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No QB Kneel in EA’s Madden [Australian Retro Gamer] [[source]]


By: D.C. Cutler, U.S.A. I’ve been playing EA Sports’ Madden for most of my life. It’s probably one of my favourite games. With each new edition, the graphics are enhanced and the speed increases. The game is so iconic, I can’t imagine gaming without Madden. Madden has been the go-to, two player game for most gamers; especially […]

Powerglove Reloaded - An awesome game by Lazycow and Pierre 'Cyborgjeff' Martin released for the Amiga [Indie Retro News] [[source]]


In 2013 Lazycow released the C64 run 'n' shooter as an entry in the 2013 RGCD 16K C64 Game Development competition, with a final version in 2014 as a 16KB physical game cartridge, and then a much more improved version in 2015 as an exclusive PC release featuring not just minor enhancements such as such as parallax scrolling but a optional pimped sprite work. Well if you remember this fantastic

Coco Banana - Going Banana's for this new Amiga game by Amiten Software [Indie Retro News] [[source]]


Even more Amiga games to get through this weekend as we've recently been informed by our good friend Saberman, that Amiten Software's colourful platformer of ' Coco Banana ' is not only ready for pre-orders as a limited boxed edition priced at 19,90€ (29,90€ after Sunday), but there's a public demo for you to try as well! This game was mentioned on our site some time ago, and is a cute

Oddword – Abe’s Oddysee (PS1 game, GT Interactive, 1997) [Indie Retro News] [[source]]


I have always had a soft spot for the odd and quirky, while at the same time being a big fan of platform games. On the face of it then, this was right up my street, a somewhat left-field puzzle-platform game released for the PS1 by GT Interactive in 1997, with quirkiness and cleverness by the bucket load! You play as ‘Abe’ a Mudokon enslaved to work at the ‘Rupture Farms’ meat processing

Space Moguls - C64 game inspired by M.U.L.E is now available! [Indie Retro News] [[source]]


Protovision is kicking it up a notch this week as they have just announced the superb looking M.U.L.E inspired game called ' Space Moguls ', is now available to buy for the C64 as either a disk, cartridge or disk and cartridge based version, each in a beautiful box of goodies! This game coded by C-H Skårstedt‏ with music by Stein Pedersen, is a top down grid based strategy game that has to 4

Bruce Lee inspired game ' Tiger Claw ' available for the Amiga this weekend! [UPDATE-Released!] [Indie Retro News] [[source]]


Another news topper for this morning as today we found out that RGCD's brilliant Bruce Lee inspired C64 game 'Tiger Claw', has been released for the Amiga and Amiga CD32 as a digital download with a boxed edition available separately . This game was originally released for the C64 developed by Lazycow and Saul Cross with an exclusive release on cartridge by RGCD for backers of the C64 in

Hot News as Blood Remaster has been announced, Gory FPS from 1997! [Indie Retro News] [[source]]


The news just gets better and better this week as earlier today we were told Monolith Productions bloody gory and hellish first person shooter of ' Blood ', will be coming to the PC via GOG and Steam as a remaster by Nightdive Studios, and published by Atari. If that wasn't enough to get you excited, the lead engine creator Samuel Villareal who is working with Nightdive Studios, has worked on

The Funny Boneyard - A zany Adventure game gets a demo [Indie Retro News] [[source]]


I've always been an Adventure gamer on both my Amiga and PC, and have such fond memories of games such as The Secret of Monkey Island, Simon the Sorcerer, Fable, Kings Quest and even the Quest for Glory series. So to hear that a new Adventure game with a Day of the Tentacle or Sam and Max vibe known as ' The Funny Boneyard ' by Josef Zorn and Andreas Capek was teased as a demo, I just had to

Fusion Issue 3 - The third issue to a great gaming mag is available now [Indie Retro News] [[source]]


This year we gave you the heads up regarding a great gaming magazine called ' Fusion ' which is jam packed full of gaming news and hardware features that is highly recommended in anyones gaming collection. Well you'll be pleased to know after our previous features of issue 1 and 2, Chris Wilkins of Fusion Retro Books has announced Issue 3 has not only arrived in many peoples homes, but it is

Powerglove Reloaded, Tiger Claw, Aviator Arcade II, r0x zer0 and more! [RGCD/Retro Gamer CD] [[source]]


You know what? I really wish I had more hours in the day so I could post here more often. I love writing, but hardly ever get to do it anymore. With my limited time spent juggling RGCD, family life, my career and social stuff, there’s just no time left for updating this blog (or even Facebook and Twitter). So, yet again it has been months since my last post, but holy shit a lot of stuff been going on since then!

Remember that Hunter’s Moon Kickstarter? Well, in case you didn’t know, I personally flashed, packed and shipped all 300 of those cartridges in what was the most epic sized project I’ve faced to date. 300 games might not sound like a lot to ship, but every single package had a variety of different bolt-ons; postcards, stickers, t-shirts, CDs, posters, even mugs! Quite often they were in wacky combinations resulting in multiple packages going to the same address - but phew - the last one (a replacement) was posted a week ago, so that’s that finished. In total, I tallied up that it had taken me over 14 full (solid) 12-hour days to complete, spread over a couple of months.

In comparison, the more recent Zzap! 64 Annual Kickstarter perk I helped with was completed in less than a week, and the resulting 115 Sizzler cartridges will be personally delivered to Chris Wilkins this Sunday for him to distribute to his backers.

But what about our in-house projects?


Tiger Claw and Powerglove Reloaded


These two long-awaited Amiga releases, particularly Powerglove Reloaded, have been held back by pretty much every issue and road block that a physical game launch can possibly face. First up was the choice of packaging - initially I had this cool idea of using now-impossible to source CD jewel cases with a flip-out tray that could also house a floppy disk. I first came across these when I was working on the original r0x with Nicolas ‘Tomchi’ Flandin for the Atari STE about 10 years ago. In fact, this was how a limited number of physical copies of the game were distributed. So, decision made, I went out to source a new supply - and lo and behold! Someone on eBay was selling a huge box of of them!

After parting with what seemed like an obscene amount of cash, then paying import and customs fees from the USA, the cases finally arrived ... and every single one of them was completely fucked. They were clearly defective stock that someone had discovered in the back of a warehouse - the trays would not stay inside the cases and they simply fell apart when you opened them.

As I’d purchased the seller’s entire stock of 500 units from outside of the protection of eBay, after many emails I eventually had to go through PayPal’s tedious and dragged out complaint system to get a refund, which involved videos of me showing how every case was defective. In the end I got a fraction of my money back, and wow, I was feeling seriously burned and demotivated after that.


So after some time spent recuperating the lost money via other projects, I decided to try out another option as recommended by Christian Gleinser of Dr Wuro Industries - a simple clam-shell case for which I designed and ordered a foam insert to act as padding. 400 of these arrived in huge boxes that I kept stored in my shed whilst I worked on the print elements and other parts (whilst simultaneously shipping 300 Hunters Moon cartridges). A few months later, with help from Chis Mantil and Steve Day, the manuals and sleeve inserts arrived via courier. So, off I went to the shed, opened up the boxes of clam-shell cases and *SURPRISE* ... I’d inadvertently ordered a different model of case to what I had designed the insert for. So there we go, 500x A3 insert prints straight into the recycling and the project was held up by another couple of weeks whilst new ones were designed and ordered from the printers

On the more positive side, this comfort-zone-pushing project has resulted in some cool experiments and experiences. Unlike any other CD release I’ve been involved with before, Tiger Claw and Powerglove Reloaded are proper, glass-mastered CDs - or ‘duplicates’ as they are known in the industry (instead of CDR ‘replicants’). This was a super risky venture for two reasons; first, it’s expensive, and secondly, the CD32 has this bizarre copy protection method that involves a few bytes of ASCII copyright info being injected into the header of the CD. It’s not a file, but more like a the boot-sector you get on a floppy disk. So we had to lead our duplicating plant through the process in baby steps - with multiple test copies from different set-up arrangements arriving in the post for testing on my original childhood CD32 console. The good news is that the process worked, and I am now the proud owner of an epic stack of CD32 game discs (plus a dozen test coasters) :D


Similarly, for Tiger Claw Matthias and I discussed the wacky idea of including a rubber ‘practice’ throwing star (or shuriken) with the game. A sample pack of four of these arrived in the post, much to the delight of my two young boys, and wow - even though they are rubber, they are pretty damn lethal. I was initially concerned about how to package them without the sharp edges scratching up the rest of the physical package contents, but hey, wouldn’t you know that they fit perfectly in the anti-static bags I use for the floppy disks? Bonus!

So initially, throwing stars aside, Powerglove Reloaded and Tiger Claw were going to be presented in a package with the game box holding the following contents:

  • The game on auto-booting CD (complete with Windows, Mac, Linux, C64 and Amiga versions) inside a clear plastic wallet.
  • An A6 sized, professionally printed manual (designed by Chris Mantil).
  • An A3 poster with a game map on the reverse (supplied rolled but could potentially be folded and kept in the case by the customer).
  • A floppy disk of the game, with a spare label for ‘backup’.
  • A couple of postcards, badges and stickers.


This all seemed good and well, but then I started getting requests for a jewel case for the CD. It seems that some CD32 fans really love their jewel cases. So, I decided to do what several of the publishers did back in the day - I’d provide a jewel case inside the clam-shell with the rest of the package. I’ll have to find another use for the plastic wallets!

Now, of course, with us already behind on the launch I was not going to complicate issues and incur further costs and delays by redesigning the manual as a CD booklet. Nope - the final jewel case simply has a single-sided front and rear insert. The manual and everything else will have to stay in the big box on your shelf, CD32 freaks! ;)

Finally, Matthias and I played email tennis trying to work out a price structure that would cover all the costs and be acceptable for the paying customer. It’s incredibly hard to gauge interest and potential sales without opening pre-orders months in advance; something I have never wanted to do. Normally I calculate a sale price based on breaking even after a estimated number of sales, but for this project - with so many unknowns and such a high production cost - this price was looking a little prohibitive. So, instead Matthias and I have opted for a different system whereby we’ll keep the game price as low as we can, but until the production costs are recouped, neither of us will take any profit.


So, the games will launch at £15/16 (with/without the floppy disk version) plus shipping. Please note that if you choose the CD only version at the lower price, a floppy label will still be included in the package so you can make your own from the disk image supplied on the CD. This launch price may increase in the future (especially if we need to run a second production batch), but for now it is what it is.

The digital Amiga disk version will be sold via itch.io for $2.99, but the Windows, Mac and Linux ports will be free - much like how we did with Powerglove for the C64. However, this is classed as a ‘pay-what-you-want’ model, so please, if you feel our efforts are worth more then we would be extremely grateful for a tip :)

Finally, I guess the last thing to cover is that although both games will be available to buy this weekend, the physical packages are unlikely to ship before Christmas. This is simply the worst time of the year to post anything - so unless it’s fully insured at extra cost, I’m not going to risk it. However, all orders will be prepared and shipped at the start of the new year. In the meantime, enjoy the digital version!


Aviator Arcade II


Another one that’s been waiting in the release pipeline for ages, and likewise has seen various problems during production - with one right at the final hurdle! Aviator Arcade II features some code in the start-up sequence that auto detects whether it is running on a C64GS - and if so it forces autofire mode so that the fire button can instead be used for bombs. However, with C64GS consoles being rather rare, this was untested until very recently.

We sent a copy of the game on cartridge over to Jason Kelk of Cosine Systems to test on his GS, and yep, you guessed right … it didn’t auto detect the console. So Mark and Jason discussed the possible reasons for this and thankfully it is now fixed - and we even added a ‘hold fire when booting’ feature that forces this mode just to make sure.

Anyway, I’m pleased to say that Aviator Arcade II is now complete and ready to ship, and will also be made available to purchase this weekend on cartridge, disk (from Psytronik) and as a download. Please note that as the cartridge version of the game is in GMOD2 format (which is currently not emulated on hardware), so for now the disk image will only be included in the download (but this may change in future).


Skill Grid


More Amiga news! Saimo of Retream has been working on his abstract AGA Amiga shmup project for some time now, but after assisting him with playtesting and sharing my thoughts and feedback, we have now agreed to release the game together in physical format.

Skill Grid is at heart a simple endless-high-score-chaser, with enemies to kill, bonuses and upgrades to collect (cyan cells) and maluses to avoid (yellow cells). Of course, being a Retream release you can expect many, many levels of depth to be found, from scoring mechanics to mini games and boss battles.

Coming on two floppy disks and a bootable CD32 compact disc - and no doubt with a hefty manual to explain the more detailed aspects of the game - Skill Grid should be complete by early 2019. Check the Retream YouTube channel for regular video updates!


r0x zer0


Here’s a blast from the past! r0x zer0 is an Atari STE game that I worked on together with Nicolas Flandin about 10 years ago, and was then subsequently put on hold due to a variety of real life reasons and a lack of motivation (on both sides). However, over the past few months Nicolas picked up the project again and released a ‘party version’ of the game at Silly Venture 2018, where it won first place!

Loosely based on Terry Cavanagh’s ‘Self Destruct’, r0x zer0 is an endless shmup with an interesting mechanic - you recharge your weapon power by catching bullets when your shield is up. Oh, and here’s a first - it’s a three-button game that requires an Atari Jaguar joypad to play(!)

In all, and largely thanks to Vierbit’s graphical contribution, it’s a solid little game that has found quite some popularity in the Atari scene. Check out the review on Atari Legend here.

I’ve made plans to visit Tomchi for a long weekend next year with a view to further tweaking and polishing the game for a commercial release (possibly just involving improving the enemy attack waves, sound effects and adding extra level maps), so watch this space.


Monster Buster & Kobo64

Unfortunately these two didn’t quite make it off of the RGCD assembly line in 2018, but you can expect more news on both games early next year. Kobo64 is in fact ready to release, with just the manual to finish, and ALeX of p1x3l.net is still busy finalising Monster Buster and its online scoreboards. Regarding other projects, work on Grid Pix and Moonspire 2 is still also ongoing.


RGCD C64 16KB Cartridge Competition

Finally! Just a heads up to say this competition will be launched before Christmas! So many people have asked about it, but yes, I hereby confirm that there will be a new round of our popular game development competition launching before the year is out :)

Flight of Pigarus - High score Shoot em up homebrewed for the Sega Master System [Indie Retro News] [[source]]


We haven't featured a Sega Master System homebrew for ages now, so to change all that here's a lovely little Shoot em up called ' Fight of Pigarus ' which was developed by Kagesan. Unlike most shoot em ups with an end goal to kill a boss and go on to the next level, this one requires the player to kills as many enemies and destroy as many buildings as possible to gain an ever higher score in

Battle Princess Madelyn - Ghouls ‘n Ghosts inspired spectacular is finally here on GOG and Steam [Indie Retro News] [[source]]


Glorious news today as we've just found out from Casual Bit Games that they have finally released their epic Ghouls 'n Ghosts inspired game ' Battle Princess Madelyn ', which is available to buy on both GOG and Steam. This game has been eagerly awaited for sometime as not only does it look gorgeous but as we said is inspired by Ghouls 'n Ghosts, a game released in 1988 and one of Capcom's

Voodoo Castle (Adventure International game, Vic 20, 1979) [Indie Retro News] [[source]]


We had better start by getting the obvious out of the way. The Vic 20 was not a powerful machine. Your average Vic 20 game had to be programmed in less than 3,583 bytes. To put that into context, a modern mobile phone with sixteen gigabytes of storage has approximately 4.7 million times more memory at it's disposal than a standard Vic 20 had. To have produced any games at all within such