Thursday, 20 October 2016

Jam It Cartridge Available Now! (Commodore 64)

Woah! After being sat ready to ship here in the RGCD office since Spring 2016, the long-awaited and promised JAM IT cartridges are finally ready to go on sale! We're officially back on the C64 scene!

Sunday, 16 October 2016

Developer Diary: Caren and the Tangled Tentacles (Commodore 64)

Following on from our previous 'Developer Diary' write-up (where we looked at the forth-coming Amiga version of Powerglove), Dr. Martin 'Enthusi' Wendt took some time out from his long-term 'Caren and the Tangled Tentacles' project to discuss some of the technical aspects of what is arguably the most impressive point 'n' click adventure game ever made for the Commodore 64.

You can download the latest public version (1.1) HERE.

2015 C64 16KB Cartridge Game Development Competition Results

Holy hell! Here we are at the end of 2016, and I'm only just posting the results for LAST year's compo... Well, I'll write a bit about the last four months of inactivity in a bit, but first of all let's get this out of the way ;)

(Those of you whom follow the C64 scene closely will propbably be aware that the results were actually announced in the recent edition of Vandalism News (#65), and the article is reproduced here in full).

As already explained over on the official page, the scores were calculated using mean averages with the highest achievable score being 66 points (if all judges had scored a game 11 points in all categories). I won't bore you with lists and tables of who scored each game what, instead I have listed the games below in order of placing with the final scores and judges' comments.

As is traditional, I'd like to say a massive 'thank you' to everyone involved - yet again, through your hard work and dedication, the modern day C64 game development scene has continued to improve and impress, surpassing expectations again and again. Congratulations to everyone who submitted a final game :)

Icicle Race (John Christian Lønningdal & Saul Cross)
1st Place (59.22 Points)

"Icicle Race is a brilliantly executed puzzle game with gorgeous graphics, cute animations and very nice music to match. It's closest relatives are Solomon's Key, Spherical and Sokoban. It has a large number of levels, which seem to be very challenging. That's also the only complaint I have: This game is quite hard. But if hard puzzle games are your thing, then Icicle Race will keep you entertained for many hours." (Andreas Varga/Mr. SID)

"Wonderful port of Solomon's Key 2. Very addictive. I love everything about it - music, gfx, execution! Top notch!" (hedning)

"Fun little port of Solomon's Key 2 from the NES with cute graphics, had me tearing my hair out on some of the levels. Strong playability and puzzle element." (David Simmonds/Jazzcat)

"This game crushed me. First, it has a very unique icy music style. Second, the gfx are really good and detailed. Third, it is really huge. And fourth, the game has quite some cunning game design ideas in it - those come, however, from the NES original. IMHO the best game in the compo. All thumbs up!" (Jacob Voos/Jak T Rip)

"John and Saul do it again. An amazing port of a little known game, given its own special C64 flair. Superb stuff with loads of content crammed into 16KB, and in my opinion, leagues ahead of anything else released this year." (James Monkman/Heavy Stylus)

"This is a great game - really enjoyed the concept - lots of variety and depth. It's a real gem well done guys, couldn't fault it." (Jamie Howard/Physcopanda)

"Icicle Race is a bit of a fiendish puzzler with some slightly odd play mechanics that make it feel quite unique. Each puzzle is one screen and your Romancing the Stone-type adventurer must utilise blocks of ice to put out all the flames that happen to be roaring away in the ice caverns he is exploring. It reminds me a tiny bit of Puzznic in the way the rooms are set up and that gravity is an important factor, but it otherwise plays quite differently. You may climb up a block but you can't jump. You can create ice blocks with your wand, put only in the space directly in front of you and below your feet. This feels restrictive but puzzle games surely need these strict parameters to create a brain-mangling challenge. It works brilliantly. There's a huge variety in the puzzles, the challenge they represent, and the manner in which you solve them. Icicle Race has depth, too. There are one hundred levels, split into blocks of ten, and thankfully you can tackle them in any order, with the one proviso that you must have completed the previous nine levels in a set before you can attempt the tenth level. The first twenty to thirty levels are fairly achievable, but then the going gets tough - you could sink plenty of hours into this one! The presentation is excellent as well. Your adventurer has a lot of character and he reflects my state of mind perfectly when he fails a level and sits on the floor shaking his head! But he does do a weird dance when he wins (which I don't). The graphics are well above average and different pieces of in-game and menu music and very nicely composed and perfect for the game. Wonderful, absorbing stuff." (John Dennis)

"This was bugging me for a while why it looked familiar, and then I recalled "Fire 'n Ice" on the NES! And lo and behold, it's just as good, with tight controls and mind bending puzzles once you progress past World 1. The graphics are really nice hi-res works that evoke a lot of character, even the flames, and the sound is inoffensive and fits the theme. Thankfully if you get stuck, the levels are also the SAME, meaning you can look up a level guide and progress without too much frustration! Although I do rather miss the funny cut scenes from the original." (Mat Allen/Mayhem)

"This looks to be the biggest game in this years compo, with 100 levels! I didn't know the original until a few months ago when it was mentioned in Return magazine. Sporting great graphics and sounds and some tough puzzle action, this is the clear winner of this years compo for me!" (Paul Koller/Paulko64)

Wednesday, 11 May 2016

Pan-Dimensional Conga Combat is Available Now! (Windows)

Hey there RGCD friends and family! It’s James here, albeit a rather more exhausted James than usual. You see, after 18 months of late nights and weekend crunch sessions, our admittedly not-to-be-taken-seriously little arcade-style quasi-shmup Pan-Dimensional Conga Combat has finally been released for Windows as a launch title for Game Jolt’s all-new Marketplace!

Priced at $4.99 (plus VAT), the game is available to buy at both Game Jolt and, and we’ve launched a Greenlight campaign to get it on to Steam as well. Conga was a game designed for competitive score chasing, and we really want to get it onto Steam so we can use their online leaderboards - so please, give us your thumbs up!

We’re still working on the .APK version for Android devices with controllers, and that will of course be provided for free to anyone who buys the game from either of the storefronts listed above. If Greenlit, we’ll also provide you with a free Steam key too :)

I recently wrote a few words about the development of the game on our blog, as well as the reasoning behind the price point, but basically the short version of the story is that we really want to revisit r0x Extended EP and give it a rather ambitious update for its Steam launch. Consider it a ‘two-point-oh’ revision, with extra game modes, more enemies, greater stage/wave variety and massively refined gameplay using all the lessons that Conga taught us.

RGCD currently has over 2000 followers on twitter, 1000+ on our mailing list and a similar number on Facebook. If a third of you fantastic people out there reading this can help support us by buying the game, then we’ll reach our break-even target. So please, give us a hand spreading the word (we can provide review copies on request), and hit one of those widgets below! :)

Monday, 9 May 2016

Pan-Dimensional Conga Combat Release Imminent!

Exciting times! Here we are, 18 months after the first playable prototype of Conga Combat, and finally the game’s initial Windows release is only a couple of days away. Play Expo Blackpool proved to be exactly the stress-test we’d hoped for, with hundreds of games played bug-free and only a single additional feature request from the public (a few people pointed out that there should be a way to quit the game when paused). And that’s it - for now there’s no more work left to do on the Windows build.

We were lucky enough to be one of a couple of dozen developers invited as first-rounders on the new Game Jolt marketplace (opening to the public on Wednesday), so we decided we’d use that opportunity of potential ‘feature space’ to set Conga free into the wild. The game will also be available to buy on our page as well, and we’ll be launching a Greenlight campaign to get the game onto Steam on the same day (Conga is a game that was designed to use online leaderboards, so it’s a perfect fit). We’re still working on the Android .APK; there’s some optimisation to do to see if we can get it running at at least 50 FPS on low powered devices, but more critically the shader code for the sine-distortion effects used on the game titles is currently completely borked on the Amazon Fire TV.

The past three months of development-weekends have been pretty soul destroying for Jamie and I, a period of time that can be summarised as an ever-repeating cycle of finding a bug, fixing it and inadvertently creating another, but at the time of writing the game is pretty much 100% there. Amazingly, despite the hundreds of hours put in, we both still enjoy playing Conga in short bursts - which I guess is a good sign. I even recently managed to loop it twice, although I still haven’t managed to conquer the game by beating it three times. I do wonder if perhaps we’ve made Conga too brutally hard? I guess we’ll find out soon!

Since the last time we wrote about the game, our main focus has been on implementing the achievements system, stats, player feedback/ratings, credits, intro and laying on a thick coat of final polish. Like 2014’s r0x EP, Conga has it’s own built-in achievements and stats system so that it offers players some reward even in the DRM free version of the game. Doing this has of course also made it easier for us to eventually implement other platform API’s, such as those used by Steam, Amazon, Google and (possibly/hopefully) Game Jolt. A huge amount of time was spent tweaking these so that the game doesn’t ‘give it all away in the first 30 minutes of play’, but to be brutally honest, if I set my mind to it and beat my double-loop record, I reckon I could probably manage it in less.

You see, Conga is a SMALL, traditional arcade game. With a single loop of the 12 stages/4 dimensions technically possible in less than 5 minutes, you might ask why we feel it is worthy of the budget $4.99 price tag. That’s not a simple question to answer, but nonetheless we have our reasons;

  • With only one life per game (plus an additional hit-point per level achievable by collecting armour pods), Conga is quite challenging (read as “it’s 1986 coin-op style hardcore”). I have my doubts as to whether or not anyone will actually reach the ‘game conquered’ message. I’ll be happily proved wrong though :)
  • The mix of scripted and randomised game events give Conga a LOT of replay value. That and the quick ‘one button to try again’ functionality combine to give it that compulsive one-more-go vibe. We’ve tested the game at several events and it’s genuinely hard to pull people away once they’ve got into the zone.
  • We’ve not made a big song and dance about the competitive local multiplayer aspect of the game, but it is quite a laugh (when you can actually make out what the hell is going on amongst all the flashing and screen shake).
  • Although original, the game concept is admittedly quite simple, but we’ve made the very best game that we could out of it in all respects. The controls, the menus, the transitions, the flow of the game... a huge amount of work and attention to detail went into them all.
  • If/When Greenlit, those friends/global scoreboards are going to make it a whole lot more fun to play. High score competitiveness is what Conga is all about. Jamie and I have furiously been trying to better each others scores now for a year, and we still enjoy giving the game a blast. I’m still in the lead by the way ;)
  • You’ve never played anything quite like Conga. That’s a fact. Rob Remakes knows where it's at :)

In respect to the above points, we feel that the price is both fair and reflective of what we’d feel happy paying for a game of the same scale and standard. In these days of crazy-cheap games it also gives us room to move with future sales and promotions. Also, ignoring the unpaid time we’ve put in, Conga has already cost us about £1K in assets alone. That's no huge sum, but it's still money that we'd really like to get back to reinvest into giving r0x EP a console-release worthy update. However, even achieving that is ‘quite’ an ambitious target for a low-profile indie like us, equating to something like 350 sales. If we manage that, there’ll be some serious high-fiving going on here at RGCD HQ! :)

Thursday, 28 April 2016

Kickstarter Version of Tiger Claw Available for Download!

First up, let me start this post by clarifying that the results of our C64 compo are in hand and will be announced ‘sometime in May’. Jamie and I have been insanely busy lately - not only have we been wrapping up the final 1% of the work left on Conga-Combat (which now even has its own page over at, but shipping all those Tiger Claw carts took quite some time and effort!

Anyway, the last Tiger Claw cartridge was sent in the mail two weeks ago, so they should have all arrived at their destinations by now. Apart from one, which has been returned to me from Australia(!) If you think that might be yours, please drop us a line asap! (Obviously I know who it is, but I don’t want to disclose names publicly, and I’ve already emailed the individual to no avail).

Friday, 1 April 2016

RGCD C64 Cartridge Development Competition 2015

Hey, this is no April 1st joke! The fifth RGCD C64 Cartridge Development Competition concluded at midnight on the 31st of March with 11 entries (9 of which are brand new games for the Commodore 64)! The final line up is as follows:

  • Alienator (Georg Rottensteiner)
  • Blap N Bash Revisited (Richard Bayliss)
  • Bug Hunt (Eric Hilaire)
  • Icicle Race (John Christian Lønningdal)
  • Pickle's Pod Patrol (Steve Ody)
  • Platman (Andrea Schincaglia)
  • Qwak (Daniel Hotop)
  • Ring On A String (P-a Bäckström)
  • Slime Deluxe (Mike Johnson)
  • Terra.Heaven.Eternity.Arctic. (Simon Quernhorst)
  • Vortex Crystals (Richard Bayliss)

Congratulations to Georg Rottensteiner, Richard Bayliss, Eric Hilaire, Saul Cross, John Christian Lønningdal, Steve Ody, Andrea Schincaglia, Daniel Hotop, P-a Bäckström, Mike Johnson, Simon Quernhorst and their collaborators for making the deadline!

Well, that's it! The vote sheets will be sent out this weekend and if all goes to plan we'll have the final results ready to announce in a few weeks time. Grab the games here and fire up your C64 or emulator and enjoy!

Thursday, 31 March 2016

C64 16KB Cartridge Game Development Competition - Status Update #4

Wow! Even with the two month extension, the time has whizzed by - there's only a few hours left for this year's competition entrants to complete and submit their games! Since February's update there's been quite a lot of progress and few new entries, but before we have a look to see how our devs have got on, it's (finally!) time to discuss this year's prizes!

This year our competition has four sponsors (well, five including RGCD). First up there's the £250 prize fund (a good chunk of which was generously donated by our own Antonio Savona), with £100 going to both first and second place, and £50 to third. In addition to this, Jens Schönfeld of Individual Computing has kindly agreed to send us two of his RR-Net MK3 cartridge boards and a handful of Commodore Billboard/Funet double-CD's, and I'll be offering up my entire Psytronik Software disk and tape collection(!) I've been collecting these for some time (with many sent to me by Kenz as part of our collaborative release agreement), but I haven't had a datasette or 1541 drive for years, and I'm unlikely to pick one up again in the future - so I'd rather they went out to someone who'll get some real use out of them!

Finally, I'm excited to announce that Stian Søreng is sending us three of his long-awaited 16KB cartridge C64FC 'dev kits' - a cartridge board that links your C64 to a PC/Mac via USB, allowing you to send 'real' cartridge rom files direct to the hardware. The perfect solution for those wanting to see their cartridge games running on real hardware. Oh, but of course, the REAL prize is that each entrant will receive their entry on their very own, 1-of-a-kind, exclusive boxed cartridge :)

Anyway, now for the bit you've all been waiting for, status update #4!

Competition Entry #1: Alienator
(Developer: Georg Rottensteiner - Status: Complete & Submitted!)

Hey! I received an email from Georg just minutes ago with the 'final as it is likely to get' version of Alienator! I've not had a chance to fire it up on the old breadbin yet, but Georg gave a pretty decent description; "Alienator is a spruced up Space Invaders game. 99 waves of nasty Vogons are at it again and you're our last hope to avoid their poetry. Shoot enemies and collect power ups! Careful though, you never know what the power up will accomplish. Defeat all 99 waves (with a few laughable bosses strewn in) and save earth!".

I'm looking forward to giving this a blast! Not sure what the meaning of 'poetry' is in the above context though!

Friday, 26 February 2016

Huenison Released on Steam! (PC/AmigaOS 4)

The day is finally here! Huenison has thrown down the gauntlet and challenges you to enter (and doubtlessly perish within) his mind control wells! If you are brave enough to face him, then head over to the game's Steam page where a bonus 1-week 20% discount awaits! (Current price with discount is £3.19/$3.99).

As previously mentioned, all customers who bought the game for Windows and AmigaOS 4 back when it was available as a download from our online store and other legitimate sources should have by now received their free keys. Hit us up on the contact page if we somehow forgot you (a few emails bounced)!

Spaceman Splorf: Planet of Doom (C64)

Some of you may already know this, but I've been pestering Vanja to provide artwork for RGCD for some time now. After seeing her amazing looking artwork on various unfinished C64 game previews, I have begged her time and time again to collaborate with someone and get something released. And you know what? With the help of coder Andreas Gustafsson, she finally has! Enter stage left, Spaceman Splorf!

In the first of several planned Splorf outings, Mermaid and Andreas have played it safe by opting for their first project to be a 'simple' one-button arcade score chaser. But to be fair, there's more depth to Spaceman Splorf: Planet of Doom than you might initially realise. Sure, it has amazing graphics (the introductory cut-scene is worth the download alone), but Vanja has really gone to town with the 8-song soundtrack too, with the introductory theme borrowing from Battlestar Galactica, Star Wars, Hitchhikers Guide to the Galaxy and even Dune! Oh, and it has twin-SID support too for extra dopeness.

Add to the mix some of the cutest animations and game graphics I've yet to see on a C64 and a full highscore system, and really there's very little more you could ask for. It's up there with C64anabalt, in my opinion, as a classic 1-button game. Despite the casual style (fire to thrust upwards, avoid borders and meteors, survive as long as possible), I find myself regularly going back for one more game - and I've been lucky to have been playing it for weeks already. It's a keeper.

If Vanja and Andreas can maintain the momentum and complete their next two planned projects (a Spaceman Splorf shmup and adventure) with the same attention to detail that they have employed here, then they'll be way on their way to the top of the C64 gamedev scene. Shame it's not 16KB, because this could have been a serious contender in our competition.

Grab your copy of Spaceman Splorf: Planet of Doom here (from the official website).
Run it using VICE (free software).

Important Note for RGCD Cartridge Fans!

Vanja and I have discussed the possibility of creating a nice Spaceman Splorf cartridge package (game cart, comic, postcards, A3 poster, DX case, 25mm button badge), and have worked out that we could do it for about ~£25 a piece (depending on quantity made). However, some additional work would be required for it to be 'GS' compatible, so before committing we'd like to have a rough idea of how many people would actually buy the game. So... it's over to you to decide whether or not this happens!

Take 10 seconds of your time to fill in this simple Google form to express your interest :)

Monday, 22 February 2016

Huenison Hits Steam on the 26th of February! (PC/AmigaOS 4)

It's been a long time coming, but the date is finally set! Huenison arrives on Steam in just over three days time, with an introductory 20% discount on the regular $4.99 pricetag and including the AmigaOS 4 version as free DLC with every purchase (undoubtedly a first for Valve?!)

Created by Retream and released in collaboration with RGCD, Huenison is an innovative puzzle-shooter that takes various elements from Arkanoid, BOH, Decathlon, Dyna Blaster, Impossible Mission, Oil's Well, Pac-Man, Pang, Qix, Slam Tilt, Space Invaders, Tetris and Vital Light, and puts them together in a hectic arcade mix. All in retro visuals and synthetic sonorities that recall the revered Commodore 64's SID chip.

As promised, the game now includes Steam achievements, trading cards, badges, emoticons and backgrounds to collect as well as many minor improvements and bug fixes that were identified during the lengthy Steam integration process. Check out the downloadable demo over on the game's Steam page here!

As previously mentioned, all customers who bought the game for Windows and AmigaOS 4 back when it was available as a download from our online store will be receiving a free key in the next couple of days - so keep an eye on your inboxes!

Tiger Claw - Arriving in Your Mailbox Soon!

We're fast approaching the end of the second month of 2016, and finally Tiger Claw is just about ready to ship. The amazing bespoke artwork by our good friend Jon Davies was completed a few weeks back (I suspect that many of you will have seen this already on either Twitter or Lemon64), and I'm pleased to announce that all of the print material has been ordered and is currently being processed. With each game coming with a poster, a professionally designed and printed manual (thanks to Chris Mantil), new format RGCD and Lazycow stickers and a button badge, Tiger Claw certainly sets a new standard for future RGCD releases.

Sunday, 21 February 2016

Developer Diary: Powerglove (Amiga)

We've been keeping this one quiet for some time now, but it's finally time to let the cat out of the bag. Our good friend and regular collaborator Lazycow has reached the point where he felt comfortable publicly sharing his progress on the enhanced Amiga conversion of his popular C64 run 'n' gun platformer, Powerglove. Matthias is no stranger to developing on the Amiga of course - he already has a number of previous releases available on his website from 'back in the day', so it was really only a matter of time before this port happened.

Powerglove is already shaping up to be his most ambitious Amiga game to date, so I'm super excited to post his developer diary here on RGCD. Oh, and to save you asking, we're planning to release this one as a boxed CD and/or 3.5" diskette at some point later this year :)

Saturday, 30 January 2016

RGCD News Update

Another week, another blog update! James here, back again as promised with a few brief yet IMPORTANT announcements cut 'n' pasted from our recent newsletter! So without further a-do, let's get to it! :D

Commodore 64: a visual Commpendium (Second edition) Kickstarter

Yet again RGCD are back to provide some exclusive cartridge-based goodness to Sam 'Bitmap Books' Dyer's latest Kickstarter campaign, and this time we've teamed up with those award-winning C64 heroes over at Prior Art!

With Sam's 'Commpendium' being primarily an -art- book, Prior Art's recent smash 'Caren & The Tangled Tentacles' seemed the obvious choice for the cartridge treatment. Coded by RGCD's own Dr. Martin Wendt, he'd previously invested a good amount of time and effort in optimising the performance of the (formerly secret) 1.3 cartridge version, with rooms loading almost instantly. Oh, and talking of rooms, I should mention that this Kickstarter build will also include a whole bunch of NEW ones!

So what are we planning for the package? It'll be the usual mix of badges, stickers, manual and an A3, double-sided poster (rolled) - more details will be confirmed when we are closer to shipping.

Unfortunately nearly all of the 100 cartridge perks were snapped up in the last 48 hours, but there are a few signed ones still available at the £75 backer level. Missed out? Don't feel too bad. Back the book at ANY level and you'll get the game on a USB 'cassette' with a whole bunch of other extras that you can play via software/hardware emulation :)

Huenison is on its way to Steam!

In case you missed it, Retream and RGCD's AmigaOS/PC puzzle-shmup Huenison was successfully green-lit for distribution on Steam some months ago. Cool huh? Well the even good-er news is that Saimo has been diligently working through Steam's convoluted integration system and the game is currently pencilled in for release in late February (hopefully complete with the AmigaOS version included as a free DLC)!

Please note that the reason I'm letting you guys know isn't because we're after your coins - it's because if you bought a pre-EUVAT copy from our online store then you'll be receiving a Steam code from us at some point in the near future! :D

Keep 'em peeled...

RGCD/RGCD.DEV are back at PLAY Expo Blackpool 2016

...and we'd love to see you there :)

Ok - full disclosure... I've volunteered my (professional?) services to Replay Events again to assist as their 'indie liaison', so technically I'll be working there with Jamie (and John?) manning the RGCD stand. Being a retro/indie crossover event, we'll probably be showing off a mix of both olde and newe stuff - but yeah - the offer still stands; if you want to meet us in the flesh, please come along!

Located at the Norbreck Castle Exhibition Centre over the 30th April - 1st May weekend, PLAY Expo Blackpool attracts over 5000 attendees from all over the UK during the two day event. It's a real mix of people due to the variety of systems, exhibitions and activities - some come for the coin-ops, pinball and retro stuff, some for the current gen and indie games, others for cosplay, highscore tournaments and talks from game industry legends - but the majority are interested in the whole spectrum of video gaming culture.

If you - or a friend - has a new game that you/they've been working on, then you might be interested to know that unlike some other expos, the indie section at PLAY Expo Blackpool won't be hidden away in a separate hall away from the main ruckus. Indies will be centrally located within the main exhibition space, i.e. where the people are. Prices for exhibiting are extremely reasonable:

* £180 Standard booth (1x table, 6ft backing board, space and power for 2x PC/Console set-ups, 2x Exhibitor passes)

* £300 Large booth (2x tables, 6ft backing board, space and power for 4x PC/Console set-ups, 4x Exhibitor passes)

(Note that wired internet, PC hire and additional exhibitor passes are available at an additional cost. Please drop me a line for further details).

Speaking from personal experience, exhibiting is quite simply the best way to get honest feedback about your game, giving you the perfect opportunity to fine-tune areas of your design that perhaps your family, friends and fans are too kind to question! It's an invaluable experience, and you just cannot get the same level of discussion and interactivity with players of all ages anywhere else. It can be a little daunting, but most certainly will help you to develop the skills (and contacts) to succeed in what is undoubtedly the most competitive gaming market of the 21st century.

If you would like me to hear more then please get in touch (I've composed a document that covers all the basics). You can drop me an email or hit me up on Twitter or Facebook. Further information on the event can also be found at the PLAY Expo Blackpool website.

Thanks for all the Orders! :D

Phew! It's been an insane week, packing the scores of games that you crazy C64 peeps have bought from our online store! We sold more cartridges in the past fortnight than in the past SIX MONTHS. Several games are now out of stock again, but most will be back again next week - so keep an eye on this blog for announcements.

Thursday, 21 January 2016

RGCD Cartridges Back in Stock / Upcoming Releases

As some of you have already noticed (thanks guys for the orders!) many of our formerly out-of-stock games are now available to buy again. Hot off the assembly line, Super Bread Box, Bomberland, C64anabalt, Guns 'N' Ghosts, Powerglove and Rocket Smash EX are back on the virtual shelves in our online store. While you are there, make sure you check out P0 Snake and Gravitrix - we're down to our last few copies now - and when they've gone, they're GONE!

While I'm here talking about C64 cartridges, it's probably worth mentioning our upcoming games. Jam It by Throwback Games is currently being remastered to load faster from cartridge, and then it's off to the print shop for the box inserts (illustrated by none other than Oliver Frey) - so that'll be available in the next few weeks. After that, we've got the final version of Moonspire sat here waiting to go, and literally just today the final 64KB version of Tiger Claw arrived in my inbox. This one's going to be a real prize for those C64 in Pixels Kickstarter backers, as not only have we commissioned a special piece of new artwork for the box, but we've also completely packed out every last byte of the cartridge space, with not one, not two, but THREE easter eggs for you to find! ;)

Note that if you missed out on the Kickstarter, you can still contact Chris Wilkins of Fusion Retro Books directly and ask to pre-order a copy of the book and Tiger Claw cartridge - we've yet to issue him our final invoice so there's still time left! (Not much though!)

Finally, some bad news... The blue cartridge shells we used for both The Vice Squad and Mollusk Redux are no longer available, so those two are now officially out of print. Maybe one day they'll appear on a compilation (which is something we *are* considering for our older titles), but for now that's it!