Showing posts with label retrospective. Show all posts
Showing posts with label retrospective. Show all posts

Sunday, 17 March 2024

Back from the Dead

It's been almost three years since my last update on this blog, and all RGCD products have been out of stock on the website since Summer 2021. What's been going on? Whatever happened to Yoomp! on the Amiga? What about EFMB or Retaliate DX for the C64? Is James Monkman dead?!

Well, first off, the good news - I'm not dead or ill, nor have I been kidnapped or gone into exile. The truth is a lot less interesting to be honest, but as several concerned people have reached out me during my extended absence I'm going to take the time now to bore you all with the details.

Early in 2021, my family and I decided that we'd use the stamp duty holiday in the UK to move a step up the property ladder. Stamp duty is a land tax that is payable every time you purchase a property here in the UK, and to stimulate the housing market during the COVID outbreak the Government put a temporary exemption against it. We had outgrown the terrace house we had in Exeter, and after a year of lockdown we all really wanted a change.

My wife is a social worker and her office arrangements had changed from personal work areas to 'hot desking', with her now spending four-fifths of her time at home or on local visits. On the other hand, my railway planning job had evolved to me only being required in the office for 2-3 days a week, meaning that I was also at home for pretty much half of my working hours. With us both in key worker jobs during the outbreak, it didn't take long with five of us all working and schooling from home for the place to start to feel very, very small.

However, even with the tax break, we couldn't find anything suitable in Exeter, so we started looking further afield - Exmouth on the coast, and Crediton further inland, both towns that are connected to our places of work by train. After a couple of months, we found a house in Crediton that suited us - but unfortunately that purchase fell through following a terrible property survey (and the seller refusing to budge on the price). So there we were, looking again with only a few months of the tax break left, when I found a house that seemed to be too good to be true (spoiler; it was).

I grew up right in the middle of Devon, in a small, medieval market town called Hatherleigh that dates back to around 1081AD, and one day on my random property searches I came across a five bedroom house in the town with an attached two bedroom cottage that was almost within our budget. I went for a viewing and couldn't believe what I was seeing - for roughly the same price as our four bed terrace house, here was a larger property with a garden and courtyard, a separate cottage, two sheds/workshops, off-road parking and loads of potential. A forever home.

We pretty much threw caution to the wind and immediately made an offer, and after a few negotiations we had an agreement and began preparing for the move. With a train station opening in nearby Okehampton we were still mostly connected to the rest of the UK, although my commute is now a total of four hours a day! Looking back, I think we were all blinded by the promise of a healthier countryside life and the extra living space for our extended family to use on visits. We had a survey done on the property that resulted in a list of problems almost as thick as a telephone directory, but we didn't care - the house had been standing for centuries, so it would surely manage a few more years without any major investment from us?

As it turns out, not so. Within the first six months we had to completely renew the central heating system and change tens of metres of dodgy wiring in the main house (all the lights stopped working upstairs a few days after moving in). We spent a fortune on repairing leaking windows, lining the chimneys and recommissioning fireplaces - and that was just to get us ready for the first winter! In the meantime, we had to also deal with getting the kids admitted into new schools, rodent and moth infestations, painting and decorating and taking about 50 car loads of junk to the dump... And then, just as things started to settle, the exterior wall of the attached cottage collapsed!

Built in 1650 (or thereabouts), our house and the adjoining cottage mostly comprise of a mix of stone and cob. Cob, for those who don't know, is a blend of straw and clay-rich red mud. Unfortunately, on a side of the cottage that we lack access to, a gutter had been blocked and water had been running down the wall and into the cob through a crack in the exterior render for almost a decade. What happens if you add water to mud? It turns to a slurry and loses what few positive attributes it has as a building material. So, there I was, on my 42nd birthday in November, digging up a mountain spoiled clay and render from all over our neighbours garden and packing it into rubble bags for removal. In the rain, natch.

Following this disaster (and the huge expense of our initial renovations on the main house), my wife and I turned our attention to the two bedroom cottage. We had a second property here, albeit in very poor state of repair (with a collapsed exterior wall, remember!) but also with potential to become a future source of income to help us climb out of our financial hole. Our neighbours had a similar, beautifully renovated property on the square just around the corner that they rented out on Airbnb, and it was pretty much booked out on a permanent basis. With a little work, surely we could do something similar, right?

The renovation took us over two years to complete. Two years of working nearly every weekend in a building site. Two years of builders and tradesmen coming and going. Two years during which our mountain of debt grew and grew and grew.

It turns out that we were incredibly naïve in our aspirations to 'quickly' renovate the cottage. The first step in the process was to have an electrical safety test carried out - and unsurprisingly it turned out that the insulation score was the lowest our electrician had ever seen. This was mainly due to the shoddy 1980's installation, with wiring that ran unshielded and non-trunked through the thoroughly damp, mud walls. A complete rewire was in order if we had any hope of legally renting the place out. In addition to this, the boiler was not installed to a legal standard either, so hey, if we're rewiring we might as well redo all the plumbing, right?

We ended up borrowing and spending a small fortune on the work, but wow - that little two bedroom cottage now really puts our own home to shame. Everything was redone. All new plumbing and electrics, additional insulation in the vaulted ceilings, every wall re-plastered and decorated, oak floors put in downstairs and new carpet upstairs. We installed a new kitchen and a new bathroom. We even restored the original cottage entrance that at some point had been converted into a window. However, one thing we didn't do was to put it up on Airbnb.

Just days after the work was complete, one of our neighbours was evicted from his home (through no fault of his own). Hating to see an senior citizen and his dog thrown out on the street, we decided to help him out by offering our cottage as a rental property. It's taken some adjustment, but I feel that it was ultimately the right decision and we all get on well. Apart from our cat Bertie, who is not a fan of Lenny the dog.

It's taken me a few months to recover from all this - and we still have a lot of refurbishment left to do in our own house, so the work is far from over. In fact, we're currently in the process of fitting a new bathroom suite, with a bathtub currently residing in the dining room, waiting for installation (and raising eyebrows whenever we have visitors). Also, my day job has changed a great deal over the past four years. Since COVID my workload has almost doubled; where I used to be able to crunch my hours into four days and have a day to myself for RGCD activity, now I'm regularly working the equivalent of six days a week just to keep up.

My wife and I have also had to deal with helping our three kids to establish new friendships and integrate into the community. My eldest (Millie) has really flourished here - she's now studying art and philosophy at college and is out all the time with her new friends. However, my two younger sons have found the move a little bit more difficult and it's taken a lot more time and effort to settle them. This is probably also another consequence of COVID; they seem to be far more addicted to their screens than Millie - despite the endless opportunity for outside activities and adventure that living in the countryside offers.

From my perspective, moving to this small yet active rural community has been a really positive change. We have friends and neighbours whom just randomly call round for a cup of tea and a chat, and we are regularly out at each others houses for dinner and barbeques in the warmer months. We never had this in Exeter; despite having a great friendship group there, it was never so relaxed as to just have unexpected visits - I guess mainly because of how spread out across the city we were. In these days of smart phones and constant communication, there's something quite nostalgic about an unexpected knock at the door and a welcome, friendly face greeting you on the other side.

The unfortunate consequence of all this activity over the past three years has been that I've had zero time left in my schedule for sitting in front of a computer until very recently. In fact, I'm sat typing this on my Commodore 64 right now, and it must be the first time I've turned the poor neglected thing on in about six months.

So here I am, finally sat in front of an 8-bit machine bashing away on the keys with a grin on my face. I'm well aware that the C64 scene has evolved a great deal in my absence; I have a lot to catch up on and working relationships to rebuild. RGCD’s cashflow is currently zero, so I'll need to sort out my accounts and then promptly finish off the few outstanding tasks on projects that were already in the pipeline so as to bring funds back in to the business. Additionally, Brexit has introduced some major challenges for small businesses selling products outside the UK, so I'll have some work to do on that front, possibly resulting in me moving the RGCD shop away from Big Cartel.

In conclusion, there's a lot of work ahead of me, but rest assured, RGCD is back. While I labour away in the background, I also intend to update the blog a bit more frequently than one post every three years, so you'll probably be hearing from me again soon. Please note that the RGCD email inbox is currently backed up with thousands of messages (mostly spam), so until I catch up, if you want to drop me a line the best way is probably via a message on Facebook.

Monday, 5 April 2021

Coming Soon! Retaliate DX & Endless Forms Most Beautiful (Commodore 64)

It's been crazy busy here at RGCD for the past month or so. Not only have I been ramping up production of Monstro Giganto, but I have also been working on preparing a number of other games for launch, including Endless Forms Most Beautiful and Retaliate DX. Oh, and I've assembled and flashed 150 copies of Icon64's Arcade Daze for backers of the Zzap 2021 Annual Kickstarter by Fusion Books as well!

One of these games - Retaliate DX - I have covered in some detail before. Since the last update, apart from the usual pre-launch fixes and tweaks, the only significant change has been the addition of a SNES pad control option (using the TexElec adapter). We're just waiting for the manuals to come back from the printers and a new delivery of GMOD2 to arrive and the game will finally be available to buy in our online store.

However, I've just realised that this is the first time I have made an announcement about Endless Forms Most Beautiful for the C64, so really I need to rewind a little bit and explain what this project is all about.

As explained in this article here, back in 2012 RGCD worked with Locomalito to remake David Hughes' modern ZX Spectrum homebrew game EFMB for the PC. More of a re-imagining than a straight remake, Locomalito's version carried his distinctive 1980's coin-op style - and with it's two-player mode it was really more akin to games like Snow Bros or Bubble Bobble than original. Back in the days when CD releases were still a thing for the PC, Locomalito even released a limited edition physical version of the game (which I proudly have in my collection). In short, if you haven't already checked it out, I strongly recommend you do so.

Jumping forward to 2019, one of RGCD's regular customers dropped me an email asking if I'd seen this new game called Endless Forms Most Beautiful on the Commodore Scene Database. I immediately assumed that it would be a port of the ZX Spectrum game - after all, that would make sense. But no, here was a game that was actually a demake of Locomalito's remake - making it a C64 demake of a PC remake of a ZX Spectrum game!

The C64 conversion of EFMB is really impressive and succeeds in staying as true as possible to Locomalito's vision. In fact, I was so enamoured by the game that I contacted Locomalito and suggested that we work with the developers to create a physical cartridge release. And that's what we've done - complete with packaging that has remained as faithful as possible to Locomalito, Gryzor87and Marek Barej's PC CD release.

Both EFMB and Retaliate DX are in the final stages of production and should be available to purchase soon!

Friday, 12 February 2021

Six Monthly Update

Hi all - I hope you are doing OK and you and your families are well. It's been a nightmare six months here since my last update, with further lockdowns, home schooling, busy jobs and the stress of Brexit. I'm sure it's been no easier for the rest of you, but I've had very limited time for running RGCD lately and I've had to really juggle with my work and life balance. Here's hoping for a more positive and productive 2021!

The good news is that some progress has been made (albeit slowly) on a number of projects here and I have several announcements and releases lined up for the near future that I'm really excited to share with you. I've also recently become the proud owner of a MEGA65 Devkit which has been an inspiration to start writing on this blog again - so expect a future post about that soon.

Sadly I've been unable to set aside any time with fellow RGCD member Jamie to finish the new website. Although mostly complete, we had planned to spend a week together last year finalising the site functionality and fixing/updating the 500+ blog posts here after migrating across, but for obvious reasons that has been impossible (I actually spent all of 2020's annual leave home schooling my kids). Hopefully we can get to that after COVID-19, but before COVID-20 ;)

Frequent visitors to our online shop may have noticed that I've also gradually been replacing the packaging to some of our games; LuftrauserZ, Super Bread Box, C64anabalt, Bomberland and Aviator Arcade II have now all been given the upgrade treatment, and I hope by the end of the year to have discontinued the use of Universal Game Cases. The new three-part cardboard boxes are available to buy sperately so you can upgrade your own collection, and as Universal Game Cases are selling for around £2-3 each on eBay there's always the option of making some of your money back ;)

Actually, on the subject of Super Bread Box, imagine my surprise when Richard McManus tagged me on Facebook to say he'd just seen the game being played on Channel 4 daytime TV by former professional footballer Chris Kamara whilst Peter 'Nostalgia Nerd' Leigh talked about the wonders of 8-bit computers. However, I'm not sure that Kammy knew how to hold a joystick - he was pretty terrible at the game! On the plus side, I can now proudly say 'AS SEEN ON TV' when it comes to promoting Super Bread Box again in future. Nice one Nostalgia Nerd!

Back in a bit!

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!

Tuesday, 4 June 2019

RTFM(!) - The Evolution of RGCD's Instruction Booklets


Here at RGCD we're currently knee-deep in near-completed projects, and one of the biggest milestones in getting a game published is of course the print material finally coming together. With that in mind, I thought it was time to introduce Chris Mantil - one of our unsung heroes. But first, let's reminisce a little...

When I was a kid in the early 90's, buying a new video game meant taking a 30 mile bus trip into Exeter, walking down to either the independent or chainstore, handing over my £20 or so, then catching the bus home again - and as soon as I got on-board I'd tear open the cellophane and pull out the manual to digest on the way home. Manuals back then were pieces of art themselves, often full of the promise of the excitement ahead, if not more exciting than the games themselves (I recall loving the novella that came with Frontier: Elite II much more than the actual game!)

Of course, in today's gaming environment no player is expected to look at a manual - modern-day game developers are encouraged to either make their games so intuitive that instructions are unnecessary, or provide extensive tutorials that hold the player's hand. Gamers have never had it so good, you'd think. But for me, part of buying a physical release was always about the manual, and for this reason I've always striven to provide full, printed documentation with every RGCD release.


In many cases, this has meant writing a story for an already completed game. Particular examples I'm most proud of include Get 'Em DX - an arcade game which really doesn't need a back story, but received one anyway, and Moonspire - where I had to crowbar a believable sci-fi background into a game that seemingly had no setting at all, despite the futuristic title. (Thankfully, for the sequel Rexbeng, Dusan and I have actually been working out all the plot details before building levels and have even moulded the gameplay to suit!)

However... I'm no graphic designer. Early RGCD releases came with manuals that I put together in MS Word, printed out and cut and stapled together. The text may have been full of plot, trivia and facts, but the presentation was basic to say the least. Then, back in 2016, I received an email from Chris whom introduced himself as a graphic designer (and RGCD fan) who wanted to join the team. The timing couldn't have been better as we'd just agreed to ship Tiger Claw as a perk in the "The Story of the Commodore 64 in Pixels" Kickstarter - a game that very much needed a decent manual. And now in 2019, thanks to Chris, all of the games in our currently available catalogue are up to the standard I always hoped for - with beautifully presented manuals deserving of the player's attention.

One of the things Chris has introduced for RGCD is the 'compatibility grid' - a collection of cells on the first few pages of each manual highlighting features and system requirements. Rather than present these in a bullet-point list (as previously managed), Chris chose a more visual approach that has remained consistent over the past few years - making it immediately clear to the user what they need to run each game.


In addition to this, there's the consistent style he's given each game manual so that it fits the overall package; with Rocket Smash EX's manual having a 1950's aesthetic that matches Flemming Dupont's box illustration, and Aviator Arcade II's 'Field Manual' having the appearance of a fictional Military file. In fact, every time I receive a new set of PDF proofs from Chris my inner kid gives a whoop and a high five!

This year we're continuing the laborious process of working through our back catalogue of 'deleted' games to give them a much-needed refresh and re-release, with 2011's Fairy Well by Wide Pixel Games next to come off the assembly line. I'm hoping to continue to do this alongside the new releases, but it's a pretty expensive venture to redo the manual, create new labels and update the prints, so it will take time for all of our games to become available again.

However, if you have any of our early revisions it's worth noting that some of these can now be (cheaply) updated by purchasing one of our upgrade packs. In fact, if purchased alongside another game or item, the postage is free - so check them out - and please, put my original hand made efforts where they belong - in the recycle bin! :D




Words from the Designer

I emailed Chris a copy of this post for him to check over for factual errors prior to publishing, and in his reply he asked if he could add a few words. What I received back from him was a bit more than 'a few words', but it was so warming to read his thoughts about his time working with RGCD I just had to add it here. Chris, thanks again for all your help!

"I blame C64anabalt for my rekindled love of the C64. After finding out the game had been ported to the 30 year old computer, I quickly fell down the rabbit hole that is the C64 scene. It blew my mind seeing people not only porting games, but also creating entirely new games for the system.

I was so young when we owned a C64, It was hard not to remember it as anything but this funny little computer that our grandparents handed down to us. I wasn't really sure what it was. All I knew was that it was the only form of videogames in our house and that my sister was way better at playing Jumpman than I was.

Diving into the scene as an adult let me track down all the games I played as a kid and appreciate them on a whole new level. I also got to discover a ton of new games, like Knight and Grail, which was easily my favourite game I played that year.

I soon discovered RGCD and again was just blown away by the amount of games that were being released. I also really appreciated that RGCD was committed to putting games on cartridges. As kids, we only ever had a stack of floppy disks, and as much as I loved playing those games, I was never a huge fan of how tedious it was to get them loaded (I didn’t even know games came on tapes)."


"I could tell that there was a lot of care going into these games, and (despite what James may say about his original manuals) I really respected the level of polish that was being put into the packaging. I wanted to be a part of that so I sent James an email and offered to help in any way I could.

It's been three years and I have worked on 18 game manuals as well as boxart for the 2015 16k Cart Competition. It's been a ton of fun collaborating with RGCD and I am very proud of the work we have done together.

Despite being relatively simple, these game manuals are always a bit of a challenge. We usually have limited art assets to work with and often times what we do have is 8-bit sprites. The fun comes from trying to work within these limitations. I always want the instructions and controls to be clearly communicated, but I also want to visualise the tone, energy, and style of the game.

I am particularly proud of the C64anabalt manual. C64anabalt is simple but extremely stylish and relies heavily on atmosphere, as well as a sense of speed and momentum. By replicating the onscreen visuals across double page spreads and the selective use of text, I think we did a great job of conveying the games atmosphere while also communicating how the game moves and plays. Other standouts for me are Super Bread Box, LuftrauserZ, and Rocket Smash EX.

I remember how much fun it was as a kid to pour over game manuals, and I hope my work brings back those fond memories for other people too. It's a ton of fun getting to be a part of this scene. I am constantly impressed by the amount of work people are putting into keeping this computer relevant and I am so glad I get to help out in any way I can."

C. Mantil.

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, 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

RGCD Easter Eggs: More Hidden Games & Screens

Waaaaaaaay back in 2014 I compiled a list of the various easter eggs that have been hidden away in the spare rom space of our game cartridges. Since then we've released quite a few games - and although not *all* of them have featured secrets, I figured that enough time has passed to spill the beans!



Quod Init Exit on the MAH Cartridge


It was a real honour to be involved in the release of Retream's leftfield arcade game MAH, and this greedy little easter egg game was added as a personal request of mine. You see, back in 2012 we released a cartridge version of Quod Init Exit, a beautiful looking single-screen eat-em-up using multiple, layered hi-resolution sprites that really looked more like an Amiga game than a Commodore 64 one. However, following the release, Simone decided that he wasn't done with the game and released a series of updates that rendered the cartridge version obsolete - meaning that I had no choice other than to remove it from sale.

So when Simone was looking for something to pad out the huge space on MAH's gnod2 rom, I knew what had to be done!

To load the (now) final version of Quod Init Exit, press Q on the main menu. It's as simple as that! You can buy the cartridge HERE.



Warpzone Remix on the Rocket Smash EX Cartridge


Another of my favourite secrets, courtesy of Jason Kelk and 4-Mat at Cosine Systems! Originally released back in 2003, Warpzone Remix was one of the early Cosine games that I'd always wanted to get on cartridge, and with Rocket Smash EX that finally became possible. An oldie, but a goldie, this arcade blast is launched by simply holding down FIRE on the joystick in port 2 when booting up the Commodore.

I particularly love the way that it drops you back to BASIC as part of the loading sequence! Worth booting up for 4-Mat's amazing soundtrack alone.

You can buy the cartridge HERE.



2K Race on the Planet Golf Cartridge


Hats off to RGCD's own Antonio Savona for producing the most convoluted easter egg to date! To access this neat two-kilobyte, open borders, casual-yet-crazy-hard minimal arcade game, first you need to achieve a high score in Planet Golf - which is no mean feat in itself! Enter your name as "I WANT MORE", and then the name entry will change to "SPACE FOR 2K RACE". Follow those instructions, and boom! Now you can 2K Race to your heart's content!

You can buy the cartridge HERE.



Music Player on the LuftrauserZ Cartridge


What's a reward without the risk? If you want to listen to all six music tracks in Paul Koller's LuftrauserZ without unlocking all the parts, you'll need to do something a little risky... From the options menu, select 'RESET GAME' - but hold DOWN on the joystick AS WELL as holding FIRE for three seconds. This will NOT reset your game, but instead load this little juke box! Use the joystick (left and right) to select the track, and read the short lower-border scroller text.

You can buy the cartridge HERE.



Invert on the Trance Sector Ultimate Cartridge


Moving on to the out-of-stock and discontinued titled, Trance Sector Ultimate received a limited release on cartridge back in 2015 (50 copies only). For those who have it, you might be interested to hear that another of Richard Bayliss' game was also hidden on the cart!

Originally an entry in our 16KB game development competition, this version of Invert is the full-fat TND version, and can be loaded by holding UP on the joystick in port two when booting up the Commodore. Although the cartridge itself is no longer available, the download of TSU can be found HERE, and Invert itself can be downloaded separately from the TND website.



Darkipede and Darkness OST on the Darkness Cartridge


Another limited edition release (yet one that I'd like to make available again in the future), Darkness also had a couple of undocumented extras; Darkipede, a homage to the Atari classic using the game sprites, and the Darkness OST, a joystick controlled jukebox similar to the one hidden in LuftrauserZ.

To load the games on the cart, after the intro sequence push UP on the joystick to load Darkipede, or DOWN to load the OST.



A Whole Load of Extras on the Tiger Claw Cartridge


Finally, this Kickstarter exclusive Tiger Claw cartridge was stuffed full of extras! I'm not sure whose idea this was, but in addition to the original game, the cartridge also featured an illustration of Bruce Lee, plus two full games by Wanax; Jump Ninja and Break 64.

I'm not sure, but I have a sneaking suspicion that one of these (if not both) were altered slightly for the cartridge version, removing any necessity for keyboard. If so, they've not been publicly released AFAIK!

To load these, hold down FIRE on the joystick when booting up the Commodore. When you see a blue screen, continue to hold FIRE but also push UP for Break 64, LEFT for the Bruce Lee picture and music, or DOWN for Jump Ninja. Make sure to let go of fire as soon as you see the loading indicator '@' in the bottom right of the screen!

Tiger Claw is available to buy as a downloadable .crt HERE.

And that's all till next time!

Monday, 15 January 2018

After-Action Review: An Overview of the Making of LuftrauserZ



After releasing LuftrauserZ last month, a few people asked for a post-mortem on how Paul Koller created his opus, the demake that many thought was improbable -if not impossible- to achieve on the modest 8-bit breadbin. A brief making of both Luftrausers and LuftrauserZ is included within the game manual, but with a limited page count a great deal of info was missed. So, to rectify this and fill in the blanks, Paul has helpfully written the following blog post on the creation of LuftrauserZ.

Of course, it would be foolish of me not to remind you that the game is (currently) available to buy again on cartridge and as a download. The cartridges don't tend to stay in stock for long though!

Friday, 19 May 2017

An Introduction to the PICO 8


Hey there! I've got a day off work today, so whilst I wait for various parcels full of C64 goodness to arrive I thought that I'd tap away on the keyboard about my recently discovered love for Lexaloffle's 'fantasy console' - the PICO 8. But first, a bit of history...

My first home computer was the humble BBC Micro, way back when I was about six or seven years old. I don't remember much about it other than extensively playing some educational software in which you had to build robots on a factory assembly line by answering simple arithmetic sums. Get it correct, and all the limbs were put in the right place. Conversely, deliberately getting the answers wrong was far more satisfying, resulting in the creation of legions of broken robots with legs instead of arms and heads.

This is my first memory of computing. Deliberately playing educational games wrong.

Fast forward a few years, and I receive a 128K ZX Spectrum for my ninth or tenth birthday. It was the black 'Amstrad' model with the tape drive included inside the main chassis. This came with a collection of tapes that allegedly included over 100 games - most of which were admittedly quite poor. But hey, there was fun to be found in searching through those cassettes for the rare, hidden gem - such as Mastertronic's 'Rescue'.

By now I'd started buying computer games myself (with rather limited pocket money), and I'd began to learn about the different games that were available for the variety of different computers available at the time. As far as my parents were concerned, computers were an educational toy, but despite their best efforts at encouraging me to learn BASIC, for me it was all about the games.

An Atari ST, an Amiga and dozens of PCs later, this same feeling hasn't changed. It's the library of games, especially exclusives, that attracts me to a platform over anything else. So it should come as no surprise that it was the initially the games that influenced me to put down my $15 for a PICO 8 licence.



Much like the ZX Spectrum and Commodore 64, the PICO 8 wasn't designed primarily as a platform to simply 'play' games on. Instead, it was designed as a creative tool; a modern day, 8-Bit computer on which the user can build all aspects of a game (or other software) from within a single, integrated development environment. Much has already been written about the innovative design of Lexaloffle's undisputed opus; the cross platform support, the distribution of games within small .png 'cartridge' images, the well thought-out interface and LUA script-based programming language, and of course, the fact that all software developed on it is open source and editable.

But, I'll be frank; none of that really excites me. What does gets my juices flowing, however, is that this zany little 'virtual' computer features a whole load of exclusive, cute little games created by a community of both newcomers and well-established indie developers and artists.

Of course, 8-Bit game development isn't a new phenomenon. The ZX Spectrum, Commodore 64, Atari 800 and even Amstrad CPC homebrew gaming scenes are still active, with dozens of new games released over the past few years for these vintage machines. However, the rate at which the PICO 8 library has grown over the same period is quite astonishing - especially when you consider that it isn't actually a real-life, physical computer that you can actually buy. Or so you might initially think.


In a way, the PICO 8 has already seen a couple of official 'physical' releases; the Chip and Pocket Chip both come with a PICO 8 licence and the software pre-installed. However, if you have a Raspberry pi sitting around in a drawer then you can actually make your own dedicated PICO 8 machine yourself. This rather excellent guide by gamaral explains how to do it (the process of preparing the card takes all of five minutes).

If you've not got a Raspberry Pi, then visit a site such as the Pi Hut and grab one. You'll need the following for the ultimate PICOPi experience:

  • A Raspberry Pi (ideally revision 2 or three), power supply and video lead (~£40).
  • A case for it (~£6).
  • A USB keyboard and mouse (you have these already, surely?)
  • At least one USB gamepad (some games support up to 4 players). Xbox 360 style pads work fine, or you can go retro if you prefer (~£5-£30).
  • A Micro SD card. PICO 8 requires a tiny amount of space, so if you have a spare small-capacity card, that'll do just fine (~£9).
  • A PICO 8 licence ($15).

(Of course, if you don't have any of this stuff then there are bundles available for this sort of project, like this one for £65). In all, you end up with a fully functional computer system for less than £100 that you can play and develop games on. And if you want a break from PICO 8, then you can simply pop in another SD card with another OS or setup on it. It's awesome.


After refitting a spare Pi here with PICO 8 and seeing my kids have a crazy amount of fun with it, I realised that this fantasy console really was the modern day equivalent of those home computers my generation grew up with. It's so simple; plug it in and they are playing games in seconds. With it's in-built, joypad controlled game browser, even my youngest can find his favourites with ease.

Sure, with only 32KB set aside in the header of a .png file to hold all the game data, most releases on the PICO 8 are quite basic, but there are enough notable exceptions to make it worth investigating further. As with our own 16KB cartridge game compo, the strict limitations of the PICO 8 have resulted in some incredible achievements, way beyond the scope of what was initially thought possible.


So, now my two boys have one to share, tucked away under the TV in the lounge, and my daughter has her own one which I am hoping she'll learn to program on herself (thanks to a recent Kickstarter project). Hell, even I am tempted to tap out a few lines of code on the thing.

Anyway, enough of the hard sell. What I've been getting to here of course is that as there's so much cool stuff coming out on the PICO 8, I'm genuinely excited about sharing some of my favourites with you. So, as RGCD slowly picks up momentum again, I'll be dropping occasional news and reviews here for what is fast-becoming one of my favourite retro platforms.

In the meantime, have a go at some of these as way of an introduction (all playable within a browser via the PICO 8 BBS!)


More news soon!

Tuesday, 28 March 2017

A Personal Message


(Note: this is a message from James Monkman, and is not representative of the feelings/thoughts of the others involved with RGCD and our associated projects).

Hey there, it's been a while. I rarely write anything personal on this blog but I think I owe an explanation for my complete lack of activity here at RGCD over the past 5 months. This isn't the easiest thing to write; in fact until recently this isn't something that I've told many people at all. However, enough time has passed now that I feel confident enough to share my story.

Back in November last year my wife of 10 years suggested that we get a divorce. There was no obvious build up to this, no almighty row, nothing. She just brought it up in conversation one evening, calmly and sensitively explaining that she couldn't see a positive future for us as a couple.

Out of context, this sounds quite extreme. However, in hindsight it had been a long time coming. Since having children (our eldest of three is now nine years old) we had both failed to invest any time or effort into our relationship. In particular I had retreated deeply into my hobbies (primarily DJing and RGCD projects), which took up nearly all my time outside of the day-to-day business of work, basic household responsibilities and the kids. Cass and I worked well together during the day, both having an equal input into the upbringing and welfare of the children, but as soon as they went to bed we'd go our separate ways; I'd go up to my attic office, and she'd sit in front of the TV or go to bed with a book. Once a week or fortnight we'd snuggle up together on the sofa and watch a film or something - but that was it. Like I said, there was no build up to this - we rarely rowed or fought, but other than the kids, we had zero time for each other and no shared interests.

As the children took up more and more of our time, the few hours we had each week to ourselves became ever more important, with us both fighting desperately to maintain some sort of sense of 'self' and to establish our further differing personalities. Where we once shared things, we instead tried to force our own interests onto each other.

A perfect example of this was when I bought and framed a framed No Man Sky print for our dining room. No consultation or anything, I just bought a picture at a games expo and hung it on the wall. A week later, Cass retaliated by going out and buying a print by a Majorcan artist, removing my picture from the wall and hanging hers instead. The week after this, I removed her picture and rehung mine... and so this ludicrous behaviour continued for weeks until I eventually gave in and left her print on the wall. Hilariously, not a word was said about this - it was classic passive aggression in action.

This is just one example of many where our relationship was in clear and obvious crisis.

Clearly, this was not sustainable, yet we'd just accepted it as the norm, and carried on like this for the best part of a decade. Over time, our relationship devolved from us being lovers into little more than than housemates who for the most-part mildly irritated each other.

Luckily, the timing of the D-bomb being dropped on me coincided with a period of self analysis. I'd recently come to accept that at almost 40 years old, I was now super-unlikely to ever be any of the things the teenage me had hoped for; I wasn't going to be a world touring DJ, nor a singer in a critically acclaimed underground post-punk band or a famous/rich video game developer. Shit, I sure as hell wasn't going to be an astronaut either. So instead I'd been taking stock of what I was lucky enough to have; a secure, above-average-paying job that I didn't overly 'hate', a comfortably sized house, three wonderful kids and an amazing wife. So when the shit hit the fan, I was in the correct frame of mind for it. Rather than going on the defensive, I accepted that yes, this wasn't working and although I was a good Dad, I'd not exactly been a perfect husband.

However, all the bullshit aside, I still very much loved my wife and I wasn't going to give up on our 16 year relationship just like that. So, instead I set out to prove what I'd recently come to realise; that her and the kids really were the most important thing in my life - and that's where I have been since November. Everything went on hold whilst I put 100% into saving my marriage.

It's been an amazing experience. Cass and I have both changed so much over the last decade that it was like starting again with someone new, yet with a foundation beneath us. We've openly discussed our feelings, made time to share common interests, established new goals together and shared new experiences. I've done things I'd never previously imagined doing, including Buddhist meditation and dance classes, and I've actually enjoyed myself in doing so. I have made an effort to build a friendship with her brother, and become closer to her family. In short, it's been going rather well.

But where does this leave RGCD? In fact, Cass raised this question the other night whilst out on one of our now bi-monthly date nights. The truthful answer is that yes, I really miss working on RGCD related projects - but I now accept it for what it is, a hobby business. As our 'honeymoon' period calms, Cass and I are again looking to spend a couple of evenings a week doing things for ourselves, so I am slowly picking up the pieces I left in disarray back in November - with this explanation being one of the first steps. It's not going to be a particularly fast process, but I've invested too much into too many projects to just let them die.

With that in mind, my immediate to-do list is as follows (for starters, and in no particular order):

  • Finally send out the 2015 compo carts/prizes(!) Really sorry about this! :(
  • Release Paul Koller's new game for the C64 (This was supposed to happen last Christmas!)
  • Restock our sold-out cartridges.
  • Release Tiger Claw for the Amiga.
  • Release Yoomp! 64.
  • Do something about getting the now-greenlit Conga onto Steam.
  • Write about my love for the Pico-8 scene.

All of which I hope to achieve within the next couple of months.

Take care of yourself and those around you. James.