure - no power-ups or bosses, just classic horizontal shooting action at a breathtaking speed (beaten in this competition only by Stercore XD).<br />
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It's fantastic stuff, with multiple difficulty settings (changing the rate of fire of the scenery mounted turrets and player autofire), options for music, sfx or both (with the soundtrack provided by the awesome Cyborgjeff) and proper high score entry (which even remembers your initials between rounds). There are also plans for medal icons to show the difficulty scores were achieved on in the high score table. <br />
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As with <a href="https://www.rgcd.co.uk/2019/05/moonspire-ii-commodore-64.html">Moonspire II</a>, rexbeng's artwork gives the game a unique futuristic feel - the player ship and bullets are vibrant and despite the minimal ROM space he has achieved a rich and varied set of enemy types and scenery pieces. The randomly selected enemy waves also help to keep it feeling fresh with every play. <br />
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All that currently remains prior to submission in the competition is a reworking of the front screen and some minor tweaks and changes here and there, but in all <b>Relentless 64</b> is shaping up as an excellent 16KB game, and one that we're especially proud to announce will be available from RGCD and Psytronik in physical format in the near future.<br />
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Keep an eye on the 16KB competition progress <a href="https://itch.io/jam/c64-16kb-cartridge-game-dev-compo-2019">here</a>, and make sure to follow us on <a href="https://twitter.com/RetroGamerCD">Twitter</a>, <a href="https://www.facebook.com/rgcd.co.uk/">Facebook</a> or sign up to our <a href="http://eepurl.com/dhKtsf">mailing list</a> so you don't miss out when the <b>Relentless 64</b> is released!<br />
RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-77359859014534022702019-06-09T23:08:00.000+01:002019-06-09T23:14:37.687+01:00Wolfling (Commodore 64, Commodore Amiga & PC/Linux/MacOS)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsPAIboB7DkGpDm-plOjZ5XMkmagRMUFjlZuT8C38eZL3NwS93OFZzHZZRBI6e8rYV0K4asWUhfRQ7CEiasTYilBp0i0tRhuNr7XzjANtpW6IkQ8aEFmfwMuId8ozj6UnhTeuDlkjw6o6B/s1600/WolFling_FINAL_small.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsPAIboB7DkGpDm-plOjZ5XMkmagRMUFjlZuT8C38eZL3NwS93OFZzHZZRBI6e8rYV0K4asWUhfRQ7CEiasTYilBp0i0tRhuNr7XzjANtpW6IkQ8aEFmfwMuId8ozj6UnhTeuDlkjw6o6B/s480/WolFling_FINAL_small.png" /></a></div><br />
Earlier this year, shortly after the launch of the Amiga versions of <a href="https://rgcddev.itch.io/powerglove-reloaded">Powerglove</a> and <a href="https://rgcddev.itch.io/tiger-claw">Tigerclaw</a>, Matthias '<a href="http://www.lazycow.de">Lazycow</a>' Bock released <b><a href="https://lazycow.itch.io/wolfling">Wolfling</a></b> for the Commodore 64, a conversion of his 2017 NesDev competition entry and possibly his most accomplished platform adventure to date. Featuring a shape-shifting werewolf protagonist, <b>Wolfling</b> is most notable for it's interesting mechanics; you can use rays of moonlight to transform from girl to wolf, with both characters controlling differently and having unique abilities and attacks. The game improves on the already high standard set by Lazycow's previous C64 games, with greater environmental variation and more developed story-telling, the only downside being it's relatively short length.<br />
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The more observant of you may have noticed that shortly after launch, the <b>Wolfling</b> <a href="https://lazycow.itch.io/wolfling">itch.io page</a> was updated with a new cover illustration. We've been keeping this pretty quiet, but that was actually commissioned by us after we reached an agreement with Matthias to team up together for a cartridge release of the game. Why the secrecy? Well, before making any announcement public, we needed to be in a position to actually confirm exactly *what* we were announcing... <br />
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Now at last, several months later, we're super proud to disclose that not only will <b>Wolfling</b> be getting a physical release, but it will be further expanded with two new levels, save-points, a mini-map, new graphics, parallax scrolling, new items (including a sword) and a power-dash for the Wolf! Oh, and the big news is that as with Matthias' other releases, this enhanced version of <b>Wolfling</b> will be available for the Commodore 64 *and* <i>1MB Commodore Amiga</i>!<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM7ymbAsui6Voij3GTRamaCPlbrS7ti0ZGSjhxX1t9UW904x3UzuUVqhHw1HclxctBfZVKvf1b-PO6u9JykHhoMD1BPq27CEHw92ZavmU6CwsqSFZiEZYwkYaTTBPn3LYZEViJmWOPFfS7/s1600/wl-forest3+%25281%2529.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM7ymbAsui6Voij3GTRamaCPlbrS7ti0ZGSjhxX1t9UW904x3UzuUVqhHw1HclxctBfZVKvf1b-PO6u9JykHhoMD1BPq27CEHw92ZavmU6CwsqSFZiEZYwkYaTTBPn3LYZEViJmWOPFfS7/s480/wl-forest3+%25281%2529.gif" /></a></div><br />
We've still got quite a long road ahead of us before release; currently the two new levels are built but most of the rooms are placeholder graphics only, and of course for the Amiga version all the artwork will need to be redrawn. There's also the question of how it will be packaged; at the moment I'm considering using the same boxes as used for our Amiga releases, and having the same print material for all versions (like in the old days).<br />
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This not only simplifies things for the customer, with one product page with the option of which version you wish to buy (C64 cartridge, Amiga CD and floppy disk, or both, all in the same box), but also saves on production costs - meaning we can sell the game at an affordable price. In fact, with there being Windows, Linux and MacOS ports too, it makes more sense to include a glass-mastered, CD32 compatible CD containing *all versions* of the game even with the C64 cartridge, and have the manual in the format of a CD booklet inside the jewel case.<br />
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We'll be back with an update when further progress is made on the Amiga version, but in the meantime, check out the latest public release of the game (currently available for Commodore 64, NES, Windows, MacOS and Linux) over at Lazycow's <a href="https://lazycow.itch.io/wolfling">itch.io page</a>.<br />
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Make sure to follow us on <a href="https://twitter.com/RetroGamerCD">Twitter</a>, <a href="https://www.facebook.com/rgcd.co.uk/">Facebook</a> or sign up to our <a href="http://eepurl.com/dhKtsf">mailing list</a> so you don't miss out when the game is released!<br />
RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com5tag:blogger.com,1999:blog-2016535740516105777.post-56372671529396210152019-06-07T16:06:00.000+01:002019-06-07T16:18:22.450+01:00Introducing the RGCD Megatape<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-SjfSSwgVF8v2hyltWwqAqwtMtkIvUu1t9LMg7qWAuuZVE6WMQIlwwS3cOkWtRF7oKK6wg89rtYOrbaCOrxmoefWMKLSFVfR7LoPMWgjriY38pOXl_2IRfG3GfKFlgyx8RqGe_N-HTdU2/s1600/megatape-combo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-SjfSSwgVF8v2hyltWwqAqwtMtkIvUu1t9LMg7qWAuuZVE6WMQIlwwS3cOkWtRF7oKK6wg89rtYOrbaCOrxmoefWMKLSFVfR7LoPMWgjriY38pOXl_2IRfG3GfKFlgyx8RqGe_N-HTdU2/s480/megatape-combo.png" /></a></div><br />
I've been looking at getting some RGCD branded USB sticks made up for a few years now, but could never settle on a style that I was happy with. I figured it would be a nice extra to add with our physical cartridge games so that they can be played on <a href="https://retrogames.biz/">TheC64 Mini</a> or <a href="https://ultimate64.com/">Ultimate64</a>, but the cost price was always so prohibitive - especially so when in comparison with what value they'd add to the buyer. I mean, a 4GB USB stick holding a few kilobytes of data just seemed wasteful.<br />
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Then recently those cool guys at <a href="http://www.hewsonconsultants.com/">Hewson Consultants</a> launched a (successful) Kickstarter for a collectors 'USB cassette' release of Puppy Games' <a href="https://www.kickstarter.com/projects/robhwson/droid-assault-collectors-usb-cassette">Droid Assault</a> (a game we championed back in <a href="https://www.rgcd.co.uk/2011/05/droid-assault-pcmaclinux.html">2009</a>, when RGCD was still a CD-based magazine). I'd previously seen Hewson's USB cassette of <a href="http://www.hypersentinel.com/">Hyper Sentinel</a> and I thought the format was a cool gimmick for an indie game, but seeing the Droid Assault Kickstarter aping the style of vintage game cassettes for the Sinclair Spectrum and Commodore 64 made something click... and the concept of the <b>RGCD Megatape</b> was born.<br />
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I (like many of you) have an Ultimate 1541-II cartridge with my Commodore 64, and over the past decade I've built up quite a large collection of games, demos, artwork and music releases, all of which are now neatly stored on a single USB stick. However, it takes time to build up this sort of hand-picked collection, and with the scene being currently swamped with hundreds of new users thanks to devices such as TheC64 Mini (and the Ultimate64), I figured that a nicely packaged RGCD collection would possibly be well received.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXn70TPQ3LVhPtOrM8LkW3OYxpOpQN4ONgV4T_8fKaIHs0-2tlyLsYMoCxAoNyay4ZbML3EeSPHzR1Nu_wFOKcYZTpbXg2kUDOr6aeGTsnW8wGkd4GuuOoBYhRh28fTiYoxgRRmUOMfm7o/s1600/mini-megatape.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXn70TPQ3LVhPtOrM8LkW3OYxpOpQN4ONgV4T_8fKaIHs0-2tlyLsYMoCxAoNyay4ZbML3EeSPHzR1Nu_wFOKcYZTpbXg2kUDOr6aeGTsnW8wGkd4GuuOoBYhRh28fTiYoxgRRmUOMfm7o/s480/mini-megatape.png" /></a></div><br />
The RGCD Megatape will not only compile all of our past releases and RGCD competition entries in one place, but will also act as a platform to showcase some of our favourite modern-day freeware C64 games and various stuff from the demoscene. The format of the USB cassette itself not only fits in perfectly with genuine retro game collections, but it's also super easy to use with modern hardware (although I may need to provide an optional short USB extension cable looking at how tightly it fits when used with the Ultimate 1541-II cartridge). In fact, if you want to impress your work colleagues, you could just bin the contents and use it as your regular work USB stick in the office! ;)<br />
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As you are no doubt aware, RGCD release C64 games exclusively in cartridge format - although we of course have collaborated with <a href="http://www.psytronik.net/">Psytronik</a> and <a href="https://www.protovision.games/">Protovision</a> for floppy and cassette versions of some titles. However, compared to other media, these cartridge games are a little more expensive - which makes the Megatape an ideal way for people to add a physical RGCD release to their collection at a more affordable price. And what's really cool is there's no need for a 'Volume 2' - the contents will be regularly updated on a yet-to-be-built website (currently proposed as www.superbreadbox.com/megatape/) and ultimately free for anyone to download. Consider this our gift to the scene.<br />
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<i>So, when will it be available? And how much will it cost?</i><br />
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There's still a lot of work to do. In some ways, I jumped the gun in asking Christina Antoinette '<a href="https://twitter.com/castpixel">Castpixel</a>' Neofotistou to assist with the design and amazing illustration, but I was eager to see what the samples would look like before investing too much time in putting the contents together. Dr. Martin '<a href="https://csdb.dk/scener/?id=9508">Enthusi</a>' Wendt has also been hugely helpful in re-purposing his amazing diskmag engine for use as a note viewer - from the start I wanted to ensure that any readme texts were accessible as stand-alone programs (I don't think TheC64 Mini supports text files, although the Ultimate 1541-II and Ultimate64 do), so I've been busy writing them using a most 'unique' toolchain... <br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNe_H6xzT9t_ksjT4ye54YrORJKXSKZk7RSju2yCQhdcE4yfhjnaEzF1LRG_Hs1x3vNIYDTdyADPU9sTe4BxFOHWcyy96Wuzz8tczb6JSBdoe5ygZzGm8pCvlLPudHN95Jspsjbjc4E6TY/s1600/output_kMcAG6.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNe_H6xzT9t_ksjT4ye54YrORJKXSKZk7RSju2yCQhdcE4yfhjnaEzF1LRG_Hs1x3vNIYDTdyADPU9sTe4BxFOHWcyy96Wuzz8tczb6JSBdoe5ygZzGm8pCvlLPudHN95Jspsjbjc4E6TY/s480/output_kMcAG6.gif" /></a></div><br />
Enthusi's diskmag engine only compiles on Linux - an operating system I've personally failed to get to grips with. However, RGCD's Jamie Howard already had a Raspberry Pi on his network at home acting as a 'smart-doorbell', so we opted to just put the assembler files and scripts on there. So every time I want to compile a note I have to WinSCP the files across to the other side of Exeter, have a chat with his doorbell via PuTTY to compile it before finally transferring back to me. Yes, that's right, the Megatape README.PRG's are compiled remotely by a <i>fucking DOORBELL</i>. I don't think the inventors of the Raspberry Pi ever imagined their hardware would be used this way! :D<br />
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So, we're a few months off at least, but I hope to have the the first build of the Megatape available in our store by Autumn. I'll be at <a href="http://www.novaparty.org/">Nova Party</a> in a few weeks and will be working on it there (between beers, smokes and socialising), so hopefully I'll have a better launch date estimate after that. Cost wise, these cassettes are not exactly cheap to have made as a short run, but I'm aiming for a price of around £15 plus postage. However, the RGCD Megatape is being developed more for fun than profit (the £2 mark-up per unit is literally just to cover the cost of the artwork), so I'll do my best to keep the price as reasonable as possible.<br />
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Make sure to follow us on <a href="https://twitter.com/RetroGamerCD">Twitter</a>, <a href="https://www.facebook.com/rgcd.co.uk/">Facebook</a> or sign up to our <a href="http://eepurl.com/dhKtsf">mailing list</a> so you don't miss out when the RGCD Megatape is released!RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com6tag:blogger.com,1999:blog-2016535740516105777.post-663495338371532962019-06-04T23:26:00.000+01:002019-06-04T23:51:04.112+01:00RTFM(!) - The Evolution of RGCD's Instruction Booklets<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgudZIfx2tbDLrFt3wlHumM59clB1FhuM1AMtD_dfX6wQRaG6nPmrBooXb6OHEIu0iVuxBDmr4pO0f6VmdHryZxkw0-4y8W86GK5ceNrNZ15soG3TwawBbLaB6iSX3Qvzgv3Q1GhyphenhyphenjxVlji/s1600/manual01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgudZIfx2tbDLrFt3wlHumM59clB1FhuM1AMtD_dfX6wQRaG6nPmrBooXb6OHEIu0iVuxBDmr4pO0f6VmdHryZxkw0-4y8W86GK5ceNrNZ15soG3TwawBbLaB6iSX3Qvzgv3Q1GhyphenhyphenjxVlji/s480/manual01.png" /></a></div><br />
Here at RGCD we're currently knee-deep in near-completed projects, and one of the biggest milestones in getting a game published is of course the print material finally coming together. With that in mind, I thought it was time to introduce <a href="http://chrismantil.ca/">Chris Mantil</a> - one of our unsung heroes. But first, let's reminisce a little... <br />
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When I was a kid in the early 90's, buying a new video game meant taking a 30 mile bus trip into Exeter, walking down to either the independent or chainstore, handing over my £20 or so, then catching the bus home again - and as soon as I got on-board I'd tear open the cellophane and pull out the manual to digest on the way home. Manuals back then were pieces of art themselves, often full of the promise of the excitement ahead, if not more exciting than the games themselves (I recall loving the novella that came with Frontier: Elite II much more than the actual game!)<br />
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Of course, in today's gaming environment no player is expected to look at a manual - modern-day game developers are encouraged to either make their games so intuitive that instructions are unnecessary, or provide extensive tutorials that hold the player's hand. Gamers have never had it so good, you'd think. But for me, part of buying a physical release was always about the manual, and for this reason I've always striven to provide full, printed documentation with every RGCD release.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhM3fPhoVD6t6f64Fgf8EzMwbUsx42x4biQ04lcYCo7a4u3YXZLCIubM-qH839vd79t8TCCJ_sZHsMVTlEGGsZxcYYPx8HYHo9kC54mQrt-3fly5T9Ojl0s6YPmWOnOOo3_fC_I0r-sHkCz/s1600/manual02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhM3fPhoVD6t6f64Fgf8EzMwbUsx42x4biQ04lcYCo7a4u3YXZLCIubM-qH839vd79t8TCCJ_sZHsMVTlEGGsZxcYYPx8HYHo9kC54mQrt-3fly5T9Ojl0s6YPmWOnOOo3_fC_I0r-sHkCz/s480/manual02.png" /></a></div><br />
In many cases, this has meant writing a story for an already completed game. Particular examples I'm most proud of include <b>Get 'Em DX</b> - an arcade game which really doesn't need a back story, but received one anyway, and <b>Moonspire</b> - where I had to crowbar a believable sci-fi background into a game that seemingly had no setting at all, despite the futuristic title. <i>(Thankfully, for the sequel Rexbeng, Dusan and I have actually been working out all the plot details before building levels and have even moulded the gameplay to suit!)</i><br />
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However... I'm no graphic designer. Early RGCD releases came with manuals that I put together in MS Word, printed out and cut and stapled together. The text may have been full of plot, trivia and facts, but the presentation was basic to say the least. Then, back in 2016, I received an email from Chris whom introduced himself as a graphic designer (and RGCD fan) who wanted to join the team. The timing couldn't have been better as we'd just agreed to ship <b>Tiger Claw</b> as a perk in the "<a href="https://www.kickstarter.com/projects/47744432/the-story-of-the-commodore-64-in-pixels">The Story of the Commodore 64 in Pixels</a>" Kickstarter - a game that very much needed a decent manual. And now in 2019, thanks to Chris, all of the games in our currently available catalogue are up to the standard I always hoped for - with beautifully presented manuals deserving of the player's attention.<br />
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One of the things Chris has introduced for RGCD is the 'compatibility grid' - a collection of cells on the first few pages of each manual highlighting features and system requirements. Rather than present these in a bullet-point list (as previously managed), Chris chose a more visual approach that has remained consistent over the past few years - making it immediately clear to the user what they need to run each game. <br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisKQs7XGn4HL83ssLtcXVikF1YETUTejQMWCwLqrmURhJHMMTJPqDbCX3vEoozsOORJOTKodFRiuaxVtkE3CuhrBWmn-O_lQFmfahqC0wK3njP7v9wpWO_JaZi0OW7PU4KONuMG5FCiT-O/s1600/manual03.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisKQs7XGn4HL83ssLtcXVikF1YETUTejQMWCwLqrmURhJHMMTJPqDbCX3vEoozsOORJOTKodFRiuaxVtkE3CuhrBWmn-O_lQFmfahqC0wK3njP7v9wpWO_JaZi0OW7PU4KONuMG5FCiT-O/s480/manual03.png" /></a></div><br />
In addition to this, there's the consistent style he's given each game manual so that it fits the overall package; with <b>Rocket Smash EX</b>'s manual having a 1950's aesthetic that matches Flemming Dupont's box illustration, and <b>Aviator Arcade II</b>'s 'Field Manual' having the appearance of a fictional Military file. In fact, every time I receive a new set of PDF proofs from Chris my inner kid gives a whoop and a high five!<br />
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This year we're continuing the laborious process of working through our back catalogue of 'deleted' games to give them a much-needed refresh and re-release, with 2011's <b>Fairy Well</b> by Wide Pixel Games next to come off the assembly line. I'm hoping to continue to do this alongside the new releases, but it's a pretty expensive venture to redo the manual, create new labels and update the prints, so it will take time for all of our games to become available again.<br />
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However, if you have any of our early revisions it's worth noting that some of these can now be (cheaply) updated by purchasing one of our <a href="https://rgcd.bigcartel.com/category/cartridge-label-manual-upgrade">upgrade packs</a>. In fact, if purchased alongside another game or item, the postage is free - so check them out - and please, put my original hand made efforts where they belong - <i>in the recycle bin!</i> :D<br />
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<hr /><br />
<b><span class="Apple-style-span" style="font-size: large;">Words from the Designer</span></b><br />
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<i>I emailed Chris a copy of this post for him to check over for factual errors prior to publishing, and in his reply he asked if he could add a few words. What I received back from him was a bit more than 'a few words', but it was so warming to read his thoughts about his time working with RGCD I just had to add it here. Chris, thanks again for all your help!</i><br />
<br />
"I blame <b>C64anabalt</b> for my rekindled love of the C64. After finding out the game had been ported to the 30 year old computer, I quickly fell down the rabbit hole that is the C64 scene. It blew my mind seeing people not only porting games, but also creating entirely new games for the system.<br />
<br />
I was so young when we owned a C64, It was hard not to remember it as anything but this funny little computer that our grandparents handed down to us. I wasn't really sure what it was. All I knew was that it was the only form of videogames in our house and that my sister was way better at playing <b>Jumpman</b> than I was.<br />
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Diving into the scene as an adult let me track down all the games I played as a kid and appreciate them on a whole new level. I also got to discover a ton of new games, like <b>Knight and Grail</b>, which was easily my favourite game I played that year.<br />
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I soon discovered RGCD and again was just blown away by the amount of games that were being released. I also really appreciated that RGCD was committed to putting games on cartridges. As kids, we only ever had a stack of floppy disks, and as much as I loved playing those games, I was never a huge fan of how tedious it was to get them loaded (I didn’t even know games came on tapes)."<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrfq4It3RaYHL5CdRkQAqRTlxctPQ4uoesH9nVDl0KGZgxItHUPmP_OONq62snWaLjMCS6uJmiq_jY3TaMvOc93XsAtGiV690LKM85dBf1pXPi0q3BQ45Z0rkNAciJyBxC4ulwc5hLsX2G/s1600/manual04.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrfq4It3RaYHL5CdRkQAqRTlxctPQ4uoesH9nVDl0KGZgxItHUPmP_OONq62snWaLjMCS6uJmiq_jY3TaMvOc93XsAtGiV690LKM85dBf1pXPi0q3BQ45Z0rkNAciJyBxC4ulwc5hLsX2G/s480/manual04.png" /></a></div><br />
"I could tell that there was a lot of care going into these games, and (despite what James may say about his original manuals) I really respected the level of polish that was being put into the packaging. I wanted to be a part of that so I sent James an email and offered to help in any way I could.<br />
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It's been three years and I have worked on 18 game manuals as well as boxart for the <b>2015 16k Cart Competition</b>. It's been a ton of fun collaborating with RGCD and I am very proud of the work we have done together.<br />
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Despite being relatively simple, these game manuals are always a bit of a challenge. We usually have limited art assets to work with and often times what we do have is 8-bit sprites. The fun comes from trying to work within these limitations. I always want the instructions and controls to be clearly communicated, but I also want to visualise the tone, energy, and style of the game. <br />
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I am particularly proud of the <b>C64anabalt</b> manual. <b>C64anabalt</b> is simple but extremely stylish and relies heavily on atmosphere, as well as a sense of speed and momentum. By replicating the onscreen visuals across double page spreads and the selective use of text, I think we did a great job of conveying the games atmosphere while also communicating how the game moves and plays. Other standouts for me are <b>Super Bread Box</b>, <b>LuftrauserZ</b>, and <b>Rocket Smash EX</b>.<br />
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I remember how much fun it was as a kid to pour over game manuals, and I hope my work brings back those fond memories for other people too. It's a ton of fun getting to be a part of this scene. I am constantly impressed by the amount of work people are putting into keeping this computer relevant and I am so glad I get to help out in any way I can."<br />
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<b>C. Mantil.</b><br />
RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-55060953781971403812019-05-22T18:37:00.000+01:002019-05-22T18:37:29.044+01:00Moonspire II (Commodore 64)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnuNOW5aE2KAzqL6gK-AgdZzPn0qL6Ce-fvwXSuhE3SE84CRcS-_BPtbL3qrlAYOXF8VrrlR01IBLQDqr-9yuT4ChOqjJhvFXXUvBAnUSeMwDNUtJ1MAEKq1eqDnEgaOM8NEQKRKL67yI0/s1600/moon0.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnuNOW5aE2KAzqL6gK-AgdZzPn0qL6Ce-fvwXSuhE3SE84CRcS-_BPtbL3qrlAYOXF8VrrlR01IBLQDqr-9yuT4ChOqjJhvFXXUvBAnUSeMwDNUtJ1MAEKq1eqDnEgaOM8NEQKRKL67yI0/s480/moon0.png" /></a></div><br />
It’s been a long time since I wrote anything about Dusan Milivojevic’s <b>Moonspire II</b> project, and for good reason. Originally planned as a free DLC-style set of extra levels, then re-styled as a stand-alone sequel, an <a href="https://csdb.dk/release/?id=159931">early preview</a> was uploaded to CSDB in which unfortunately 75% of the rest of the game levels we’re hidden in the cartridge image - and of course, when it was ‘<a href="https://csdb.dk/release/?id=162704">cracked</a>’, those half-finished, broken levels were found and unlocked.<br />
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This was hugely demotivating for Dusan in particular, and the project was almost binned. However, I suggested that instead of refitting an set of extra levels as a sequel, perhaps this would actually give us the opportunity to start the project again from scratch.<br />
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And that is what we’ve been doing for the past year.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoexU-OZYmr6B-wV3VqjdtVsy9uDNY9TbUTM3PjZkW5O4lwYb-VrYIH996T0iqIuuCvGbTf5Mc-bV9qwkWzq0LpP5TPOY1S9ujkaM25C5v8kLLrAp6-1AMAQ8kYnDpNdAVmNtFWlFIzsuH/s1600/output_1rl6bt.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoexU-OZYmr6B-wV3VqjdtVsy9uDNY9TbUTM3PjZkW5O4lwYb-VrYIH996T0iqIuuCvGbTf5Mc-bV9qwkWzq0LpP5TPOY1S9ujkaM25C5v8kLLrAp6-1AMAQ8kYnDpNdAVmNtFWlFIzsuH/s480/output_1rl6bt.gif" /></a></div><br />
Working together with Harris ‘rexbeng’ Kladis and Ari ‘Agemixer’ Yliaho, our plan for the sequel was to tear-up the rulebook and start with a fresh design; instead of crow-barring a plot into a game, this time we’ve been working on a properly structured story with cut scenes and mission briefings that fit the levels. In addition to this we’ve completely revised the control method and even included a huge, scrollable in-game map.<br />
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Where the original saw the player infiltrating an alien moon base, in <b>Moonspire II</b> they take the fight to the Draxx, stealthily boarding their leviathan space craft, and uncovering the alien's plans for the human race via a series of intelligence-gathering missions. This has required a huge amount of graphics reworking, and Harris has delivered a unique visual style unlike anything I’ve seen in a C64 game before, with detailed animations and mechanical, futuristic sprites and tiles.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyvYMqBpQvn6va1yc73usErU48zAQAn1OGoXc8y12Qegg-CO6iByQWeVkLocp718-OwqtK0mYvyOOejbyCTUN_x4jFf7kyxNPh9xOsRAmDymep4UOlr-0CXfgCiRLtLTVACryruButEWM4/s1600/output_HJ1iFC.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyvYMqBpQvn6va1yc73usErU48zAQAn1OGoXc8y12Qegg-CO6iByQWeVkLocp718-OwqtK0mYvyOOejbyCTUN_x4jFf7kyxNPh9xOsRAmDymep4UOlr-0CXfgCiRLtLTVACryruButEWM4/s480/output_HJ1iFC.gif" /></a></div><br />
Agemixer’s original acid track from the sequel has been further extended, with additional music being programmed for the intro sequence and outro. In fact, the only thing really holding back the demo release is a missing intro track (which we hope will arrive soon).<br />
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The upcoming single-level demo will showcase some of the new features - your mission involving hacking a number of surface mounted computer terminals in order to gain access to the inside of a Draxx fleet ship. There are now switches that unlock sections of the craft, teleporters that take you to otherwise impossible to reach locations, defensive gun turrets and tiles that restrict movement or inflict damage to the player. On the positive side, you now have a cloaking device that renders you temporarily invulnerable added to your arsenal - and the other weapons have been linked to the F-keys for faster selection (rather than using the spacebar-driven menu from the original).<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj722kUx3-6z69B_zprQLWOOYH9jIDd0tEDGEX9Epj3qRbdGYRa4OtCb3a7g6Z5i6ha3XQs05PEacIHvGHT-_foABGPSjsCy0Krui0Lrgp0W5LB9cwX5RfBICq6cp0ta_zo1CHKnQXkjNji/s1600/output_R9ZCx8.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj722kUx3-6z69B_zprQLWOOYH9jIDd0tEDGEX9Epj3qRbdGYRa4OtCb3a7g6Z5i6ha3XQs05PEacIHvGHT-_foABGPSjsCy0Krui0Lrgp0W5LB9cwX5RfBICq6cp0ta_zo1CHKnQXkjNji/s480/output_R9ZCx8.gif" /></a></div><br />
rexbeng has bold plans for the rest of the game, and although development of the six remaining levels will no doubt be a slow process (fitting it in around family commitments and work), if the detail he has put into the demo is anything to go by then it will be worth it. <br />
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<b>Moonspire II</b> will hopefully be available in early 2020. In order to document the development and maintain motivation I intend to post regular updates as progress is made, so make sure to follow us on <a href="https://twitter.com/RetroGamerCD">Twitter</a>, <a href="https://www.facebook.com/rgcd.co.uk/">Facebook</a> or sign up to our <a href="http://eepurl.com/dhKtsf">mailing list</a> so you don't miss out when the game is released!<br />
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<i>Note: the original <b>Moonspire</b> can be purchased as a *.crt image for download <a href="https://rgcddev.itch.io/moonspire">here</a>, or as an actual physical game cartridge from our <a href="https://rgcd.bigcartel.com/products?search=moonspire&search-submit=">online shop</a>!</i>RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com3tag:blogger.com,1999:blog-2016535740516105777.post-31051424864705088732019-05-17T20:36:00.002+01:002019-05-17T20:36:29.879+01:00Grid Pix (Commodore 64)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfiCIPnAsqHAkya_jTzUzHbA-z2bvmyqt2Z05lr-CkjYL34mTcBNafAA08ITb4-ujv0lT6t67IcKxxiZDylAxyTjbpuQK-cvOYjowP0T0rFI7zy54mQZdEsAzIjJcMSfD49V_m4kJHNXL5/s1600/gridpix.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfiCIPnAsqHAkya_jTzUzHbA-z2bvmyqt2Z05lr-CkjYL34mTcBNafAA08ITb4-ujv0lT6t67IcKxxiZDylAxyTjbpuQK-cvOYjowP0T0rFI7zy54mQZdEsAzIjJcMSfD49V_m4kJHNXL5/s480/gridpix.png" /></a></div><br />
Nonogram puzzle games on the Commodore 64 are like buses, huh? You wait 30 years for one, then two arrive at once! Hot on the heels of Carl-Henrik's '<b><a href="https://sakrac.itch.io/nono-pixie">Nono Pixie</a></b>' (released as an entry in our <a href="https://itch.io/jam/c64-16kb-cartridge-game-dev-compo-2019">16KB game development compo</a>), follows our own commercial release of Carleton Handley's '<b>Grid Pix</b>', featuring puzzles designed by Ilija 'iLKke' Melentijevic and music from Merman, TDM and Cyborgjeff!<br />
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<i>(Of course I know there are other nonogram games out there for the C64 - Oziphantom released his 4KB '<b><a href="https://csdb.dk/release/?id=150725">Picross</a></b>' game back in 2016, and there's an unfinished C64 port of CEZ's 'Illogical' out there somewhere too!) </i><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLNGe6wiTZsD9umskvuqXTyPUbrFamY4qbOgRE8Mjn68hcDijnX0qo5yF_ND80Cm__o1wce_rONku3HHDtqPmJrrM5MF-f0sa8JWreYsLHk7doX8iJkV1wY8Kqe-tz4H1GukPJoZjvwG8J/s1600/output_Qbcj1q.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLNGe6wiTZsD9umskvuqXTyPUbrFamY4qbOgRE8Mjn68hcDijnX0qo5yF_ND80Cm__o1wce_rONku3HHDtqPmJrrM5MF-f0sa8JWreYsLHk7doX8iJkV1wY8Kqe-tz4H1GukPJoZjvwG8J/s480/output_Qbcj1q.gif" /></a></div><br />
We first showed <b>Grid Pix</b> back in February at the <a href="https://techexeter.uk/2019/gameplay-festival/">GAME>PLAY</a> festival in Exeter, and since then we've been busy preparing the game for release, adding two additional soundtrack options, commissioning a fantastic piece of cover art by <a href="http://www.zee-3.com/pickfordbros/">Ste Pickford</a> and further tweaking and refining the game. Progress has been slow yet steady, but I'm pleased to announce we are (finally) nearing the finish line :)<br />
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Interestingly, the trickiest part of putting together a nonogram puzzle (or 'picross', as they are commonly known) is ensuring that they are logically solvable. For each puzzle, following the numerical clues, there must be only one correct answer, and when it comes to drawing the puzzles this can be a real headache. Ilija must have submitted at least another 30 puzzles that didn't pass Carleton's testing program - add this to the fact you really want to keep puzzles from being too easy to 'guess' and avoid excessive symmetry in such a tiny 1-bit frame, and... well, you get the picture! <i>(pun intended)</i><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizCqxJYriFdxp0cVfEslSWWAUiu_PtBfdHpg8_zKaX0GsTCGT3MeKNXXy1bX_n9dNNIOOXk9MCdDSU-_Esb-XXzG7UET0zPAOp4UEMK7nblUJ-eGSSiFeyzgzVZWrnuJJZRPa4HcyfioEj/s1600/output_Ss6nci.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizCqxJYriFdxp0cVfEslSWWAUiu_PtBfdHpg8_zKaX0GsTCGT3MeKNXXy1bX_n9dNNIOOXk9MCdDSU-_Esb-XXzG7UET0zPAOp4UEMK7nblUJ-eGSSiFeyzgzVZWrnuJJZRPa4HcyfioEj/s480/output_Ss6nci.gif" /></a></div><br />
An interesting bit of trivia is that when Carelton was originally designing the game, he used the puzzles from <b><a href="https://en.wikipedia.org/wiki/Mario%27s_Picross">Mario's Picross</a></b> on the GameBoy as test data, and as a result, <b>Grid Pix</b> saves it's data in exactly the same format! In fact, this week Carleton has been introducing a system allowing the cartridge version of the game to upload 'expansion pack' disks into RAM, and guess what has been doing the rounds internally to test that the system works?<br />
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<i>(check out the image below - these of course are NOT available with the game!)</i><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhft0kVGmb7Te3f1eh48mFQsdubgG83yYtL8oqxU7wD6APk2Q7YeWzTsYS8u77EVJm6aoFSAgYHIznWX6il7IJh2VTfKhwQ3Z-EWx6hPumwerx9l8FXqXV2ixnSct0ABzfepn3aacVrTm5O/s1600/gp-mario.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhft0kVGmb7Te3f1eh48mFQsdubgG83yYtL8oqxU7wD6APk2Q7YeWzTsYS8u77EVJm6aoFSAgYHIznWX6il7IJh2VTfKhwQ3Z-EWx6hPumwerx9l8FXqXV2ixnSct0ABzfepn3aacVrTm5O/s480/gp-mario.png" /></a></div><br />
Our plan for the release is to ship <b>Grid Pix</b> with 100 puzzles, and then to provide free, future puzzle packs as .D64 images to add to the longetivity of the game. If you'd like to get involved and submit some puzzles for a future pack, please <a href="https://www.rgcd.co.uk/p/contact.html">drop us a line</a>! Puzzles can be any size up to 15x15 pixels, but obviously have to pass the testing algorithms before inclusion ;)<br />
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Make sure to follow us on <a href="https://twitter.com/RetroGamerCD">Twitter</a>, <a href="https://www.facebook.com/rgcd.co.uk/">Facebook</a> or sign up to our <a href="http://eepurl.com/dhKtsf">mailing list</a> so you don't miss out when the game is released!RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-54117050626502384072019-05-16T23:30:00.000+01:002019-05-17T00:06:28.909+01:00Retaliate DX (Commodore 64)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjX28iGpVOjLn61Qva8m2Yd5IH5Q_krVEfry2CPeWYTzrZ0tQys5aWDhsREQQc5YiZuAC-zjmLuNsKuyIJYGez-8Zi0VYMaNljdPQeGpYK2TcTdFqW2MR4nrYfrAJ676-ztpGaySPsTl_IZ/s1600/retal1.png" imageanchor="1" ><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjX28iGpVOjLn61Qva8m2Yd5IH5Q_krVEfry2CPeWYTzrZ0tQys5aWDhsREQQc5YiZuAC-zjmLuNsKuyIJYGez-8Zi0VYMaNljdPQeGpYK2TcTdFqW2MR4nrYfrAJ676-ztpGaySPsTl_IZ/s480/retal1.png" /></a></div><br />
Way back in early 2018 I came across a preview of Marcelo Cabral's <b>Retaliate</b> on <a href="https://csdb.dk/release/?id=161251">CSDB</a> - a simple looking shmup that on first glance appeared to be no more than a generic Space Invaders or Galaga clone. However, upon closer examination my interest was piqued - the production notes described it as a demake of a Android/Roku game of the same name, and the summary page highlighted a novel mechanic whereby you have to collect bullets with your shield in order to fire them back at the enemies - similar to the system Nicolas and I devised for <b>r0x Zer0</b> on the Atari STE.<br />
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After playing the game a few times I could see the potential - in fact, after familiarising myself with the Android version I realised that with a little polish the C64 version could potentially <i>surpass</i> the original - which is quite an uncommon feat for a demake!<br />
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At it's core, <b>Retaliate</b> is a high-score chaser, and an unusual one at that. In order to achieve a high score, you can't just camp out and use your shield to survive the waves of enemies - instead you must catch the bullets and take the fight back to your aggressors - hence the title of the game.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9dwW5CvRoHHVVWqYfFh00K5xIC4Ayrzkk3kuz4uK6LyeJZcneD9rui99UmI6vcSH36gdvE5fPpoWCPjCHqoDkWumVr0hcJLcASbEuit8yQrudk4KeTEN3nJmmdUaiGkXge-PPPeaB12o-/s1600/output_V9dkXU.gif" imageanchor="1" ><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9dwW5CvRoHHVVWqYfFh00K5xIC4Ayrzkk3kuz4uK6LyeJZcneD9rui99UmI6vcSH36gdvE5fPpoWCPjCHqoDkWumVr0hcJLcASbEuit8yQrudk4KeTEN3nJmmdUaiGkXge-PPPeaB12o-/s480/output_V9dkXU.gif" /></a></div><br />
After introducing myself to Marcelo, I reached out to Trevor ‘Smila’ Storey, Richard Bayliss, Antonio Savona and Jon Eggleton, and as a team we’ve been assisting Marcelo to further refine the game - Trev redid all the in game art and helped redesign the GUI, Richard composed a new title track, Antonio assisted with the cartridge code and Jon Egg delivered an amazing title screen. <b>Retaliate DX</b> was born. I, on the other hand, simply pestered Marcelo again and again with tweaks and amendments - something that anyone who has worked with me before can probably relate to!<br />
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My initial concern involved the player hitbox - in fact the player has two hitboxes - a large one for when the shield is activated (by pulling down on the joystick) and the other for detecting death-collisions with bullets and enemies. No doubt to Marcelo's annoyance, this second hitbox caused me to request revision after revision; the game features several unlockable craft, all with slightly different spite shapes and sizes, yet we needed to find a one-size-fits-all solution. Personally I’ve always been a fan of smaller hitboxes (I love the feeling in shoot em ups when you fluke a near miss), but the original game features full-sprite-width collision detection, so whilst the C64 conversion does now differ, this has involved a lot of conversations about not deviating too much from the source material.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjj5OlKcdtcJqUJOqP_pgXQmEimiaNxPFeMMpTA7YS1I7hzVdVYUGdOogXVa2Yze2DiaFPpePJ5if0idvLAq8DXOyQOmMtjFPLA-drM-dyGv3dcmY-4dfqDILdcbXysuWeTPlXFD9CGeHO6/s1600/output_CARpSs.gif" imageanchor="1" ><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjj5OlKcdtcJqUJOqP_pgXQmEimiaNxPFeMMpTA7YS1I7hzVdVYUGdOogXVa2Yze2DiaFPpePJ5if0idvLAq8DXOyQOmMtjFPLA-drM-dyGv3dcmY-4dfqDILdcbXysuWeTPlXFD9CGeHO6/s480/output_CARpSs.gif" /></a></div><br />
Talking of source, some of you may be interested to know that Marcelo has actually branched off the code for <b>Retaliate</b> and the source code for the game (minus the revised artwork, etc) will remain freely available on <a href="https://github.com/lvcabral/retaliate64">github </a>as a ‘community edition’ for people to view and learn from for their own projects.<br />
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One of the nicest bonus features that made the transition from the original Roku game is the ability to customise the appearance of the player ship; using sliders you can repaint the hull of your ship and the colour of the shield. From this 'hangar' screen you can also select from the available craft, unlocked by achieving score targets in different difficulty modes, and each complete with slightly different stats.<br />
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As it stands, the game is now nearing completion and will hopefully be ready for release within the next couple of months. Marcelo has been frequently sending over new test builds for Antonio and I to play, and already the game seems very far removed from that original beta I played over a year ago. With its refined game play, smoother controls and a wider variety of enemies and attack patterns, we're hoping that you'll soon be enjoying <b>Retaliate DX</b> as much as we have been :)<br />
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Make sure to follow us on <a href="https://twitter.com/RetroGamerCD">Twitter</a>, <a href="https://www.facebook.com/rgcd.co.uk/">Facebook</a> or sign up to our <a href="http://eepurl.com/dhKtsf">mailing list</a> so you don't miss out when the game is released!RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com1tag:blogger.com,1999:blog-2016535740516105777.post-56852875510359198272019-05-01T21:10:00.000+01:002019-05-01T21:10:21.148+01:00Kickstarter: SID Chip Club: Vinyl album & C64 Cartridge<div class="separator" style="clear: both; text-align: center;"><iframe width="480" height="270" src="https://www.kickstarter.com/projects/lman/sid-chip-club-vinyl-album-real-c64-house-and-techn/widget/video.html" frameborder="0" scrolling="no"> </iframe></div><br />
Those of you who are into modern SID music (and Commodore 64 cartridges) should check out this <a href="https://www.kickstarter.com/projects/lman/sid-chip-club-vinyl-album-real-c64-house-and-techn/">Kickstarter project</a> by Markus '<a href="https://csdb.dk/scener/?id=23279">LMan</a>' Klein. LMan has been blowing the scene away with his unique club style SID tracks over the past few years, and with this project he not only proposes putting together a six-track vinyl album, but also making it available on cartridge so you can play the tracks on a real Commodore 64! Alternatively, for those of you who prefer records, "<b>SID Chip Club</b>" will be released on a high quality, 160g yellow vinyl record with a special black splatter effect. The pressing will be performed carbon neutrally by an experienced manufacturer.<br />
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<div class="separator" style="clear: both; text-align: center;"><iframe width="480" height="300" src="https://www.youtube.com/embed/5XpTjTQEzfY?controls=0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe></div><br />
<div class="separator" style="clear: both; text-align: center;"><iframe width="480" height="300" src="https://www.youtube.com/embed/_vWHvspWb2U" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe></div><br />
I've been a fan of LMan's work for quite a while - after all, music productions by people like him, <a href="https://csdb.dk/scener/?id=4121">Jason Page</a> and <a href="https://csdb.dk/scener/?id=10025">Linus</a> are the reason why I have a C64 set up and plugged into a sound system on my everyday work desk. So it should come as no real surprise that RGCD have offered to help him with the cartridge side of things. You can rest assured that the final result will be a quality physical release that will have you dancing around your C64, lights off and volume up to the max, jacking like its 1988...<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhF4kHdCzqDeDIlIaWo4_7GPSsBFlqvvD8FB-g0UYOlRZxWrEorFVfL3iaJnFixzccbyYNrGjATu2K_bzwgTLpJ_nuDYhwO7YjPZzWortHbe9HBHe_vSnJPAs75nfp2KXUceA5vXvGjvlW_/s1600/photo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhF4kHdCzqDeDIlIaWo4_7GPSsBFlqvvD8FB-g0UYOlRZxWrEorFVfL3iaJnFixzccbyYNrGjATu2K_bzwgTLpJ_nuDYhwO7YjPZzWortHbe9HBHe_vSnJPAs75nfp2KXUceA5vXvGjvlW_/s480/photo.png" data-original-width="1007" data-original-height="591" /></a></div><br />
The Kickstarter is currently sitting at about 2/3 of the way to it's much-needed target, so if this is something that remotely interests you, please consider giving it your support by <a href="https://www.kickstarter.com/projects/lman/sid-chip-club-vinyl-album-real-c64-house-and-techn/">clicking here</a>. Records are available for £22-24, and the cartridge is only £30!<br />
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RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0tag:blogger.com,1999:blog-2016535740516105777.post-76379121007200500822019-04-26T15:54:00.000+01:002019-05-01T19:49:58.750+01:00SkillGrid Available! (Amiga Download & Physical Release)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi57LYcd14xYPBPnlslKcLkFHgty0x0GXucIri8CShhz5bidQxZqFongkhAcGL0nuWgLL7MIIbgWIb8XfVhUqOOVW2GxhssJEhF8lAXRllVwgrq13mJcYjYAEvhIqFxQ8Q6t1uQHvK_SGEH/s1600/RGCD+APR19-1-small.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi57LYcd14xYPBPnlslKcLkFHgty0x0GXucIri8CShhz5bidQxZqFongkhAcGL0nuWgLL7MIIbgWIb8XfVhUqOOVW2GxhssJEhF8lAXRllVwgrq13mJcYjYAEvhIqFxQ8Q6t1uQHvK_SGEH/s480/RGCD+APR19-1-small.png" /></a></div><br />
Finally! All the packaging and printed parts have arrived and I'm proud to announce that RGCD and <a href="https://www.retream.com/">Retream</a>'s <a href="https://rgcd.bigcartel.com/product/skillgrid-amiga">SkillGrid</a> is available to purchase now for your AGA Amiga as either a <a href="https://rgcd.bigcartel.com/product/skillgrid-amiga">physical release</a> or <a href="https://retream.itch.io/skillgrid">digital download</a>!<br />
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SkillGrid is an endless score-attack vertical shoot 'em up for AGA Amigas developed by Retream, featuring frenetic, tactical gameplay and comprising of a variety of different sub-games, boss battles and in-depth scoring mechanics. <br />
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Based on an original concept, SkillGrid faces the player against infinite waves of enemies to kill, bonuses and upgrades to collect (cyan cells) and maluses to avoid (yellow cells). Designed for AGA Amigas only, the game features three-layer parallax variable-speed scrolling (2 of which generated procedurally), 8-bit alpha channel transparencies and real-time palette changes, highscore saving, beautifully designed sprites with pixel-perfect collision detection, high quality prog-rock music in the form of lossless-packed 8 bit stereo 28.9 kHz samples and even in-game speech warnings (from the developer himself)! <br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTOHndjYkPcEf2Y6tQOOEe3Q7_CdJyTlzBm1w0lxGyb-JqZqTzQyayQESrKPHHpfnA8OE7aFMSmXUrI0lSNpF0GnMigKYykPu5XsInIbilapkBtm3UWA5IjQza7VWdjovjI6aKzg80SM7a/s1600/screenshots.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTOHndjYkPcEf2Y6tQOOEe3Q7_CdJyTlzBm1w0lxGyb-JqZqTzQyayQESrKPHHpfnA8OE7aFMSmXUrI0lSNpF0GnMigKYykPu5XsInIbilapkBtm3UWA5IjQza7VWdjovjI6aKzg80SM7a/s480/screenshots.gif" /></a></div><br />
All of this is crammed into a single load game that runs from floppy, CD or hard disk! <br />
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For full details on the game, please check out the official website <a href="https://retream.itch.io/skillgrid">here</a>. Please note that SkillGrid is a PAL game. It will run on NTSC Amiga systems (the machine will switch itself to PAL mode automatically) but you will need a PAL display!<br />
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<iframe width="560" height="315" src="https://www.youtube.com/embed/DLLtD4nr5ck?controls=0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe><br />
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SkillGrid is available in two versions; a basic CD-only version that comes with an auto-booting jewel-cased, glass-mastered CD complete with a professionally printed 16-page manual, a large weather-proof vinyl RGCD sticker, RGCD and Retream postcards and two disk labels (so you can make your own floppies from the images on the CD). The deluxe version comes with all this plus a packet of four beautiful 25mm button badges, an A3 poster (rolled) and the game on two floppy disks - all presented in a plastic clam shell box complete with custom made foam insert. <br />
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Please note that SkillGrid is also available to buy <a href="https://retream.itch.io/skillgrid">here</a> as a downloadable .ADF/.ISO image to use via emulation or on real hardware. Purchases of the physical package come with a download link of the game for free. Grab your copy of the game now from our <a href="https://rgcd.bigcartel.com/product/skillgrid-amiga">online store</a>!<br />
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<p style="text-align: center;"><iframe src="https://itch.io/embed/275800?link_color=3d9090" width="208" height="167" frameborder="0"></iframe></p>RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com1tag:blogger.com,1999:blog-2016535740516105777.post-24396934170217493412019-04-26T15:18:00.000+01:002019-04-26T15:19:32.584+01:00Get 'Em DX Available (Again) on Cartridge!<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDQa2ja3MmA7gL9dBswyFtR76p6ASg49pu-Ql7gzWwTYLPIEmkH42lBnsMm0eI4N4s-BjlzmAhytydwxdue9jvUZoSnGrby1eg2lvlFBM_HhVH1LHOY638uemJjswTXijkFfnlTsivnvAL/s1600/Get-Em-DX-Small.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDQa2ja3MmA7gL9dBswyFtR76p6ASg49pu-Ql7gzWwTYLPIEmkH42lBnsMm0eI4N4s-BjlzmAhytydwxdue9jvUZoSnGrby1eg2lvlFBM_HhVH1LHOY638uemJjswTXijkFfnlTsivnvAL/s480/Get-Em-DX-Small.png" /></a></div><br />
A couple of months ago, RGCD were fortunate to be involved in a local gaming festival here in our home city of Exeter (<a href="https://techexeter.uk/2019/gameplay-festival/">GAME>PLAY</a> hosted by Tech Exeter). We had a bunch of our games on rotation through the day, yet surprisingly the most popular one by far was <b><a href="https://rgcddev.itch.io/get-em-dx">Get 'Em DX</a></b>, a previously discontinued C64 cartridge game that was developed in house by Georg Rottensteiner, Ilija Melentijevic and Sean Connolly.<br />
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<b>Get 'Em DX</b> is a one or two player (co-operative) maze-based arcade game. It's a bit like Pac-Man, but with procedurally generated levels and more shooting. The goal on each level is to eat all the crosses, then grab the key that appears and head for the exit door. However, there's also a motley bunch of nasty characters who'll try their best to kill you, block your path and otherwise hinder your progress. In fact, they'll even run off with the exit key if you don't collect it first! <br />
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It's a game that I've always been fond of, so seeing it being enjoyed so much at GAME>PLAY inspired me to give it the re-release it deserved, complete with professionally printed inserts, a new domed label and a beautifully designed manual by Chris Mantil. And fear not - if you already own the game on cartridge you can upgrade your own copy with a new manual and label :) Grab your copy today from our <a href="https://rgcd.bigcartel.com/products?search=get+%27em+dx">online store</a>!<br />
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Get 'Em DX is also available for FREE download as a .crt and .prg image from our itch.io page.<br />
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<p style="text-align: center;"><iframe frameborder="0" src="https://itch.io/embed/23122?link_color=3D9090" width="208" height="167"></iframe></p><br />
RGCDhttp://www.blogger.com/profile/04946528356900268227noreply@blogger.com0