Wednesday 31 December 2014

Welcome to the Future!

2015 already? Wow. I was watching Back to the Future Part II yesterday, and if Hollywood is to be believed, we're less than one year away from consumer hoverboards, flying cars and cyberpunk costumes being mainstream fashion - so that's something to look forward to at least. I remember watching that movie at the cinema as a kid and thinking 2015 was so far away, and yet here we are. I also remember spending many a weekend in 1989 cycling over to a friends house to play on his C64 and I never would have imagined that now, 26 years later, people would still be messing around with these ancient machines - nor that I'd be involved releasing new games for them.

2014 was a pretty quiet year on the RGCD cartridge release front, with only 3 games published (Darkness, Phase Out and Powerglove), mainly due to real life issues such as moving house/office, redecorating, loads of DIY and other not-so-fun stuff. Of course, 2014 also saw the release of r0x (Extended Play) - our first in-house developed PC game since 2010 - as well as the founding of RGCD.DEV Ltd by myself and Jamie Howard. Sadly, the news/reviews side of RGCD has suffered as a consequence, and I think pretty much all our writers have jumped ship (although I'll try to find time to write a few things myself each month going forward).

Monday 8 December 2014

RGCD C64 Cartridge Development Competition 2014

Ok, so there was a bit of a delay due to real life issues, but I'm super proud to announce that the fourth RGCD C64 Cartridge Development Competition concluded at midnight on the 7th of December with a whopping 17 new games for the C64!

Featuring the usual mix of conversions, original concepts and genre favourites, the beginning of December saw a frenzy of activity in the C64 scene thanks to the hard work the entrants put into coding their competition games over the past few months. I've put together a brief introduction to each submitted competition entry below, listed alphabetically with links to their original database pages. Fire up your C64 or emulator and enjoy!

Announced and submitted just days prior to the competition deadline, Mark Hindsbo's 16KB, three-stage retro shmup more than makes up for the epic load time and over-familiar game design with pure fun and smooth gameplay. Running at a super-smooth 60FPS and featuring gorgeous artwork from André 'Redcrab' Högbom, Avaiator Arcade's deadly aiming enemies and ambush/boss battles are both challenging and satisfying to beat. There's even an option to turn on autofire and remap the smart-bomb to the fire button (which is automatically selected for GS users!) In all, a fantastic scene debut!