Showing posts with label retro homebrew. Show all posts
Showing posts with label retro homebrew. Show all posts

Saturday, 3 April 2021

Monstro Giganto Available on Cartridge! (Commodore 64)

Well, it's been hell of a couple of days. To coincide with the launch of the Godzilla Vs. Kong movie, on the 31st March RGCD & The Pirates of Zanzibar released the much-anticipated MONSTRO GIGANTO for the Commodore 64. With only 70 GMOD2 PCBs left in stock here at RGCD HQ, I tentitively opened up sales with an initial batch of 50 copies - and within hours, all of those had sold. With an order of 100 more PCBs already placed with Individual Computers, I decided to re-open sales again as a pre-order for a second batch (with a shipping estimate for the end of April), and here we are, two days later on the verge of selling out again. This makes Monstro Giganto one of our fastest selling and most popular games to date!

I already had a head start on building the physical packages (before even opening sales I had 50 flashed and assembled cartridges), but of course there's more to shipping out an order than just that. So far I've put together 100 internal packs (manuals, stickers, badges etc. in polythene bag), assembled 50 boxed games and physically shipped 25 orders before running out of bubble wrap and packing peanuts. It was areally sunny day yesterday (for a change) so I moved the entire operation out into the garden - I didn't want to waste the opportunity for sun and fresh air by being cooped up inside my cramped office - but I do wonder what the neighbours must have thought with the patio covered by a mix of game packaging, cartridges, packing materials and about three loads of family laundry!

I hope to ship out another 25 copies early next week, and then the rest as soon as my incoming GMOD2 shipment arrives. I'll be keeping the pre-orders open after the second batch sells out, but please note that there will be a significant delay before these arrive at their final destinations!

Anyway, enough talk about logistics - here's the game launch blurb!


Brought into existence through human misadventure, four gigantic beasts have emerged to duke it out toe-to-toe in an epic brawl across the continents!

Take control of the monster of your choice and battle against the AI or another player in this furiously-paced PESTCII party-puncher! Who will be hailed as the King of Monstros in the MONSTRO GIGANTO hall of fame?!

Developed by Antonio Savona, Lobo and Aldo Chiummo of The Pirates of Zanzibar, MONSTRO GIGANTO is a one or two player brawler of epic sized proportions! Featuring relentless arcade style gameplay, huge and highly animated player characters, 101% PETSCII graphics, over 250 words of digitised speech (your Commodore 64 has never been this chatty!), a killer sound track, on-cartridge high score saving, unlockables and full PAL/NTSC compatibility, MONSTRO GIGANTO is a game worth fighting over!

MONSTRO GIGANTO is an RGCD Production. The cartridge version of the game is presented in a custom RGCD banded three-part cardboard box with a glossy outer sleeve. The cover art was illustrated by Lobo and the game comes complete with a professionally printed 20-page A6 manual, vinyl RGCD and MONSTRO GIGANTO stickers, a 4-piece badge set, post-cards and a 170gsm matt-finished A3 poster. The GMOD2 PCB is housed in RGCD branded black cartridge shell with a 3D domed label.

MONSTRO GIGANTO was programmed to run exclusively from cartridge, as it continuously streams data from the ROM during play. For this reason, a D64/Disk version is not available. Instead, a downloadable .CRT is available in both GMOD2 and EasyFlash format with every purchase to use via emulation or on real hardware devices such as the Ultimate 1541-II. Please check that your hardware is compatible with these formats! (Note that a stand-alone digital download of the game will be available to buy soon).

Finally, and this is VERY IMPORTANT. MONSTRO GIGANTO will sound DREADFUL if played on an Ultimate64 without a real SID Chip. I'm sure the Ultimate's emulation will be improved in time, but for now, it just doesn't cut it. It does however sound great on both the MEGA65 and even TheC64!

The All-Important Links:

  • Buy the cartridge version HERE for £35 (from RGCD).
  • Buy the download version (COMING SOON!) HERE (from The Pirates of Zanzibar).

Saturday, 13 February 2021

Making of Monstro Giganto (Commodore 64)

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 2020 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 480KB 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 2020. 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 250 professionally spoken words of dialogue(!)

"Roughly 250KB 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 250 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.

Friday, 12 February 2021

Tiny Quest Available on Cartridge! (Commodore 64)

Far, far away, exists a weird and wonderful world of right-angles and crazy geometry. In this land populated by square trees, square clouds and square people, Mr Cube has fallen in love.

However, our hero's love interest is on the opposite side of the world - and between them lies a land full of hazards, obstacles and dangerous critters! Not only that, but Mr Cube is flat broke and he needs to raise enough cash during his quest to ensure that he can pay for safe passage home for both himself and his sweetie!

Oh, did I forget to mention that time is incredibly tight? Mr Cube will have to run and jump as quickly as he can if he's to make it before his energy runs out. He'll need all his stamina for the ceremony of geometrical pairing!

Steady your nerves, prepare your reflexes, grab that joystick and help our hero on his TINY QUEST!


Coded by Andrea "Wanax" Schincaglia, with graphics by Raffox and music by Gaetano Chiummo and Stefano "Dustbin" Palmonari, TINY QUEST is a game that requires lightning-fast reflexes, excellent memory, advanced planning skills, perfect timing and (a lot of) self control. You have been warned. There will be times when things appear hopeless - but you have our word - even the hardest screens are possible to beat with practice!

I was first introduced to Tiny last year by Federico, and after a quick play of the preview I immediately offered to assist with a release alongside BITMAP SOFT. The game is deceptively challenging - each single screen level might on first appearance appear simple, but there's real skill required to collect the coins and get to the exit before the time runs out. You have quite literally seconds to beat each stage, and no reprise between. It's a relentless challenge, and with only five lives and a temporary password every 15 levels (and there's a LOT of them to beat - the title is clearly ironic), TINY QUEST was designed to be beaten in a single sitting - but my kids and I have yet to achieve that as yet.

RGCD's cartridge version of the game is presented in our custom RGCD banded three-part cardboard box with a glossy outer sleeve. The cover art was illustrated by Simon Butler and the game comes complete with a professionally printed 12-page A6 manual, vinyl RGCD and Digital Monastery stickers, RGCD badge, post-card and a couple of code sheets to record your passwords on. The 64KB PCB is housed in a bright red cartridge shell, with a 3D domed label.

Note that purchases of the cartridge will (soon) include a downloadable copy of the *.CRT version of game for free for use via emulation or on real hardware devices such as the Ultimate 1541-II. However, as the game is not available digitally yet we have opted meanwhile to include a printed download link within each boxed copy of the game.

Note that due to COVID-19, international postage is still a real mess with huge delays, but parcels ARE getting through (albeit very slowly). If you are concerned, please consider buying insurance and tracking for your order before you hit the checkout.

The All-Important Links:

  • Buy the cartridge version HERE for £32 (from RGCD).
  • Buy the tape or disk version HERE (from BITMAP SOFT).

Thursday, 20 August 2020

Boxymoxy Available on Cartridge! (Commodore 64)

The stupid old Wizard had cast a wrong spell, creating an invasion of chattering skulls and now no one can sleep! Two cats, Boxy and Moxy, are set to clean up this mess. Using their combined powers, you will traverse 60 levels over three areas in order to destroy all skulls and restore the beauty sleep to the people of the old Kingdom!


Developed by Antonio Savona (of P0 Snake and Planet Golf fame), designed by Lobo and with a soundtrack by Aldo Chiummo, Boxymoxy is a fiendish (or felineish?) puzzle game for the Commodore 64 unlike anything else you have ever played. Inspired by Lobo's cat Gelsomina, with a little Sokoban and a tiny dash of Angry Birds thrown in for flavour, Boxymoxy is a game about moving cats and smashing skulls using the power of logic.

Featuring 60 challenging puzzles, unique gameplay, a player performance-graded progress system with on-cartridge saving, 15 digitally-sampled and distinct meows from 12 cats and full PAL/NTSC compatibility, Boxymoxy is guaranteed to keep you entertained for hours in the purr-suit of that perfect or even under-par score! Simply put, it's the cat's whiskers!

Antonio and Lobo put this neat little game together incredibly quickly - I hardly had an opportunity to play it myself before a near final version landed in my inbox, hence why there's not been a mention of it here on the blog or in the mailouts! My kids and I have spent quite a few days during lockdown together working out the optimum solutions to the puzzles, and although we quickly unlocked all the worlds, we still have plenty of levels to get the three star award on. To quote my son - "it's all about getting those meows!"

Boxymoxy is an RGCD Production. The cartridge version of the game is presented in a custom RGCD banded three-part cardboard box with a glossy outer sleeve. The cover art was illustrated by Lobo and the game comes complete with a professionally printed 16-page A6 manual, vinyl RGCD and Boxymoxy stickers, Boxymoxy and RGCD badges, post-cards and a 170gsm matt-coated A3 poster. The GMOD2 PCB is housed in RGCD branded black cartridge shell, with a 3D domed label.

Boxymoxy was programmed to run exclusively from cartridge, as it continuously streams data from the ROM during play. For this reason, a D64/Disk version is not available. Instead, a downloadable .CRT is available in both GMOD2 and EasyFlash format to use via emulation or on real hardware devices such as the Ultimate 1541-II. Please check that your hardware is compatible with these formats!

Note that I'm currently swamped with orders and international postage is a real mess with huge delays, but parcels ARE getting through (albeit very slowly). If you are worried, buy insurance and tracking for your order before you hit the checkout. Also, I am well aware that postage prices have gone absolutely bonkers since COVID-19 due to reduced air traffic, but I am actively looking into other options.

The All-Important Links:

  • Download the game HERE (itch.io) (.CRT image format only).
  • Buy the cartridge HERE for £35 (from RGCD).

Wednesday, 19 August 2020

Grid Pix Available on Cartridge! (Commodore 64)

"Grid Pix does stand out from the crowd." - 88% Retro Gamer magazine issue 198

"A splendid little Picross variant." - 82% ZZap! 64 Annual 2020

Welcome to Grid Pix! An exciting new world of logical puzzle solving awaits you, courtesy of Carleton Handley, Ilija Melentijevic, Hasse Axelsson-Svala, Andrew Fisher and Pierre Martrin!

Featuring 100 chunky pixel-art puzzles (and the option to load in more via future DLC packs), beautiful high-resolution graphics, multiple music tracks to play whilst you think (silence is also optional), PAL/NTSC compatibility and on-cartridge saving!

There are no annoying time limits or anything to distract you from the challenge ahead, just 100 hand-pixelled nonograms with only a single solution!


It's been quite a while since I first wrote about the development of Carleton Handley's Grid Pix and previewed it to players at Exeter's GAME>PLAY festival, but I'm proud to say that the final game has most certainly been worth the wait! A joint production released with our good friends at Psytronik Software, Grid Pix is available to purchase over at our online store on cartridge now! (In fact, it was actually first made available a week ago and announced first on Twitter and Facebook - so be sure to follow our accounts to keep informed!)

The cartridge version of the game is presented in a manufactured custom RGCD banded cardboard box with glossy outer sleeve. The cover art was illustrated by Ste Pickford and the game comes complete with a professionally printed 16-page A6 manual, holographic vinyl RGCD and Grid Pix stickers, Below The Tower, Psytronik and RGCD badges, a 10-page puzzle design notepad, post-cards and a 170gsm matt-coated A3 poster. The GMOD2 PCB is housed in RGCD branded black cartridge shell, with a 3D domed label.

Please note that Pystronik Software will be selling the game on 5.25" diskette very soon! Grid Pix is also available to buy as a downloadable .D64/.CRT/.T64/.PRG image to use via emulation or on real hardware devices such as the Ultimate 1541-II.

Note that I'm currently swamped with orders and international postage is a real mess with huge delays, but parcels ARE getting through (albeit very slowly). If you are worried, buy insurance and tracking for your order before you hit the checkout. Also, I am well aware that postage prices have gone absolutely bonkers since COVID-19 due to reduced air traffic, but I am actively looking into other options.

The All-Important Links:

  • Download the game HERE (itch.io) (.D64/.CRT/.T64/.PRG image format).
  • Buy the game on disk HERE SOON! (from Psytronik Software).
  • Buy the cartridge HERE for £35 (from RGCD).

Sunday, 17 May 2020

Kobo64 & Argus Available on Cartridge! (Commodore 64)


Hey everyone, been a while since I wrote - in fact, it seems like the world was a very, very different place the last time I did. I really hope you and your families are well and that you are coping under the strain of this seemingly never-ending quarantine. It’s sure been hard here at RGCD HQ, with three kids of very different levels of ability all needing home schooling and my wife and I both working full time (as key workers nonetheless), but I consider us to be lucky - we at least know where our next pay cheque is coming from, unlike many others.

I’d been putting off launching new releases because of this. I know how passionate some of you collectors out there are (I’m the same with limited edition rap and funk 45s), and I didn’t want to cause unnecessary stress by encouraging people to spend their money on new Commodore 64 software when perhaps that cash could be better spent at this time ordering a surprise take-out meal for your family, getting some drinks in or renting a few movies/buying a box set for you to enjoy with your partner. So please, rest assured, these two will be available for some time yet - if the initial batch sells out, there will be more in the future.

With that said, on to the games!




First up we have a special cartridge edition of Argus, a stunning role playing adventure for the Commodore 64 originally developed for Psytronik Software by Achim Volkers with graphics and design by Trevor Storey and the soundtrack by Saul Cross. Vast in size, with an atmospheric soundtrack, stunning visuals, smooth 3D transitions between 1500 different locations and animated intro and end sequences, Argus received wide acclaim upon release in 2017. RGCD are proud to present this special 2019 cartridge edition of the game created by Siem Appelman with hugely improved loading times and on-cartridge game progress saving/loading.

Argus is sold in a modified plastic Universal Game Case complete with custom made foam insert (as with the rest of our deluxe range), presented in an external cardboard box. The cover art was illustrated by Trevor 'Smila' Storey and the game comes complete with a professionally printed 12-page A6 manual, large weather-proof vinyl RGCD sticker, Psytronik and RGCD badges, post-card, a 170gsm matt-coated folded A3 map and a a 170gsm matt-coated A3 poster. The custom PCB is housed in a translucent purple commodore-style cartridge shell, with a 3D domed label.


Please note that Pystronik Software are also selling the game on 5.25" diskette and cassette, in addition to Argus being available to buy as a downloadable D64/PRG/TAP file here for use via emulation or on real hardware devices such as the Ultimate 1541-II.

Purchase your cartridge today from our online store! (Note that purchases of the cartridge include the downloadable version of the game for free).




Ever wanted to destroy massive space stations and uncountable enemies with a small ship for fun, profit and fame? You're at the right place - The Alliance Of Planets are hiring aspiring wannabe-heroes and veteran starfighter pilots to combat the Kobonian infiltration of our galactic territory!

The Kobonian Empire have established heavily-defended space stations within 50 different sectors that must be eliminated with extreme prejudice in order to dissuade the filthy reptiles from expanding further into Human space. Their huge maze-like structures are protected by heavy firepower and an armada of fighter craft, so vigilance is required!

Are you up to the challenge? Fame, fortune and (most likely) a hero's funeral awaits!


The initial version of KOBO64 was released as a 16KB cartridge game for the RGCD annual C64 game development competition (in 2013). Now, in 2019, RGCD and Singular present what is probably the final version of the game, revision 313. Still only 16KB in size, and featuring 50 levels with procedurally generated maps, triple-buffered, 25FPS, 8-directional scrolling, an overwhelming number of enemies/bullets on screen, 10+ enemy types, full PAL/NTSC compatibility and Joystick or keyboard control!


KOBO64 is presented in a modified plastic Universal Game Case complete with custom made foam insert (as with the rest of our deluxe range). The cover art was illustrated by Flemming Dupont and the game comes complete with a professionally printed 20-page A6 manual, large weather-proof vinyl RGCD sticker, a post-card and a 170gsm matt-coated A3 poster. The 16KB PCB is housed in a neon-pink cartridge shell, with a 3D domed label.

Please note that KOBO64 is also available here for FREE as a downloadable .CRT and .PRG image to use via emulation or on real hardware devices such as the Ultimate 1541-II.


​Note that this release of KOBO64 is a zero-royalty, ‘for fame & glory only’ production on the request of the developers, and we’ve passed that saving directly on to you.

Purchase your cartridge today from our online store! But most importantly, stay well!

Sunday, 19 January 2020

C64anabalt, Super Bread Box and Bomberland Back in Stock!


After a busy couple of weeks, I'm pleased to say that our entire catalogue of games is now back in stock over at the RGCD online store! This includes all our popular releases - many of which have been unavailable for months - such as Paul Koller's C64anabalt and Super Bread Box, and Michal Okowicki's Bomberland. My office is currently overflowing with C64 gaming goodness.

In addition to this, I spent all day Friday assembling copies of Kobo64 and Argus for sale (the outer cartons still haven't arrived for the latter, although they have left the manufacturer and should arrive next week).

So in short, if you've missed out on any of our past releases, grab them from our online store today - and keep an eye out for some new arrivals soon :)

Friday, 3 January 2020

Happy Christmas/New Year!

Hey all - just a quick post from Jamie and I at RGCD to wish you all a Happy Christmas/New Year!

The second half of 2019 was pretty quiet here at RGCD, mainly due to a huge renovation project taking place in my house. However, on the positive side, that work is now complete and as a result I now have a brand new office from which to run the business :)


Of course, that's not to say that we've been completely idle here. On my desk I currently have two projects complete and awaiting release; a collector's edition cartridge of Kobo64 (the much acclaimed 8-way scrolling shmup) and a cartridge version of Psytronik's popular RPG Argus complete with an on-cartridge save function. Both games will be available to purchase as soon as the product photography returns from the studio.

Following those two will be the eagerly anticipated Retaliate DX and Gridpix - both of which are in the final stages of production with just the manual and box layout work to complete.

In addition to this, we've been working on delivering perks for two Kickstarters; a cartridge version of Psytronik & Icon64's Lord of Dragonspire for backers of the Zzap 2020 Annual, and a cartridge version of the Sid Chip Club LP by LMAN. Dragonspire is actually complete (all 150 cartridges have been flashed!) but the contents of the box were a little too snug, so I have opted to get external cardboard cartons manufactured. As soon as these arrive I'll be able to deliver them to Chris at Fusion Books (should be no later than mid January). The Sid Chip Club album itself is also just about complete, although the binary front end for the cartridge version is still in development.

So aside from the projects above, let's discuss the elephant in the room for a moment... what happened with the RGCD compo this year?!

Far from being forgotten, our game development competition unfortunately concluded back when my house was having a new roof and 2nd storey installed, and as a result the entirety of the previously attic-based RGCD office was secured away in lock-up storage. In fact, I've basically been without a computer or workspace until a couple of months ago, and since then it has been non-stop catching up with orders and accounts. However, I'm now at the stage where I'm able to give it the attention it deserves to get the final judging organised and concluded - so watch this space!


Like many of you out there, this Christmas I received a surprise gift of TheC64. Despite already having half a dozen Commodore computers, I suppose that it was the ideal 'readily available' gift to get a C64 aficionado like myself! Anyhow, ignoring the moans of the "it's just an emulator" crowd, it's actually quite a fun and convenient machine to use - case in point, I'm using a raspberry pi portable screen and typing this blog post on it right now. It'll also prove valuable in the development of the still-WIP RGCD Megatape too - after all, it's modern systems like this that the USB cassette was created for :)

Also in the background, Jamie has been working part time freelance and part time for his previous employer over the past year, and has recently picked up work on the long-postponed new RGCD website. Here's hoping we'll both keep the momentum going over the following months to give it the refresh it deserves!

Ok, so I'm off now to grab what's left of the mulled wine and put my feet up in front of the fire. Here's wishing you and yours the best for 2020!

Saturday, 15 June 2019

Relentless (Commodore 64)


Already this year the RGCD 16KB Cartridge Game Dev Compo has received its fair share of shoot 'em ups - and as shmups are my favourite game genre, this makes me very happy! With Sarah Jane Avory's excellent Neutron, Richard Bayliss' Blastopia DX and Let's Invade 2 already submitted and two more planned from C64CD (Stercore XD and Death Weapon), you'd think there wouldn't be room for any more.

You'd be wrong.

Back in 2013, Paul 'Axelay' Koositra, rexbeng and Tom & Jerry released a stunning 16KB shoot 'em up called Relentless for the Amstrad CPC - also, somewhat fittingly, as an entry in a 16KB cartridge competition - which it ultimately won. Then, to celebrate Psytronik releasing the cassette version of the CPC game, rexbeng uploaded a C64 version of the loading screen to CSDB as a teaser - but that was all - there was no C64 conversion planned... Until now!


Similar to the original, Relentless 64 is a high speed, non-stop score-chasing shmup with some neat score chaining mechanics. The enemy waves come at you thick and fast, and taking out an entire wave rewards you with an increasing score multipler, resetting back to 1x should you miss a ship or crash.

Level progression is akin to Konami's Scramble - no pause to catch your breath, no 'level complete' text, just a scenery/enemy change and onwards you go, leaving a trail of destruction in your wake. The gameplay, aside from the scoring, is pure - no power-ups or bosses, just classic horizontal shooting action at a breathtaking speed (beaten in this competition only by Stercore XD).

It's fantastic stuff, with multiple difficulty settings (changing the rate of fire of the scenery mounted turrets and player autofire), options for music, sfx or both (with the soundtrack provided by the awesome Cyborgjeff) and proper high score entry (which even remembers your initials between rounds). There are also plans for medal icons to show the difficulty scores were achieved on in the high score table.


As with Moonspire II, rexbeng's artwork gives the game a unique futuristic feel - the player ship and bullets are vibrant and despite the minimal ROM space he has achieved a rich and varied set of enemy types and scenery pieces. The randomly selected enemy waves also help to keep it feeling fresh with every play.

All that currently remains prior to submission in the competition is a reworking of the front screen and some minor tweaks and changes here and there, but in all Relentless 64 is shaping up as an excellent 16KB game, and one that we're especially proud to announce will be available from RGCD and Psytronik in physical format in the near future.

Keep an eye on the 16KB competition progress here, and make sure to follow us on Twitter, Facebook or sign up to our mailing list so you don't miss out when the Relentless 64 is released!

Sunday, 9 June 2019

Wolfling (Commodore 64, Commodore Amiga & PC/Linux/MacOS)


Earlier this year, shortly after the launch of the Amiga versions of Powerglove and Tigerclaw, Matthias 'Lazycow' Bock released Wolfling for the Commodore 64, a conversion of his 2017 NesDev competition entry and possibly his most accomplished platform adventure to date. Featuring a shape-shifting werewolf protagonist, Wolfling is most notable for it's interesting mechanics; you can use rays of moonlight to transform from girl to wolf, with both characters controlling differently and having unique abilities and attacks. The game improves on the already high standard set by Lazycow's previous C64 games, with greater environmental variation and more developed story-telling, the only downside being it's relatively short length.

The more observant of you may have noticed that shortly after launch, the Wolfling itch.io page was updated with a new cover illustration. We've been keeping this pretty quiet, but that was actually commissioned by us after we reached an agreement with Matthias to team up together for a cartridge release of the game. Why the secrecy? Well, before making any announcement public, we needed to be in a position to actually confirm exactly *what* we were announcing...

Now at last, several months later, we're super proud to disclose that not only will Wolfling be getting a physical release, but it will be further expanded with two new levels, save-points, a mini-map, new graphics, parallax scrolling, new items (including a sword) and a power-dash for the Wolf! Oh, and the big news is that as with Matthias' other releases, this enhanced version of Wolfling will be available for the Commodore 64 *and* 1MB Commodore Amiga!


We've still got quite a long road ahead of us before release; currently the two new levels are built but most of the rooms are placeholder graphics only, and of course for the Amiga version all the artwork will need to be redrawn. There's also the question of how it will be packaged; at the moment I'm considering using the same boxes as used for our Amiga releases, and having the same print material for all versions (like in the old days).

This not only simplifies things for the customer, with one product page with the option of which version you wish to buy (C64 cartridge, Amiga CD and floppy disk, or both, all in the same box), but also saves on production costs - meaning we can sell the game at an affordable price. In fact, with there being Windows, Linux and MacOS ports too, it makes more sense to include a glass-mastered, CD32 compatible CD containing *all versions* of the game even with the C64 cartridge, and have the manual in the format of a CD booklet inside the jewel case.


We'll be back with an update when further progress is made on the Amiga version, but in the meantime, check out the latest public release of the game (currently available for Commodore 64, NES, Windows, MacOS and Linux) over at Lazycow's itch.io page.

Make sure to follow us on Twitter, Facebook or sign up to our mailing list so you don't miss out when the game is released!

Wednesday, 22 May 2019

Moonspire II (Commodore 64)


It’s been a long time since I wrote anything about Dusan Milivojevic’s Moonspire II project, and for good reason. Originally planned as a free DLC-style set of extra levels, then re-styled as a stand-alone sequel, an early preview was uploaded to CSDB in which unfortunately 75% of the rest of the game levels we’re hidden in the cartridge image - and of course, when it was ‘cracked’, those half-finished, broken levels were found and unlocked.

This was hugely demotivating for Dusan in particular, and the project was almost binned. However, I suggested that instead of refitting an set of extra levels as a sequel, perhaps this would actually give us the opportunity to start the project again from scratch.

And that is what we’ve been doing for the past year.


Working together with Harris ‘rexbeng’ Kladis and Ari ‘Agemixer’ Yliaho, our plan for the sequel was to tear-up the rulebook and start with a fresh design; instead of crow-barring a plot into a game, this time we’ve been working on a properly structured story with cut scenes and mission briefings that fit the levels. In addition to this we’ve completely revised the control method and even included a huge, scrollable in-game map.

Where the original saw the player infiltrating an alien moon base, in Moonspire II they take the fight to the Draxx, stealthily boarding their leviathan space craft, and uncovering the alien's plans for the human race via a series of intelligence-gathering missions. This has required a huge amount of graphics reworking, and Harris has delivered a unique visual style unlike anything I’ve seen in a C64 game before, with detailed animations and mechanical, futuristic sprites and tiles.


Agemixer’s original acid track from the sequel has been further extended, with additional music being programmed for the intro sequence and outro. In fact, the only thing really holding back the demo release is a missing intro track (which we hope will arrive soon).

The upcoming single-level demo will showcase some of the new features - your mission involving hacking a number of surface mounted computer terminals in order to gain access to the inside of a Draxx fleet ship. There are now switches that unlock sections of the craft, teleporters that take you to otherwise impossible to reach locations, defensive gun turrets and tiles that restrict movement or inflict damage to the player. On the positive side, you now have a cloaking device that renders you temporarily invulnerable added to your arsenal - and the other weapons have been linked to the F-keys for faster selection (rather than using the spacebar-driven menu from the original).


rexbeng has bold plans for the rest of the game, and although development of the six remaining levels will no doubt be a slow process (fitting it in around family commitments and work), if the detail he has put into the demo is anything to go by then it will be worth it.

Moonspire II will hopefully be available in early 2020. In order to document the development and maintain motivation I intend to post regular updates as progress is made, so make sure to follow us on Twitter, Facebook or sign up to our mailing list so you don't miss out when the game is released!

Note: the original Moonspire can be purchased as a *.crt image for download here, or as an actual physical game cartridge from our online shop!

Friday, 26 April 2019

SkillGrid Available! (Amiga Download & Physical Release)


Finally! All the packaging and printed parts have arrived and I'm proud to announce that RGCD and Retream's SkillGrid is available to purchase now for your AGA Amiga as either a physical release or digital download!

SkillGrid is an endless score-attack vertical shoot 'em up for AGA Amigas developed by Retream, featuring frenetic, tactical gameplay and comprising of a variety of different sub-games, boss battles and in-depth scoring mechanics.

Based on an original concept, SkillGrid faces the player against infinite waves of enemies to kill, bonuses and upgrades to collect (cyan cells) and maluses to avoid (yellow cells). Designed for AGA Amigas only, the game features three-layer parallax variable-speed scrolling (2 of which generated procedurally), 8-bit alpha channel transparencies and real-time palette changes, highscore saving, beautifully designed sprites with pixel-perfect collision detection, high quality prog-rock music in the form of lossless-packed 8 bit stereo 28.9 kHz samples and even in-game speech warnings (from the developer himself)!


All of this is crammed into a single load game that runs from floppy, CD or hard disk!

F​or full details on the game, please check out the official website here. Please note that SkillGrid is a PAL game. It will run on NTSC Amiga systems (the machine will switch itself to PAL mode automatically) but you will need a PAL display!



SkillGrid is available in two versions; a basic CD-only version that comes with an auto-booting jewel-cased, glass-mastered CD complete with a professionally printed 16-page manual, a large weather-proof vinyl RGCD sticker, RGCD and Retream postcards and two disk labels (so you can make your own floppies from the images on the CD). The deluxe version comes with all this plus a packet of four beautiful 25mm button badges, an A3 poster (rolled) and the game on two floppy disks - all presented in a plastic clam shell box complete with custom made foam insert.

Please note that SkillGrid is also available to buy here as a downloadable .ADF/.ISO image to use via emulation or on real hardware. Purchases of the physical package come with a download link of the game for free. Grab your copy of the game now from our online store!

Get 'Em DX Available (Again) on Cartridge!


A couple of months ago, RGCD were fortunate to be involved in a local gaming festival here in our home city of Exeter (GAME>PLAY hosted by Tech Exeter). We had a bunch of our games on rotation through the day, yet surprisingly the most popular one by far was Get 'Em DX, a previously discontinued C64 cartridge game that was developed in house by Georg Rottensteiner, Ilija Melentijevic and Sean Connolly.

Get 'Em DX is a one or two player (co-operative) maze-based arcade game. It's a bit like Pac-Man, but with procedurally generated levels and more shooting. The goal on each level is to eat all the crosses, then grab the key that appears and head for the exit door. However, there's also a motley bunch of nasty characters who'll try their best to kill you, block your path and otherwise hinder your progress. In fact, they'll even run off with the exit key if you don't collect it first!


It's a game that I've always been fond of, so seeing it being enjoyed so much at GAME>PLAY inspired me to give it the re-release it deserved, complete with professionally printed inserts, a new domed label and a beautifully designed manual by Chris Mantil. And fear not - if you already own the game on cartridge you can upgrade your own copy with a new manual and label :) Grab your copy today from our online store!

Get 'Em DX is also available for FREE download as a .crt and .prg image from our itch.io page.


Friday, 8 February 2019

Tiger Claw Available! (Win/Mac/Linux/Amiga Download & Physical Release)


Help TIGER CLAW kick and punch his way through 24 screens of martial-arts mayhem to retrieve the four mystic scrolls before Fire Fist, Thunder Chain and Angry Tongue can reveal their true potential!

Fortunately, Master Lee has transferred some of the mystic scrolls’ power into four masks of endurance before they were stolen. Find these masks and use them wisely. As Confucius said: “He that would perfect his work must first sharpen his tools!”




TIGER CLAW is a relentless beat 'em up game developed by Lazycow and Saul Cross. Originally released exclusively on Commodore 64 cartridge by RGCD for backers of the C64 in Pixels Kickstarter (Fusion Retro Books, 2016), then ported to Windows, MacOS, Linux and the Commodore Amiga in 2018!

TIGER CLAW was initially released as an entry in the 2014 RGCD 16K C64 Game Development Competition (where it placed 2nd out of 17 entries). Taking player feedback into consideration, the game was both further expanded and refined for the 64KB final, including the addition of extra rooms, foes and features, an arcade-style training mode and a 2-4 player deathmatch arena!

In December 2018, a new version of TIGER CLAW was made available for Windows, MacOS, Linux and the Commodore Amiga (1MB RAM), both in digital format and as a physical release.

  • Kill your friends in deadly 2-4 player versus battles!
  • Smash your way through the arcade-style training mode!
  • Collect ancient masks to gain new powers!
  • Slay dozens of enemy foot soldiers, deadly ninjas, fearsome daemons, rabid hounds and birds of prey!
  • 'Classic' mode with chunky C64 graphics!
  • Full NTSC/PAL support (both on Commodore 64 and Amiga)!


The All-Important Links:

  • Visit Lazycow's web site for full details on the game!
  • Download the game HERE (itch.io) for Windows/MacOS/Linux and Commodore 64 (FREE/pay-what-you-want). Amiga version available for $2.99.
  • Buy the Amiga physical release HERE (RGCD) for £15/16.

(Yep, the C64 version of the game is now free! Enjoy!)

Friday, 7 December 2018

Powerglove Reloaded, Tiger Claw, Aviator Arcade II, r0x zer0 and more!

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 :)

Sunday, 12 August 2018

Rocket Smash EX Available (Again) on Cartridge!


I know, right? You don't hear a peep from RGCD for months, and now three news posts in a row!? Well, the truth is that just because we've been silent doesn't mean we've been idle - I really needed to get YOOMP! 64 released before announcing anything new. But here we are, this time with the announcement that the long-out-of-stock ROCKET SMASH EX is finally available to buy again on cartridge!

  • Check out our press kit HERE for a load of information about the game.
  • Download the game HERE (itch.io) for FREE/pay-what-you-want (complete with VICE for Windows, macos and linux).
  • Buy the game on disk or tape HERE (Psytronik Software).
  • Buy the cartridge HERE (RGCD).


Developed for the Commodore 64 home computer, ROCKET SMASH EX is an extended version of Saul Cross and John Christian Lønningdal's ROCKET SMASH, released in 2013 as an entry in RGCD's annual 16KB gamedev competition.

Your goal is simple; on each of the single-screen levels you must reassemble and refuel your crashed rocket ship before your oxygen runs out. However, the hordes of fearsome aliens and deadly meteor showers on each planet will ensure that your mission is far from easy!

ROCKET SMASH EX features:

  • Rockets! Aliens! Meteors! Lasers!
  • Story and pure arcade 'loop' game modes!
  • Three difficulty levels!
  • Cutscenes!
  • A hidden game! (Cartridge version only)

As with our other re-releases, ROCKET SMASH EX now has a new gel-label and RGCD comrade Chris Mantil has kindly given the manuals a professional redesign to match the rest of our catalogue, making this now the definitive version of the game. And don't forget, the cartridge also features a bonus game by the legendary 4-Mat (as announced in our easter eggs post!)

So what are you waiting for? If you missed out on the game last time round, grab your copy now! (Oh, and if you didn't miss around, note that the manual and gel label are available as an upgrade pack, with free postage when combined with another purchase).