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8-Bit City : Robot Banned from [[source]]

I tried to log into Twitch this morning and found out I was banned! They wouldn't tell me why, however, nor was any email sent to me explaining the reason.

A quick search online sees tons of other users getting banned for apparently no reason (likely an automated system is to blame).

I suspect that the cause is that I had been streaming "Big Easy Sleazy" (my game, see post below) and they flagged it as either copyright infringement (because it's footage of a non-finished game) or as non-gaming material (because they don't know what it is).

I've appealed their decision, but I felt like I had to make a post here because I've said a lot of good things about twitch recently, and also streamed some stuff like Crawl, ToME, Dwarf Fortress, GTA3, GTA4, and Need for Speed World. I can't really support Twitch anymore, and I strongly suspect that I'm never going to be unbanned and that I'll never hear back from them. Most others online report that this is almost always the case.

As someone who put a lot of time into developing a small subscriber base (55+ users and over 5k views in a month, thanks!) this is a drag. My time could have been better spent elsewhere. I've read several cases where people subscribed to twitch for the added features, then found their accounts banned with no explanation, no feedback, and no customer support.

This isn't exactly "breaking news" but I'll be fair to twitch. If they send me some response, I'll post it here. If they don't respond in about two weeks, I'll post a follow up. In the meantime: be skeptical of all things

8-Bit City : Big Easy Sleazy Preview [[source]]

This game is called "Big Easy Sleazy" and it's a console-style RPG+Roguelike hybrid. It is set in a fake 1985 New Orleans. An angelic Power has brought you back to life because the city it watches over has become infested with street crime. You gotta grab your baseball bat, chains, broken bottles and crack some teeth.

This post might be haphazard, but what the hell, the game is good. Inspired by Nethack, Dungeon Crawl Stone Soup, River City Ransom, Shenmue, and Persona 4.


You pick a character/profession combo (currently there are 9 characters and 10 starting professions, with plans for even more.)

Character classes are not always your typical fantasy fair...

'80s Guy - Uses guns and sleaze to fight his way through the city. 

Mantis - Giant praying mantis that can not equip most of the awesome gear in the game, but gains insect powers like Acid Spit and Summon Swarm.

Zard 3 - A Pro Wrestler who deals tremendous damage. Suplex and Backbreak your enemies.

Warlock - Wield unholy demon magic.

Doctor - Use nanomachines and drugs to heal your team. Clone dead teammates and bring them back to life.

Necromancer - An undead skeleton who can, in turn, summon even more skeletons to fight his battles.



Currently there are almost 200 unique items in the game, and they can be found in briefcases around the town.

Most briefcases have a 50/50 chance of spawning in any given game -- requires risk vs reward calculations and preventing "perfect" runs.

Collect Teenage Mutant Ninja Turtle action figures from Gachopons (capsule machines) in the style of Shenmue!


Roguelike Elements

-Permadeath if your party is wiped out
-Randomized dungeons. But not totally random. You will face similar versions of maps, somewhat similar to Diablo 2. Some maps may only have a few versions, others have over 1024 possible configurations.
-Huge city with at least 100 buildings you can actually enter.
-BRIEFCASES are the Treasure Chests of Big Easy Sleazy, they can all drop any item in the game, with an equal chance of a dropping a lowly soda or the coveted Plate Armor.


Computers and Chemistry

Chemistry sets can be used to perform advance transmutations (i.e. turn a tooth into a skeleton or an eye into a swarm of frogs that will fight by your side). But you have to know chemistry first...

Terminals can be used by a knowledgable hacker to do everything from ordering pizza to downloading disks with permanent stat boosts which can be applied to your team.



Executive - Start with all the cold, hard cash you need. But nothing else.

Psycho - Start with a huge random selection of gear for a unique game.

Chemist - Start with knowledge of advanced transmutations and a chemistry set in your apartment.

Chef - Start with the Couteau and Apron, solid items that almost anyone can equip. Also begin with more food than you can eat and your very own soda machine.

Entomologist - Begin the game with some Mantis and Ant eggs, which you can grow into deadly soldiers.

Also play as a Knight, King, Hacker, Gangster...and more!


7 days to live

You only have 7 days to live in the "Big Easy." If you sleep in a bed to revive a character, you will lose a day. If all days are gone, you lose. If you clean up the city before then, you win.

Some Chemistry transmutations may require an entire day.

If you spend too much time on a computer you might waste a day playing an addicting video game!


You can collect as many heros as you can, but only 4 can fight at once. If your battle party dies, it's game over.

I can't wait to show off more, I'll try to get a video of the current build up sometime soon.

Red Parsley : Arcade Adventures #4 [[source]]

Treasure Adventure Game (2011)
By: Robit Studios Genre: Arcade Adventure Players: 1 Difficulty: Medium
Featured Version: PC
Also Available For: Nothing

The prospect of free video games is certainly an enticing one (as long as they don't suck arse) but, without sinking to the thoroughly reprehensible depths of piracy, it's not one that ever reared its head too often back in the 'golden age'. In my Speccy days we used to get an occasional freebie, usually by way of a magazine cover-mounted cassette, but that was about it. These days it's somewhat more common, what with so many indie developers trying to make a name for themselves, but even so - free stuff of any kind usually carries with it some conditions (intrusive adverts, mandatory downloads of crappy toolbars and stuff) as well as a certain level of expectation... or lack thereof. It was therefore with much apprehension that I installed and started Treasure Adventure Game which, as you may have guessed by now, is one such freebie.

Hanging around near home. Look, there's Grandma Ethor!
Upon doing this, two things were immediately obvious - firstly, the presentation is delightful - and noticeably devoid of annoying ad banners and such, and secondly, that this is a game very much made in a retro style. I approved of both of these points very much and was thereon in much more enthusiastic about the adventure that awaited! It begins with an enjoyable (and briefly playable) intro sequence which shows the final stage of an earlier expedition undertaken by two amiable fellows called Baggus and Gagwin, as well as a young raggamuffin who is apparently the son of Gagwin. The backstory to the game, you see, tells of a time long ago when all the islands of the world were one continent and society flourished with great cities and lots of lovely magic. That was until an evil demon who despised magic descended from the heavens (not ascended from the netherworld?) intent on eradicating every last ounce of magic in the world. Bah!

One of the first areas you'll find with enemies...
Luckily a brave hero - a wizard's apprentice named Huayin - came forth and stood against the demon using twelve magically enchanted artefacts. However, in his death throes the evil demon struck at the core of the earth causing tidal waves and earthquakes and the world ended up with all the islands we know today. In case the demon returned, the young wizard then hid away all twelve items in case they were ever needed again. And this is where our friends, Baggus and Gagwin have been - searching for the magical items, which they found. The next, final step of their expedition, as shown in the intro, involves looking for a special temple that only the wielder of the artefacts can enter. They find the hidden doorway and slowly enter... at which point we leap forward 10 years and begin the game proper as Gagwin's son who's just 'come of age', or so says the doddering old lady who raised him after finding him on her doorstep, seemingly abandoned, 10 years earlier. Eeep!

Avast, ye scurvy land lubber, arrr!
Upon waking up in the old crone's house she says a few fond parting words and gives him something she had been holding onto until he was old enough - a small boat. Slightly random you might think, but this is actually essential since, as hinted at by the game's backstory, the gameworld here is divided into a number of small islands, and travel between these is possible only by... you guessed it! Even so, at the start of the game the boat is insufficiently equipped to travel in anything but calm, shallow waters. Luckily, as the young scamp in question, this still enables you to pop back and forth between the few islands closest to 'home island', and unsurprisingly it's here that your adventure begins. Soon after starting though, you'll notice that the game uses its own (rather accelerated) clock which sees day turn to night and back again as you play, and this affects several things during the course of the game.

The first boss is this angry (and spiky) rock monster...
Strangely, you don't seem to need any sleep (perhaps you're actually a cyborg?) and are free to run and leap around the place at any time. Your home island mainly features houses and buildings which you are free to enter (during the daytime at least - everyone locks up at night!) and you can talk to locals you meet too. Some burble on about nonsense but many provide clues or even direct suggestions as to where you should be heading next. After obtaining an old map, for example, your first port of call should be a museum on a neighbouring island, the curator of which is a certain fellow named Baggus who, after losing the twelve magical artefacts he had collected with Gagwin (as well as Gagwin himself), built the museum over the site of the magic temple and remained behind ever since. Retrieving the artefacts and battling the aforementioned scary demon therefore forms the basis of your entire adventure.

Crabs guard the base of a great pyramid...
And what an adventure it is too! Treasure Adventure Game isn't a simple platform game, you see, but rather an enormous 'Metroidvania' style world and, as is typical of such games, there's an absolute tonne to do. This is obvious right from the start with even the first few islands having paths/entrances that you can see but not access (yet), and a quick glance at the pause screen reveals dozens of black silhouettes indicating the many items that must yet be collected. The size and complexity of the task at hand (imagined or otherwise) is actually a tad daunting at first but our heroic young scallywag is eager to get started and exploring with him is splendidly intuitive. He only has one hand for some reason but in place of it is a hook (maybe a future career as a pirate beckons - arrr!) which soon proves mighty handy for getting around - not only can he grab on to ledges with it but he can also swing it around to smack up the various evil creatures that prowl around.

Multi-coloured Fuzzballs patrol this feature-laden area...
Home island doesn't have any life-sapping beasties and is therefore a most welcome safe haven, but all the other islands feature many sorts of unpleasant examples such as spiders, watery blobs, fuzzballs, wasps, fish, monkeys, bats, and lots of others, as well as some less natural horrors like skeletons and ghosts. Some just move back and forth in simple patterns, others home in on your position, while some throw or shoot stuff at you, but all of them can make rather short work of your life-meter which is represented by the yellow blobs in the top-left corner. Not all of the animals are malevolent - some of them, such as beetles, mice, and birds, are friendly and can occasionally give you information as valuable as some of the human characters (they have equally human names too!), but something that will cost probably more energy than all but the most irritating of enemies are the various traps and hazards.

Don't get led astray in the big scary city!

There's an environmental aspect to the game, too (which may or may not be connected to the main plot), thanks to a company called GloboCorp who recently moved into the local area. Their actions have apparently coincided with various animals becoming sick and several underground areas suffering from quakes, and there's also dangerous toxic pollution being dumped as well. More common hazards include quicksand, fire, proximity bombs, disappearing blocks, and many, many spikes. Fortunately there are pages from Baggus' journal here and there featuring clues, and there are also save points quite often, each of which also tops up your energy, and you can also find fruits here and there which give you a boost too. There are loads of other useful items and equipment around, most of which are found in treasure chests and all of which quickly prove very useful, either making a certain aspect of your quest easier or allowing access to previously unreachable (or unknown) areas.

Crawling around maze-like caverns...

Among the first two items you will find are those that apparently "all adventurers are required to have"; namely, a hat and a parrot. There are eventually several hats to try for size but the parrot is much more useful. He follows you around everywhere and can be consulted at any time for his sage counsel or suggestions on how to proceed (he's pretty smart you see) but on a handful of occasions you can even control him, which is handy since he can fly and all. This fellow is fairly easy to find - he's right at the start of the old magical temple - and some of the less significant items, such as basic supplies, can be bought from shops (or the odd vending robot!) with gold coins which are found in the corpses of deceased enemies or occasionally dotted around the place, but most often in chests. However, most of the other items, certainly the most important ones, are a little harder to unearth. In fact, many have their own maps to help you find them but first you have to find the maps themselves!

Hanging with the monkeys on a rainforest island...

There are also many basic puzzle elements to the gameplay such as flipping switches, pushing blocks, picking up/repositioning weights, etc, as well as many of the usual platformy elements like mushroom springers, see-saws platforms, wind blowers, underwater sections (you can even go deep sea diving later on), and of course, lots and lots of precision jumping. It's a huge game too. The islands vary in size - though the smallest is no more than two screens wide, most are much larger - but it would take even the most impatient of gamers many hours to play the game through, never mind players like me who prefer to explore and find all the secrets. There's a great sense of progression regardless of your preferred style of play, though. Each of the treasures you collect, for example, allows you delve a little deeper into the temple, and many other areas become accessible as the game wears on.

This dapper fellow sure has a nice house...

Happily, this wonderfully large and intricate game world is superbly presented as well. As you've no doubt already seen, the game has been dressed up in an ultra-retro pixelly graphics style and the result is fantastic. The characters and creatures and various items are all very appealing and the numerous backgrounds are even better. Each island has its own distinctive look including some lovely scenery graphics, but the best thing of all is simply the attention to detail. Much of this is down to the game clock - day gradually turns to night as you play with the sun and moons rising and setting accordingly; certain people and creatures and buildings are only around/open at certain times, etc. One great example is the GloboCorp headquarters which you have to break into fairly early in the game. If you do this during the day it's easy as 'visitors' are apparently allowed inside, but if you do it at night you'll have to sneak around, avoiding the various security systems. Eeek!

Baggus waits outside his museum while I explore a tree...
There are also lots of other lovely touches such as a usable jukebox, leaves fluttering around when you move through trees, and some nice weather effects (rain, thunder), and some very atmospheric sound effects like seagulls cawing, fish splooshing in and out of the water, crabs feet clacking as they walk, and all that kind of stuff. The soundtrack by Robert Ellis really is superb too, consisting of a very impressive 31 tracks which the game switches between depending on your location, the time of day, or the drama of the situation at hand. There really is so much to Treasure Adventure Game that it's sometimes hard to believe it wasn't a full, retail release. As it is, it's a game of rather humble origins, even for an indie game - Stephen Orlando spent over two years developing it in his spare time - but that doesn't stop it from being close to the perfect arcade adventure as far as this humble reviewer is concerned.

Sailin' the seas as the sun goes down...

The only merest hint of a problem really, is that the going can be a little frustrating at times - some puzzles aren't always obvious and some hidden areas are really tough to find. It can also be annoying to spend ten minutes leaping from vine to vine amongst the treetops only to miss one of the last ones and fall all the way back down, but I'm really just looking for ways to balance out all the positives now. The truth is, this is a wonderful game and an unexpected delight! It's clearly been developed with a lot of love and passion and that rarely results in a poor game. Everything here is so charming you can't help but love it just as much yourself. It even has more than one ending for heaven's sake! If I'd spent £20 or more on this I wouldn't feel remotely hard done by, but for free? Good lord almighty, it's a quite remarkable display of generosity. So let's hear it for the talented, not to mention super-nice Stephen Orlando of Robit Studios! Three cheers for you and your fab game!

RKS Score: 9/10

You can download Treasure Adventure Game for free here and I implore you to do so!

Commodore is awesome : WinUAE 2.8.2 beta 4 [[source]]

- Added Blizzard 1230-IV and Blizzard 1260 board options. Do not use if you only want to run WB and other programs, it is not JIT direct compatible due to memory address space aliasing. Only emulates memory layout (which is Blizzard unique), matching CPU is not 100% required if you want to try weird configs. Map ROM is also emulated, old map rom checkbox in ROM panel enables Blizzard hardware maprom if Blizzard board is selected. Requires matching Blizzard flash ROM images. (Only difference between 1230IV and 1240/1260 is slightly different boot rom, hardware ram addresses appear to be exact same) Mostly useless, mainly meant to help development and testing. (Useful for aros m68k testing for me at least)
– Added Warp Engine board emulation (It has already emulated 53C710 SCSI), autoconfig works, ROM code runs, SCSI (53C710) does not work yet, not yet sure how jumpers are mapped to board address space.
– Really fixed CD32 data track checks. (CD32 Commodore Demo Disc 2.0 MPEG tracks)
– Disk Swapper panel drag’n’drop or file dialog multiselect mangled file names strangely.
– Added A590 XT drive emulation. A590 emulation is now complete :) WARNING: XT drives use real physical CHS geometry, don’t attempt to use hardfiles formatted using other controller, it won’t work in real world. (Emulation includes work around hack) Largest XT drive was 40M and protocol max limit is 511 cylinders, 15 heads and 63 sectors = ~235M. Both SCSI and XT drive can be active at the same time in same controller. Interesting fact about ROM xt.device: It uses WD33C93 Translate Address command to convert LBA to CHS which means WD33C93 chip needs to be inserted and working or XT (which has nothing to with SCSI) port won’t work.
– Fixed A590/A2091 SCSI emulation crash if SCSI ID was non-zero.
– Z3 autoconfig was broken (b1).
– Serial port data rate register (SERPER) was not saved correctly to statefile.
– Serial port transmit interrupt and transmit related status bits are now more accurately timed in cycle-exact CPU modes. (If some software really cares, probably not)
– Inter-process serial port emulation added, when selected, automatically creates virtual null modem cable between two winuae processes. Uses shared memory, no latency. (Says “Master” in serial port selection menu if WinUAE instance created shared memory and “Slave” if shared memory was already created by some other instance. If nothing = something failed)
– Added support for short text messages, appears in OSD bar’s unused space and windowed mode bottom bar. Currently only shows disk image eject/insert and input device autoswitch information. OSD messages won’t appear in following configurations: native mode + DirectDraw + no filter and RTG mode + DirectDraw. (In DirectDraw mode status bar is drawn directly to target surface, erasing gets annoying because it should not be read. In D3D mode it is another texture, hardware does the rest)
– Added remove all button to Disk Swapper panel.
– Game controllers can be now optionally kept active when winuae window is not active or minimized.

Download: Accelerator board roms

Commodore is awesome : Return #18 [[source]]

csm_Cover_Ausgabe_18_1e8d8d489dReturn magazine is a German print magazine about 8-bit computers from A (Atari) to Z (ZX Spectrum). In this edition: 30 Years Atari 7800, The Epyx-Story, Warshaws Welten, Putty Squad, 25 Years Game Boy, Oh Mummy, Perplexity, Ultimate Wizard, Tetris 8-Bit, C64 Musik, ACA 500, Atari-7800-Games, Golden Axe, Starwing (CZ-Tunes) and the news from the scene.


Commodore is awesome : Scene World – Podcast Episode #1 [[source]]

swo-logoScene World Podcast Episode #1 is out!
The guys over at Scene World are talking about C64 SID copyright issues, privacy, world events and loads of other interesting scene related stuff! Also this first episode they have freelance reporter and former demoscene member “Ghandy” (Lars Sobiraj) as a special guest!
You can listen on the website or if you prefer you can download the mp3.
So what you waiting for? A jam packed first episode of ‘Pure Scene’ Love!
Click the link below to tune in!


Commodore is awesome : Reset and ROM switcher [[source]]

C64_Reset_zps6d8c29ffVimfuego developed a new hardware device for the Commodore 64. With the device you have a 100% internal Reset switch and ROM selector, with no ugly external switches on your C64. The switch works together with the Restore key and is based on a Arduino Pro Mini. Vimfuego can program the kit but you need to install it yourself which includes soldering wires.


Amiga Gamer : The History of Psygnosis - Free e-Mag Download! [[source]]

When Paul Driscoll (AKA The Drisk) was asked to help the Retro Asylum team out with research for the forthcoming Psygnosis themed episode of their podcast he seemed to get more than a little carried away.

What started off as a few bits of research here and the odd note there turned into something much larger than originally planned, with the final product landing in the form of a 140-page PDF e-zine. This document covered the days at Imagine Software, the much-publicised demise of the company, the early days of Psygnosis, the buyout by Sony, and the eventual closure of Sony Computer Entertainment Liverpool, as it had become known, in 2012.

Not only that, but the document lists every game released by Psygnosis plus a selection of what the author considers to be the best cover artwork produced by the company.

How much does this cost? Absolutely nothing. The kind team over at Retro Asylum are letting you download this for free! Madness, I tell you.

You can download the PDF directly from THIS link, and find out more about the Retro Asylum Podcast by going HERE.

Enjoy the read.

My thanks go to the French games site ROM Game, for the heads-up on this story.

Plus/4 World : Arok #16 Party Releases! [[source]]

The Arok 2014 party has wound down, the competitions are over, and we have the releases! Here they are:In the graphics compo, Grass released Mechfight and Chronos released Partyland Revisited. Unreal created a C64 graphics, which came in first (a Plus/4 version coming soon)! Results are now up.In the wild compo, BSZ and Stinky of NST presented something extraordinary: 50 fps animation and 12 bit music on a Plus/4, with the help of some special hardware. It's called Evo Lution, check the video on YouTube!In the demo competition, there were only two entries: Afterglow by Csio/Absence and a C64 invitation intro. Unsurprisingly, the Plus/4 entry won :-) Congrats to the authors! The current release is only a party version, so we're hoping to see a full release soon.

nIGHTFALL : 2 x Texas Instruments TI-99/4A Repair [[source]]

Gallery of the repair: Texas Instruments TI-99/4A Repair (#1) Defect: Blue Screen with tiny Vertical lines. Replaced parts: 1 x MCM6810P (128 x 8-Bit Random-Access Memory TTL/DTL) Texas Instruments TI-99/4A Repair (#2) Defect: Blue Screen with tiny Vertical lines. Wave/Raster Lines. Replaced parts: 2 x IC MCM6810P (128 x 8-Bit Random-Access Memory TTL/DTL) 1 x [...]

Richard's C64 blog! : X-Force is Coming - OCTOBER 2014 [[source]]

18th July 2014

Over the past few weeks, I have been working on a brand new Commodore 64 space blaster called 'X-Force'. It is a horizontal scrolling shoot 'em up (SURPRISE), which will be featuring stunning graphics and level designs by Saul Cross, and also some great music, which was composed back in the 1990's by Feekzoid from a stunning Sideways SEUCK preview of Breakthrough, whereas the full game never saw the light of day. I have of course asked Jon for his kind permission if I could use Feekzoid's Breakthrough music for this game, and permission was granted by Jon, himself.

So what's this X-Force game all about then? Well, you have been held prisoner, while exploring an alien planet called 'Darx'. The aliens recaptured your X-Force fighter, and has held you prisoner in the underground world. You manage to break out of your cell, and reach for the X-Force fighter. Just as you take off to make your escape, aliens start coming after you.

The mission is to escape from the underground worlds of planet 'Darx'. Simply by using a joystick in port 2, you must guide your X-Force fighter across enemy territory, and shoot down the aliens which to to stop you. One hit at the alien, and they're gone. To be able to escape from the each underground world, you have to face an end of level guardian. It will try and stop you before it gets away. Should the boss be destroyed after enough hits, you will gain bonus points. Should you let it escape, then you get no bonus points.

The X-Force fighter can pick up podules in which will give the space craft upgraded / downgraded lasers. Depending on whether a red or green podule has been picked up. Blue ones will give the space craft a shield and the grey ones will act as mines. Touch a grey one, if not carrying a shield, and the X-Force fighter will explode. Aliens and deadly background, animated lazers will also make the player explode - unless the player's shield has been activated.

The C64 game, 'Subterrenea' by Hewson inspired me to work on this game. 'X-Force' is being produced for the Commodore Format power pack 63, which is planned to be launched some time in October 2014 and will not be release before then (Announced on Commodore Format Archive's blog). As soon as the game is finished, it should feature loads of stunning levels, to blast your way through.The game will also be available on the TND web site a week later :) Of course, the game is going to be FREE. :)

Hope to do more work on this game some time tomorrow.


Commodore 64 Programming - A blog from the 80's : Retrochallenge 2014 Summer – Atari Strings and Cassette Storage [[source]]

Having work with Microsoft BASIC most of the time, I have the clear idea how strings work in BASIC, but few moments after starting to work with Atari BASIC my world feel apart!

First, in Atari BASIC you have to declare string variables before using it, giving the maximum size that string will need and for that you have to use the syntax:

DIM A$(10)

When I first saw that syntax I thought “oh, it is declaring an array of 10 strings” but in fact, it declares a single string with a length of 10 characters. As far I can see, there is no array in Atari BASIC and to use something similar you have to manipulate a big string as if it is an array of strings using the index. There are several places on internet with great explanations about Atari strings, so here I just want to point few things:

  • DIM A$(10) – Declares a string with 10 characters
  • PRINT A$(2,5) – Prints out a string containing the characters from 2 to 5 – the equivalent in MS BASIC would be PRINT MID$(A$,2,3)
  • A$(2) = “AWESOME” will add the “AWESOME” string from the position 2 onwards.

This all is actually pretty cool and way more versatile than the Microsoft way to do it, in my opinion.

The Cassette

One important part of the Retrochallenge is only use the actual computer and a cassette tape as storage unit. This alone turned out to be a very hard thing to do, because when I am learning something new, I like to keep
saving code snapshots with small tests all the time, and to manage several small programs in cassette is very difficult.

The main game itself is being saved in two different tapes to be safe, but the small programs where being saved in one of them, after the main program. I decided to give some “tape counters” room between the main program and the tests. For example, the game is recorded at position (tape-counter) zero, and the first test program at position 30. I didn’t realize that 30 is too little and my main program is quickly reaching this mark as it grows.

I will keep following this idea where I determine fixed gaps to save programs, but I will try to give way more room between the end of one and the beginning of the other. For that it is mandatory to keep a up to date directory on paper! That is so old school!

Commodore is awesome : Commodore Format Power Pack 63! [[source]]

ppsmallThe guys over at Commodore Format Archive are so pleased with the responce they received from releasing Powerpack 62, that they have decided to work on another one which of course will be Power Pack 63!
Commodore Format Power Pack 63 will be released in October. And just like before, they want to fill it with your software. Have you written a game? Want it to be seen by Commodore Format and C64 fans the world over? The last Power Pack was discussed way beyond the C64 community: it was on Reddit, Spectrum, Amiga and the Retro Gamer forums. Make your game famous!

Even if your game isn’t finished yet, why not submit a demo? The same goes if you’ve written a utility or, indeed, anything that will work on a Commodore 64!

As before, the CF Power Pack 63 will be a free download that will run on a Commodore 64 emulator. Commodore is Awesome will have the latest news for the next release so watch this space!