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Topics - TL

#41
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[size=140]Oscar San was a popular indie game for the PC and now the developer, Richard Oscar Valdez, has announced that he is developing a demake named Young San Oscar for the NES. Young San Oscar shares a similar name but will provide brand new content for the NES but with the familiar gameplay. Indeed, this future title for the 8-bit Nintendo will share platform based action inspired by games such as Shatterhand, Super Mario Bros, Megaman and Kirby.[/size]



[size=140]Play solo or with two simultaneous, Young San Oscar should contain 32 levels, numerous enemies, bosses and power-ups. At the moment there is only little information out there but Oscar Richard Valdez intends to put a demo, a video and some screenshots on the net very soon. So in the meantime, we must be patient and settle for the one visible image in the header of this news and a little look at the box art! You can also head on over to NES Dev to keep track on the latest news regarding this game.[/size]

[size=240]DEVELOPMENT THREAD[/size][/align:apdt1bqc]
#42
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[size=140]Airball is an isometric arcade adventure that was released by Microdeal for the Dragon 32/64, Atari ST, Amiga, PC DOS, Atari 8-bit and Apple IIgs. It was also much later ported to the Game Boy Advance and Android. It was recently discovered that a version for the NES was under development, but cancelled. However, several partially complete prototype cartridges were found and reproductions have been made available from RetroZone. Now the game has been converted to the Sega Dreamcast and made available to download for free![/size]

[size=140]The player begins every round atop inflating stations. These inflating stations, which are scattered throughout the arenas, also act as checkpoints. Remaining atop an inflating station for too long will cause the player to burst. A bar gauge at the bottom of the screen allows the player to monitor their air level. Navigating the levels is accomplished with the directional buttons and a jump button. The view is isometric, which can often make complicated movements (such as jumping across gaps or weaving through obstacles) difficult. Points are gathered in the form of gems that appear randomly in rooms. Players pass through the gems for collection. Airball can ascend stairs by jumping. The surrounding spikes, one of many obstacles found in the game, cause the player to burst. The yellow bar is the amount of air left in the ball, and the three balls in the lower left of the screen indicate the remaining amount of lives. The isometric projection is very visible in this image.[/size]

[size=240]DOWNLOAD HERE![/size]

Dreamcast SD Compatible: Airball[/align:3babs05o]
#43
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[align=center:crk9qh9g][size=140]I don't really think we need to say a lot more about this, I think everyone out there knows about Flappy Bird by now!

It's already appeared on just about every other retro platform so it was almost inevitable that Nintendo's Game Boy would get a version. It's been released for free to use with flash cartridges and emulators and you can also watch a video of the game in action below.[/size]

[size=240]DOWNLOAD HERE![/size]

Flappy Bird on Game Boy[/align:crk9qh9g]
#44
Homebrew Chat / 1k Series - New NES Homebrews!
June 10, 2014, 18:37:48 PM
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[size=140]NES homebrew developers Sly Dog Studios have produced a series of homebrew games for the NES that use just 1k of memory! A real throwback to the early days of home computing and systems like the Sinclair ZX81/Timex TS1000 with their very limited RAM.

In the words of the studio themselves:
"They are usually done as a challenge to a programmer, or sometimes they are made when we get a bit bored here at Sly Dog Studios and feel the need to take a break. They are small, but they are free! Great word, that!"[/size]

      

[size=140]So far the team has produced 6 different games that cover a wide range of different genres.

These titles comprise of Ambushed, Flappy Block, For Points, Meteor Guard, Pong: 1k2p and The Invasion.

All the games can be downloaded for free to use with emulators or real hardware via a flash cartridge![/size]

      

[size=240]DOWNLOAD HERE![/size][/align:1wqseko5]
#45
So it seems that the video requests I have been doing recently have been going down really well and getting a lot of views and comments. I still have a couple more requests I need to get through but I thought I would throw it out there to the good folks on this forum.

Are there any videos that you would really like to me make?

A link to my channel for those that don't know it: https://www.youtube.com/user/LairdOfForsyth
#46
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[size=140]ZX Destroyer for the Sinclair ZX Spectrum is a conversion of a very obscure arcade game that was released in 1980 by Spanish company Cidelsa, who can be considered as the first video game company in Spain. This very faithful translation was made for the El rincon del Spectrum coding competition 2014 and was programmed by Retro Bytes, who, like the arcade producers, also hail from Spain so remembered this game from their youth. They have released the game for free to use with real hardware or emulators.[/size]



[size=140]Destroyer is one of those shooters in which you have to overcome a series of enemy waves. But what distinguishes Destroyer from the other similar games of the way you attack the enemies, especially in regards to bullets that go beyond being simple straight shots move diagonally, and in the later stages the missile's trajectory changes midway. The game also features enemies that attack intelligently, almost reading your every move telepathically, and some huge and very inventive boss characters.[/size]

[size=240]DOWNLOAD HERE![/size]

ZX DESTROYER teaser (Retrobytes Productions 2014)[/align:3k2rwe3z]
#47
[align=center:3ubr5yqk][size=140]You all love these lists don't you?

Yep, good then, here is another!

The Guardian newspaper in the U.K. just compiled their list of the 30 greatest British video games ever, see what you think of the list![/size]

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#48
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[align=center:2njborde][size=140]Sony Computer Entertainment Japan announced on Monday that it will cease production of new Japanese PlayStation Portable (PSP) units in June. A little under ten years have passed since the portable video game system debuted in Japan.

The company's Sony Store began a campaign on Tuesday titled "Summer 2014 Super Coaxing Strategy!" which will allow PSP-3000 owners to turn in their old PSP system and get 3,000 yen (about US$30) off the purchase of a PlayStation Vita system. In addition, PSP-2000 and PSP go owners will get an 1,000 yen (about US$10) discount. Students will get an increased discount of 1,000 yen more off.

Sony released its first portable game system in Japan on December 12, 2004. As of January 2013, the system has sold 19.26 million units in Japan, and has sold 69 million units worldwide. Multiple titles are scheduled for release for the system later this year, including two QuinRose titles. Otomate's Urakata Hakuōki: Akatsuki no Shirabe PSP game is scheduled to ship on August 7.[/size][/align:2njborde]

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#49
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[size=140]A Backbone game "Marco Gregorio's Adventures to Unusual Places" is now released for your enjoyment!

The game features 5 levels, 3 of them are location levels and 2 are walking levels. The music has been taken from the Sound Terrific MOD compilation with author credits acknowledged in the game. Tiles and sprites were created by Amiman, his friend and heavily modified tiles by Cammy. Sound FX come from Backbone and Amiman.[/size]



[size=140]The game has been tested on A1200 68030 50MHz and it runs fine. To install the game, just decompress it to HD and click on Marco icon. You can read more about the development of the game in the thread on Amibay forum. A CD32 compatible version of the game has also been made.[/size]



[size=140]Few tips and quirks:

1. Because there is a small problem with Backbone when you die over "Danger Area" like water, you will respawn to the beginning of a level and restart. So, you need to finish the level without dying.
2. I limited fire/throw axe speed, so it's harder to kill enemies, you can't just blast through enemies.
3. You need to collect all items before advancing to the next level.
4. In the Mayan level not all gates open.
5. I used the same fire button to Throw and Open Doors, I found out that assigning keyboard press to open the Door was disrupting the flow of the game. So, you can't shoot next to the door, you need to move away some before shooting.
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[size=240]DOWNLOAD HERE![/size]

Marco Gregorio's Adventures to Unusual Places [Amiga][/align:14lv6ost]
#50
Homebrew Chat / Razion - New SNK Neo Geo Homebrew!
June 03, 2014, 18:24:15 PM
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[size=140]RAZION / ラジオン is a new horizontal shooting game being made for NEO·GEO by professional homebrew publishers and developers NG:DEV Team.

The score system is based on growing gold cubes and using the beam.
It has 2 game modes (NOVICE/NORMAL).

Novice mode is significantly easier and will allow more people to enjoy the great graphics and music.
Normal mode is a more maniac experience.[/size]



[size=140]Game Features:

6 stages with varied settings 6 huge end bosses 7 sub bosses 2 game modes

Graphics:

Rendered 16-bit CGI graphics Horizontal shooting game

Hardware Specs (MVS/AES):

Full use of 1560 Megabits (Gigashock) Full digitized stereo soundtrack In-system software updates via USB port (MVS) Custom made PCBs Custom made cartridge shell

Details:

Development is completed 80%. We are aiming at a MVS release in autumn 2014 and the game is immediately available for preorder.

For the first time we offer both the [LE] Limited Edition and [RE] Regular Edition from day one. An AES version will follow after we shipped "NEO XYX AES" and "PINK BULLET AES".

Coming Autumn 2014 For NEO·GEO. You can pre-order now at www.ngdevdirect.com[/size]

Razion / ラジオン Trailer 720p (NEOGEO)[/align:wqnjwhb7]
#51
Spectrum Chat / The Great Mystery Of OutRun Europa
June 02, 2014, 20:32:34 PM
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[size=140]For years the mystery of why Outrun Europa the game that was released was completely different to the one that was reviewed by Your Sinclair magazine.

To quote Your Sinclair "Your Sinclair reviewed it and said "I said it was fast and it is. The graphics are big and dead colourful as well, this causes a wee bit of colour clash occasionally but nothing too drastic. The sheer size of the buildings and the other stuff at the side of the road is impressive too. And there's such an impressive variety of scenery. It's so exciting, just like going on holiday"

They even gave the game a 83%!![/size]



[size=140]Why was this game different? was it a mock up?

Was this game started from scratch?

Well it look like the mystery has been finally solved by the clever people over at Worldofspectrum, Ralf and Retro Asylums own Swainy.

Swainy pointed out the the way the graphics had been done it looked like the game had colour at one point, then Ralf uncovered that this had been the case and by entering this poke 24905,6 that the game indeed did have colour.



Now as you can see from the screen shots the game looks a lot closer to the screen shots in YS magazine.

The graphics looked like they had been touched up on the speccy mag and then finally dropped from the final version of the game.

Big thanks to Ralf and Swainy for discovering this and who at some point are going to start working on the game and tidy it up a little bit

Check out these videos the guys from Retro Asylum have made!
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The Great Mystery Of Outrun Europa Has Been Discovered!!!

OutRun Europa: ZX Spectrum colour development - Level 1 nearly complete[/align:1kjqxfif]
#52
Spectrum Chat / The Spectrum Games Thread!
June 02, 2014, 20:21:31 PM
[align=center:36jr1lbw]I have been seeing a lot of good Spectrum reviews appear on my You Tube feed recently so thought it might be nice to share some of them with you, especially the more obscure games!

Daley Thompson's Decathlon - ZX Spectrum

c5 cLive ZX Spetrum

Bangers & Mash - ZX Spectrum

Aargh - ZX Spectrum[/align:36jr1lbw]
#53
Retro News & Chat / World War I: In Video Games
June 02, 2014, 20:09:49 PM
[align=center:1q0brgbg]World War I in Video Games - Kimble Justice[/align:1q0brgbg]
#54
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[size=140]Altair for the Sinclair ZX Spectrum is a conversion of a very obscure arcade game that released in 1981 by Spanish company Cidelsa. This very faithful translation was made for the El rincon del Spectrum coding competition 2014 and was programmed by IBM, who, like the arcade producers, also hail from Spain so remembered this game from their youth. They have released the game for free to use with real hardware or emulators.[/size]



[size=140]It is a traditional old school scrolling shoot 'em up that very reminiscent of games like Moon Cresta and Galaga. The game is very similar to another coin-op by Cidelsa called Destroyer, but in this game you can move up and down not just left right like in Destroyer. You can also lose parts of your spaceship and it has many new enemies including the boss characters. You can see the original arcade game over at the Arcade Museum website.[/size]

[size=240]DOWNLOAD HERE![/size]

Altair ZX Spectrum (IBM, 2014)[/align:3andnz6o]
#55
Homebrew Chat / 2048 - New Commodore 64 Homebrew
June 01, 2014, 15:36:52 PM
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[size=140]We recently saw versions of this hugely popular mobile and flash game 2048 hit the Atari 2600, Commodore 16 & Plus/4, Sega Mega Drive, Nintendo Game Boy, Atari XL/XE and Sega Master System so it was only a matter of time before the Commodore 64 got a version too. If you're not familiar with the game, here are some details (from Wikipedia):  2048 is a single-player online and mobile game created in March 2014 by Italian 19-year-old Gabriele Cirulli, in which the objective is to slide tiles on a grid to combine them and create a tile with the number 2048. It can be regarded as a type of sliding block puzzle. [/size]



[size=140]This version of the popular game was coded by Act-Otl and has been released for free to use with real hardware or emulators. Please note the different points calculation in this game - while other versions of 2048 always adds the value of the summarised tiles to your score, this game gives far less points by following to this pattern: 2+2=2 points, 4+4=3, 8+8=4, 16+16=5, 32+32=6, etc.
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[size=240]DOWNLOAD HERE![/size][/align:38p2gb0p]
#56
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[size=140]Dorque and Imp was a game developed by Norse, a Swedish game developer company of the early 90′s. It turns out that Norse was not a licensed developer, and were looking for a licensed publisher to pick up Dorque and Imp for some time, then the project was cancelled. Piko Interactive were able to come into an agreement with Peter Waher the original developer of Dorke and Imp, and received a copy of the source code, which was an old back up and not the latest version of the game (as Peter describes it). They analyzed the source code, and realised that were a lot of tools and parts missing, and although it still had hope, it was going to be a lot of work to get the game completed. However, the source code had 3 different compiled binaries that were playable on any SNES emulator. From there they were able to find additional assets of the game that were not included on the ROMs inside the source code files. These are elements like menu, music, extra levels, and slideshows. After several hours of working on through rom hacking, we can proudly say that the game is about 80-85% completed.[/size]



[size=140]The game only needs to get some bugs fixed up and get some boss fights implemented and we have a new 100% completed SNES games that never saw the light before! However with this good news we also have some sad news. The designer and creator of this game (story, characters and graphics) Satrio, passed away on April 29 2014 at 42 years old. He was a very talented artist for his indie video game studio. I am very saddened that he was not able to see the completion of his SNES game. All the work that we do for Dorque and Imp will be dedicated in his honour; on the last email conversation we had,  he mentioned he wanted to change the name of the game to Dorke & Imp and we will carry on with his wishes. Rest In Peace Jim Studt 2014.[/size]

[size=240]OFFICIAL WEBSITE![/size]

Dorke and Ymp - New SNES Unlicensed Homebrew game[/align:non3fb75]
#57
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[size=140]FloodIt is a brand new puzzle game for the Commodore 16 and Plus/4 by prolific homebrew coding group The Legion Of Doom. This is a logical puzzle game written in 100% machine code and available in both PAL and NTSC versions. The game has been released for free for use with emulators or real hardware and can be downloaded in several different configurations. [/size]



[size=140]If you're going to flood something, let that be the playing field in this game. Okay, enough of the "witty" banter, Csabo has just released another nice mini game (somewhat similar to 2048) called FloodIt. If you enjoy puzzles and logical games, this might provide you with a nice distraction. The game has a tournament mode, which contains 16 hand-picked levels and is meant for players to compete in our Hall Of Fame. It also features a random level mode for virtually unlimited variety. Check it out and enjoy![/size]

[size=240]DOWNLOAD HERE![/size][/align:1tdkbc8a]
#58
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[size=140]Description:

'Arc-aid: Cambridge' is being held at the Cambridge Computer Museum on Saturday 12th July (and following on to the Sunday 13th for those wishing to continue!) with the aim of bringing together members of the online arcade community to repair and restore some of the museum's arcade machines. The event will see engineers from across the country turning up to open arcade cabinets, pull out circuit boards and then solder, prod and probe until the sound of arcade cabinets springing back to life fills the museum (waka-waka-waka!). Arcade-centric talks will be put on throughout the day and there'll also be a PCB workshop for arcade community members to bring their own faulty games to and have some practical knowledge exchange with those that are more experienced. Whilst all this restoration is taking place the museum and arcade community will give access to a selection of awesome arcade and pinball machines recreating the experience of an actual arcade!

Game over?! Insert coin to continue!

If you want to stay the night, there is a travelodge just a few minutes walk away.
Travel Lodge Cambridge

Tickets & Pricing:

Adult - £7.00
Child    - £5.00
Family (2 Adults, 2 Children) - £20.00

Ticket prices are for the entire weekend. Keep your booking receipt for entry on both days. And remember - All proceeds go to support our Computing Museum![/size]

[size=240]GET TICKETS HERE![/size]

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#59
Homebrew Chat / Dizzy - New Atari XL/XE Homebrew!
June 01, 2014, 13:13:43 PM
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[size=140]Codemasters' Dizzy is one of the best selling computer games of all time and one that started a huge franchise that went right through to the 16-bit consoles and produced numerous spin-off games. But for some unknown reason it was never released for the Atari 8-bit computers, well now that mistake has been corrected thanks to A8 homebrew coder PAW. The game has been in production now for many years but is now finally close to completion and a demo has been made available for testing purposes![/size]



[size=140]For those that don't know, this game is a platform style adventure where Dizzy must search the fairy tale land of Katmandu for a Leprechaun's Wig, a Cloud's Silver Lining, a Vampire Dux Feather, and a Troll Brew and deposit them in a cauldron to make a potion to defeat the evil wizard Zaks. The gameplay involves collecting items and moving to other locations where the item is required; for example, at one point a raincoat is needed to protect against damaging rain. This is made more difficult because only one item can be carried at any given time. Unlike later games in the series, which focus more on the inventory-based puzzles, this first game features a very large number of hazards that kill the player on contact. With only three lives initially to complete the game, this makes it a very difficult game to complete by today's standards.[/size]



[size=140]Work is still progressing on the A8 version, at the moment it is missing many of the animations and the graphics are still a little clumsy but all items are already in places and you can use them exactly the same as the other 8-bit versions. At the moment though there is no word on when the game will be completed although the programmer warns not to expect it anytime soon! For now you can watch the video below or download the demo version and give it a try on your favourite emulator or real hardware via a flash device.[/size]

[size=240]DOWNLOAD HERE![/size]

DIZZY for Atari XL/XE (W.I.P.)[/align:1cypymdw]
#60
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[size=140]Atari Age member Jacobus is working on a new single player Atari 8-bit game called Clipper. The game is inspired by MULE, Warcraft and several other RPG type games and it comprises 240 individual persistent locations, compound interactions and the ability to permanently modify the game environment. More detail follows in the form of the initial user manual. It's being developed using Quick and will work on a 48K or better machine. Clipper is still a work in progress so there are many elements that need completing – most notably sound and graphics, and many more that require polish. He expects to have a final version ready in the next few months.[/size]



[size=140]Clipper is a game of exploration and acquisition. The basic concept is to explore the provided world, gather resources, build structures and earn wealth, but of all to survive! The Clipper world created in the game consists of 240 separate locations. Each of these locations is built on a grid of 32 by 16 characters called tiles and can contain forests, mountains or plains. Each tile can also contain one of several structures – Fort, Mine, Farm, Village and Ruin. In some cases, the environments in the tiles are destructible – for example; trees can be cut down and grasses can be harvested. Keep in mind that this process, known in the game as reaping, removes a tree or grass growth permanently - so manage your resources carefully![/size]



[size=140]As you explore you can harvest or reap some of the resources which populate your world.  Trees can be cut down to increase your lumber supply, and plains grasses can be similarly collected in order to increase your food supply. These resources are non-renewable and once used will not come back. After approximately 5 minutes of real time, the game's "day" starts to end.  Things get darker and harder to see.  During the night the chance of a predator attacking is greatly increased. The night is not all bad, at midnight every night all of your production is tallied and added to your totals. Survival is success.  At the end of 90 days, you will have either established a working productive economy or you'll be dead.  Any extra wealth you might have at that point is simply icing on the cake.[/size]

[size=240]DEVELOPMENT THREAD![/size]

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