Commodore 64 homebrew

Commodore 64 homebrew DEFAULT

Category: C64


 by zapiy · Published March 13, · Last modified March 18,

Doc Cosmos: New C64 Platformer.

Doc Cosmos is created for the RGCD 16k Cartridge Competition and is out now for you to play. Doc is on the search for a powerful alien device that is rumoured to be...


 by zapiy · Published January 14,


Wolfing see you play as Ling who awakes in Baron Baranov&#;s dungeon. The baron fears all creatures of the night and Ling knows that her dark heritage is the reason for her imprisonment. Can...


 by zapiy · Published December 19,


From the team that bought you the award-winning LEGEND OF ATLANTIS comes SIZZLER, an exciting new arcade adventure for the Commodore 64! Take control of Mik3, a robot tasked with assembling a game from...


 by zapiy · Published December 16,

The Shoot &#;Em Up Destruction Set.

Blasting onto the Commodore 64 comes the Shoot &#;Em Up Destruction Set! This superb compilation contains FOUR complete games designed by the Shoot &#;Em Up MASTER Alf Yngve! Fight in the air and on the...


 by zapiy · Published December 16,

The Shoot &#;Em Up Destruction Set 2.

Psytronik Software is proud to present the SHOOT EM UP DESTRUCTION SET 2, another stunning compilation of games produced by the shoot &#;em up MASTER, Alf Yngve! For SEUDS 2 we have delved into Alf&#;s unreleased game archive and...


 by zapiy · Published December 10,

Aviator Arcade II.

An unknown militarized terrorist unit, known as the X-Force, has occupied the peaceful city of Suburbia. As the top pilot in the Earth Defence Force (EDF) the job of defeating the terrorists falls to...


 by zapiy · Published December 4,

Rescuing Orc.

Rescuing Orc is a jump & slash game, a mixture of platforming and action, with a bit of adventure for good balance.. Are armed with your trusty sword, enter the dangerous World of Magica...


 by zapiy · Published November 20,

L&#;Abbaye Des Morts.

L&#;Abbaye Des Morts is a fabulous arcade adventure from Antonio Savona (Planet Golf). Originally released by Locomalito for the PC, this ZX Spectrum styled game has since been converted to the actual ZX Spectrum...


 by zapiy · Published October 29,


Megastyle have a fine selection of games in their growing list, here we have Tombstones. Our hero &#; EL GRINGO &#; is infamous for being the fastest and most dangerous gunslinger in the wild,...


 by zapiy · Published October 19, · Last modified October 21,

Tower of Rubble.

Tower of Rubble is a fantastic game for the C64, recently winning the Retrokomp coding competition in Poland. The music in this is particularly awesome Tomxx of K&A plus Music: Gaetano Chiummo of...


Tagged: C64 Homebrew Games

 by Paulo · Published April 12,

Double Sided Games Announces two new games

Double Sided Games has added two great games to their catalogue: Don’t Break The Balls for the Commodore 64 and Vegetables Deluxe for the ZX Spectrum. Don’t Break The Balls for the Commodore 64 DBTB is an action/puzzle game for 1 or 2 players in co-operation or duel for the...

 by CommodoreBlog · Published June 21,

MW ULTRA, New Commodore 64 by Covert Bitops in Development

Lasse over on Lemon64 Forums recently announced a new wip title for the Commodore The game is called MW Ultra and is a reboot of Metal Warrior. There are four games in the Metal Warrior series, all of them a “semi-cinematic” style, with a blend of shooting, melee combat...

 by Alec · Published June 7,

Schlimeisch Mania II, a competitive multiplayer game now available on C64

Fresh from this year’s Schlimeisch party in Frystak comes Schlimeisch Mania II, a competitive multiplayer game by Unreal. With support for 2 to 8 players, the game is definitely guaranteed to put any friendship to the test as you seek to outwit your opponents in this party version of the classic...

 by CommodoreBlog · Published April 19, · Last modified April 24,

Eleven New Homebrew Games Added to the Vitno Database!

Eleven new Homebrew games have been added to the database today. At the top left of the website (next to Home), you will see “Homebrew Database”, just hover your mouse pointer to view the drop down menu of games. &#; Commodore 64Angry Golem (Max Breedon) Blok Copy (Cosine) Bomb Run...

 by CommodoreBlog · Published April 17, · Last modified April 24,

Three New Homebrew Games Added to the Vitno Database

Three new Homebrew games have been added to the database today. At the top left of the website (next to Home), you will see “Homebrew Database”, just hover your mouse pointer to view the drop down menu of games. Commodore 64C=Rex Offline (Genesis Project) ZX Spectrum Tea-Leaf Ted (Bear Version)...

 by CommodoreBlog · Published April 11,

Diced, A New Commodore 64 Puzzle Game by Jamie Fuller

Diced is a new puzzle game written by Jamie Fuller in assembly language. Based on an Android game of the same name, also written by Jamie. Diced was originally created in mind for the 4KB Craptastic Compo. However Jamie states on his website that he thought the game was a...

 by Paulo · Published March 21, · Last modified March 22,

Valkyrie 3, The Night Witch, New game for the Commodore 64

The New Dimension has released another SEUCK-based game. Valkyrie 3, The Night Witch. With a rich background story, the game is a shoot’em up divided into aerial and ground missions. In the aerial phases, you pilot a Polikarpov Po-2 biplane named “Sasha”. At first, the plane is poorly equipped but it...

 by CommodoreBlog · Published March 21,

Sarah Jane Avory&#;s Briley Witch RPG Diary, A Highly Anticipated Commodore 64 RPG!

Sarah Jane Avory is a self-published author and full-time computer games programmer. She started writing a long time ago, and self-published her first novel in May She’s a fun-loving person, and enjoys a good challenge, especially with writing. As well as writing, Sarah has been working on a Commodore...

 by CommodoreBlog · Published March 4, · Last modified March 5,

Fart Escape! A New Commodore 64 Game by Picaro Games

Continuing with the toilet humour, we have a new Commodore 64 game by Picaro Games called Fart Escape! Fart Escape is a fart and fly platformer! Another original and unusual concept in which you must use your methane powers, whilst the game auto-scrolls you though some pretty tricky traps and...

 by CommodoreBlog · Published February 12,

Bomberland For The Commodore 64, Now Available as a FREE Download!

Bomberland is a Bomberman Homebrew clone for the Commodore 64, which was released by RGCD on cartridge and digital download, way back in We have some excellent News this morning, RGCD announced on Twitter that the game is now available as a FREE digital download! Head over to

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Following hot on the heels of last year's BoxyMoxy, 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 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 KB of ROM space on a GMOD2 cartridge.

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.

"I made the first PETSCII tests of Gorgo and Jojo back in May/June 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".

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.

"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!"

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 professionally spoken words of dialogue(!)

"Roughly KB 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 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."

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.

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;

"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."

"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."

"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."

"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!"

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.

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.

Commodore 64 : Pickles Pod Patrol ( Homebrew). RGCD 2015

Receding steps, ran away. How are you. - the girl rushed to him. - Call an ambulance. It doesn't look like.

Homebrew commodore 64

Neither the small penis, nor the tongue, nor the fingers gave me any satisfaction. When I realized this, it was too late to fix anything. Children, loans, love-infection have not gone anywhere.

Building a new C64 in 2020

He was, of course, luxurious, which, in her opinion, she deserves. He was tall and blond, with beautiful hair and a fashionable appearance. He had broad shoulders and powerful In which the parents of Nastya and Eugene who arrived, talk about their life drama.

Now discussing:

There were also garter stockings and a belt, like the ones seen in porn. At the sight of white panties, the fabric of which could. Barely hide the pubis, I unconsciously imagined my mother wearing them. This thought, as it seemed to me, was disgusting, but my penis with this visualization tensed even more.

Carefully, so that it was not noticeable, I removed the laundry.

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