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LOAD"*",8,1

no love for the infernal runner yet?

InfernalRunner_Cover.jpg


http://www.youtube.com/watch?v=LjQQ3RxU-08

love the industrial music and all the different deaths.
and the ending is perfect!
 
Since it's a new page I will top it off with some wonderful advertisements that we can gawk at.


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Did you ever have SEUCK (shoot-em-up construction kit)? I had it for the Amiga, but I believe it was also on the C64. Brilliant bit of software.
 
I never realised how many games came out on the C64, so many I missed or never heard of when my machien was runningI feel a bit upset :lol
 
Diablohead said:
I never realised how many games came out on the C64, so many I missed or never heard of when my machien was runningI feel a bit upset :lol

Don't be! Thousands of games came out and like OP said every C64 owner game experience is different. And that is the truth.

I even play C64 games today on emulators. You still can find and enjoy amazing games.

Most of them are so complicated and deep that they put many today's games to shame.
 
nofi said:
Did you ever have SEUCK (shoot-em-up construction kit)? I had it for the Amiga, but I believe it was also on the C64. Brilliant bit of software.

Yeah and I still have it. I never did finish the game I was working on. I got it to the point where you were scrolling up and shooting various classic arcade characters, but didn't even finish the first level. I got too involved with making the sprites than the game.
 
nofi said:
Did you ever have SEUCK (shoot-em-up construction kit)? I had it for the Amiga, but I believe it was also on the C64. Brilliant bit of software.

Nope, but that sounds like something I would've loved when I was a kid. Maybe when I ever get some time I'll mess around with it and see what I can make. I'll add this to the list of direct downloads. Thanks for suggesting it!




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HERE'S an article on it from Zzap!64.
 
nofi said:
Did you ever have SEUCK (shoot-em-up construction kit)? I had it for the Amiga, but I believe it was also on the C64. Brilliant bit of software.


Sure. It was born on C64, with the Amiga version being released after a while, one year or later i think, and it was a huge letdown, it wasn't nearly as versatile.
I started so many great games, i wish i could show you : )
From last duel clones (you even had the chance to play as a car or a plane) to the almightly T-Type; quality titles ! seriously, i've seen many seuck developed shootemups but nothing compared to my games, honest !

Most ambitious would be BUZZURRATTACK (buzzurro = clod, boor, lout) a commando-like game where your fat, long haired character (think the fat harley davidson rider stereotype) went to town to cause havoc by breaking windows' glasses, parked cars, use spray on walls (this was done with a clever trick: enemy sprites the same color of the walls covering already existing graffiti would disappear when you touched them with a FSSSS sound effect, posters-like sprites on walls portraying politicians you could walk up to and the usual moustache -or worse- would appear) and of course beat old women, or watch them being ran over by cars while trying to cross the street.
Ah, great game.

I wish there was a next gen seuck for pc's, or some other game creator which required no coding at all.

Btw, i know there's a SEUCK available for GP2X handheld console.
 
This thread has inspired me to finally convert one of our spare bedrooms into a C64 room. One of the C64s are hooked back up to a nice big TV complete with two disc drives and a tape player. One crappy joystick and a bit of fiddling with the tape player later and Paradroid is reigning supreme once more :)

Does anyone remember the small BASIC program you could type in to realign the 1541's drive heads? Both of them are refusing to load anything - and I know that not all of my 2000+ discs could be that badly damaged :)

SEUCK was awesome. I made a really nice Smash TV-style game where you had to kill as many Lemmings as possible. Tragic to think how much work I put in that and it never saw the light of day!

Emulation is nice, but nothing beats the real thing.
 
I don't remember but if everything else fails open up the drive (while turned off) and push the head manually to the starting position.
While you have the drive open, glue a small square of soft foam to the "stopping block" at the end of the heads sliders. The head banging against that piece of metal, is what makes that unpleasant sound sometimes when some software screws with the drive (for piracy protection mostly). Cushioning it will lessen the blow and you wont get head alignment trouble in time.
 
eso76 said:
Sure. It was born on C64, with the Amiga version being released after a while, one year or later i think, and it was a huge letdown, it wasn't nearly as versatile.
I started so many great games, i wish i could show you : )

I've read up more about the C64 version, looked like it was way better than the Amiga version, which was still fairly good until I moved onto AMOS and Amos Pro. There's nothing better in the world than making your own simple games on the actual machine itself.

Gazunta said:
This thread has inspired me to finally convert one of our spare bedrooms into a C64 room. One of the C64s are hooked back up to a nice big TV complete with two disc drives and a tape player. One crappy joystick and a bit of fiddling with the tape player later and Paradroid is reigning supreme once more :)

I'm so jealous!
 
Gazunta said:
This thread has inspired me to finally convert one of our spare bedrooms into a C64 room. One of the C64s are hooked back up to a nice big TV complete with two disc drives and a tape player. One crappy joystick and a bit of fiddling with the tape player later and Paradroid is reigning supreme once more :)

Awesome. I demand pics!

It's my dream to set up a gaming room one day too. One with not just a C64 hooked up though, but arcade games and retro consoles. All I need to do is buy a house first... One day.
 
nofi said:
Did you ever have SEUCK (shoot-em-up construction kit)? I had it for the Amiga, but I believe it was also on the C64. Brilliant bit of software.
Sure did, learned a lot about graphics from it. Check out stuff done by Alf Yngve, he pioneered a lot of the tricks with SEUCK like simulate sidways scrolling by having invisible enemies shoot bullets shaped like clouds, etc or have full screen animations by stringing together several single-screen levels (as frames of the animation) without any delays between them, etc.

Here are some screens from Critters, a SEUCK game I did (not available online right now unfortunately, I'm still transfering my SEUCK stuff). It's one of those fake platform games without jumping (basically the background have tiny paths that you can walk on with the rest being walls and since everything is drawn from a sideways perspective it looks like a platformer).
critters_slimeland.png
critters_crystalland.png


critters_metalland.png
critters_ghostland.png
 
neopokekun said:
Sure did, learned a lot about graphics from it. Check out stuff done by Alf Yngve, he pioneered a lot of the tricks with SEUCK like simulate sidways scrolling by having invisible enemies shoot bullets shaped like clouds, etc or have full screen animations by stringing together several single-screen levels (as frames of the animation) without any delays between them, etc.

yeah, most fun was working around its limits.
i also did fake sideways platformers, in one of them you'd climb a tree thousands mts tall, and tried to do some thunderblade clone (3d sections) using several one screen levels to simulate a cityscape moving in perspective, unfortunately you couldn't have your bullets move in perspective. I didn't know anyone else attempted to do the same, i thought i was the only one :)
I used the same technique in vertical shmups to make animated backgrounds, like maybe there were cracks opening in the ground and zooming in, with your ship getting inside. Used sprites to fake parallax etc.
Also made a lousy attempt at a beat em up, but it didn't work very well : \
Thinking of it, it wouldn't be as fun today, with limitless possibilities.
 
neopokekun said:
Sure did, learned a lot about graphics from it. Check out stuff done by Alf Yngve, he pioneered a lot of the tricks with SEUCK like simulate sidways scrolling by having invisible enemies shoot bullets shaped like clouds, etc or have full screen animations by stringing together several single-screen levels (as frames of the animation) without any delays between them, etc.

Here are some screens from Critters, a SEUCK game I did (not available online right now unfortunately, I'm still transfering my SEUCK stuff). It's one of those fake platform games without jumping (basically the background have tiny paths that you can walk on with the rest being walls and since everything is drawn from a sideways perspective it looks like a platformer).

Amazing stuff dude. I was happy with just getting shit moving around on the screen and registering a hit. Your stuff makes mine look like kindergarten scrawls with crayons.

There were some great retail SEUCK made titles around. In fact the first games I ever owned on the C64 were a black box compilation of SEUCK games. Sure they weren't anything amazing. But on that Christmas morning it was enough to keep our entire family entertained for the whole day, and we still came back to it through the years.
 
neopokekun said:
Here are some screens from Critters, a SEUCK game I did (not available online right now unfortunately

Looks really clever, hopefully you'll get it online soon as I'd love to have a go.
 
Gazunta said:
This thread has inspired me to finally convert one of our spare bedrooms into a C64 room. One of the C64s are hooked back up to a nice big TV complete with two disc drives and a tape player. One crappy joystick and a bit of fiddling with the tape player later and Paradroid is reigning supreme once more :)

I would love to see some pics as well! I also have my own retro room set up but it's sadly missing the C64. My system and the 100+ games I had for it were sold when I was young. All I have is emulation to relive the memories.


neopokekun said:


That actually looks pretty stylish! I hope you are able to upload it soon so we can try it out.


For today’s additions I will focus on EA’s Construction series. Anyone else besides me think that EA should revive these for modern consoles? It would be a great idea especially for the online services.



Adventure Construction Set

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Racing Destruction Set

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Pinball Construction Set (no link available)
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I also came across The Seuck Vault which has a good collection of games and tips on the program. Here's a few of the games they have available:



Cloud King



Fabuland



Starforce III - Revenge of the Gators



Zombie Party
 
Man, this thread awoke the burning nostalgia spirit in me. And also made me aware of how many awesome c64 games there seems to be, back in the day I was more of a NES person although my brother and I had a c128D which we played on now and then (still have it in the closet).

Anyways, since the 128Ds diskdrive seems to be moody from time to time I decided to try some stuff on emulators. Man it's awful playing on the stupid ass keyboard so I decided to buy this thing:
stella.jpg


Works great, here's a picture for evidence:
stella_working.jpg

Yeah that's Monty on the Run, great music but I've never liked the game much.


I give it: :D :D :D :D :D / :D :D :D :D :D
 
For emu there is a perfect option:

Competition Pro USB

competition_pro.jpg


There is also one available in the classic red&black.
 
I personally never got around to using a Competition Pro joystick, though I heard good things about it back in the day. But how does these new ones compare to the old ones, are they exactly the same?
 
ChryZ said:

Thanks, I just read it, sounds like a good buy and, if you can find one, it's definitely cheaper than a Stelladaptor (which is about $35) on the other hand I guess the "Stella" is neat if you, like me, have a bunch of different types of old joysticks lying around.

On that note, anyone know what would happen if I tried to connect an old Genesis controller to the adapter? I'm afraid to try in case I destroy something heh :)
 
It's been said already, but damn, top of the line C64 music is really amazing.

Not just amazing in the sense of "wow, they did that on a cheap 20 year old 8bit home computer?!" but genuinely amazing in that it sounds relevant and artful to this very day.

Complexity of sound and composition of some of the music is outstanding, and it doesn't surprise me that some of the tunes and the overall type of sound found it's place in todays pop (mostly through Timbaland) and electronic music.

Is it crazy to think that SID tunes are actually coming into their own, and today sound maybe even more relevant and impressive than they did back then when crappy samplers ruled the day of pop and electronic sound? Kinda like some of the misunderstood impressionist artists of the past.

Anyways, I've found this website:

http://www.6581-8580.com

that has recordings of hundreds of SID music, recorded digitally directly from C64 through some incredible contraption developed by guys behind that project

soasc=_rack16.jpg


I've been listening to a few of these on a decent quality sound system, and man that old crappy mono speaker on a TV I had back then couldn't do any justice to this sound.

Just a few songs that everyone should check out on some good speakers:
Cybernoid by Jeroen Tel / Maniacs of Noise
Cybernoid 2, again by Jeroen Tel
The Last Ninja by Ben Daglish / Anthony Lees
Last Ninja 2 by Matt Gray

Both of Cybernoid music especially embody everything that's best about SID sound, and are probably my personal all time favorites on C64.

Here's also the real C64 recording of a song already mentioned earlier in the thread - a SID septet song that (naturally) sounds quite a beyond normal SID music in a number of channels, and uses an interesting classical music symphony-like arrangement. Quite impressive, to say the least.
Linus Akesson (Larsson) -Förklädd Gud (7 SIDs Mix)
 
Has anyone played the game Trapdoor? I never figured out what I was supposed to do but I still played it a lot. :lol
 
Dimmuxx said:
Has anyone played the game Trapdoor? I never figured out what I was supposed to do but I still played it a lot. :lol
Can't remember, but in related news:

The Trap Door was released on DVD. The complete show!

200px-TrapdoorDVD.jpg


Got my copy a few days ago :D
 
BTW Marconelly, that project can only be described as totally fucking awesome.

I can't decided if I like the R2 or the R4 recordings better. :/
 
Marconelly said:
It's been said already, but damn, top of the line C64 music is really amazing.

Not just amazing in the sense of "wow, they did that on a cheap 20 year old 8bit home computer?!" but genuinely amazing in that it sounds relevant and artful to this very day.

Complexity of sound and composition of some of the music is outstanding, and it doesn't surprise me that some of the tunes and the overall type of sound found it's place in todays pop (mostly through Timbaland) and electronic music.

Is it crazy to think that SID tunes are actually coming into their own, and today sound maybe even more relevant and impressive than they did back then when crappy samplers ruled the day of pop and electronic sound? Kinda like some of the misunderstood impressionist artists of the past.

Anyways, I've found this website:

http://www.6581-8580.com

that has recordings of hundreds of SID music, recorded digitally directly from C64 through some incredible contraption developed by guys behind that project

soasc=_rack16.jpg


I've been listening to a few of these on a decent quality sound system, and man that old crappy mono speaker on a TV I had back then couldn't do any justice to this sound.

Just a few songs that everyone should check out on some good speakers:
Cybernoid by Jeroen Tel / Maniacs of Noise
Cybernoid 2, again by Jeroen Tel
The Last Ninja by Ben Daglish / Anthony Lees
Last Ninja 2 by Matt Gray

Both of Cybernoid music especially embody everything that's best about SID sound, and are probably my personal all time favorites on C64.

Here's also the real C64 recording of a song already mentioned earlier in the thread - a SID septet song that (naturally) sounds quite a beyond normal SID music in a number of channels, and uses an interesting classical music symphony-like arrangement. Quite impressive, to say the least.
Linus Akesson (Larsson) -Förklädd Gud (7 SIDs Mix)
Wow amazing quality recordings, I forgot how awesome some of the C64 samples sound.

This is a gaming goldmine right here.

Also the picture of the old brown key keyboard brings back memories :D
 
jett said:
BTW Marconelly, that project can only be described as totally fucking awesome.

I can't decided if I like the R2 or the R4 recordings better. :/
R2 recordings seem the most correct to me. Some of the R4 recordings are downright broken (Commando, or Bionic Commando I think was a clear example of brokenness)

Keep in mind thought that with songs made later in the C64 life (after 1993 for example) there's a good chance filter modulations were optimized for 8580 chip. The example of this is the SID septet song I linked above, which sounds *much* better in the 8580 rendering than either of 6581s. The harmony of sounds is completely lost on 6581 because filters must have been optimized for 8580 sound.
 
Posted this in the prototype thread but I suppose it should be mentioned here as well.

The Commodore 65, unreleased follow up to the C64.
714px-C65.jpg

The C65 was in development during 1990-91 before being cancelled by Irving Gould. Some specs:

# The CPU named CSG 4510 R3 (codenamed Victor after it's designer Victor Andrade) was a custom CSG* 65CE02 (a MOS 6502 derivative), combined with two MOS 6526 complex interface adapters (CIAs)

# A new VIC-III graphics chip named CSG* 4567 R5 (codenamed Bill), capable of producing 256 colors from a palette of 4096 colors; available modes include 320×200×256, 640×200×256, 640×400×16, 1280×200×16, and 1280×400×4 (X×Y×colordepth i.e. number of colors/bit planes)

# Two CSG* 8580R5 SID sound chips producing stereo sound

# 3.54 MHz clock frequency

# 128 KB RAM, expandable to 8 MB using a RAM expansion port similar to that of the Commodore Amiga 500

# Heavily improved BASIC: Commodore BASIC 10.0

The C65 was also supposed to be backward compatible with the C64 but because it emulates most parts it has problems running the more advanced games and demos.
 
neopokekun said:

:0

Next-gen Commodore! Great find, it's too bad we never got to see how this machine would've panned out.


Marconelly said:
Anyways, I've found this website:

http://www.6581-8580.com

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I'm scared that if I touched that machine it would consume my soul and spit it out in SID format. The Myth capture sounds great though!


Due to the overwhelming love for shmups recently from both the SEUCK discussion and the DoDonPachi sequel announcement, this week’s game suggestions will follow suite.



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-A good looking shmup with some fairly deep customizable options
-Checkout a video of it HERE
-Zzap!64 review HERE
-HERE'S a map of Stage 1
-HERE'S an ad for the game






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-The first R-Type inspired shmup
-Developed by Factor 5
-Developed some controversy with Activision over R-Type likeness
-Was later modified and renamed Denaris to avoid such likeness
-Zzap!64 review HERE
-Longplay video HERE
 
Enk said:

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-The first R-Type inspired shmup
-Developed by Factor 5
-Developed some controversy with Activision over R-Type likeness
-Was later modified and renamed Denaris to avoid such likeness
-Zzap!64 review HERE
-Longplay video HERE

Heh, that's not the entire story. It's one of the most awesome stories in the history of video games.

The game was released but as you said, had to be changed because it was too much like R-Type. Activision and Irem got angry, yelled, and people got in trouble. Then the people creating the actual R-Type port for C64 ran into complications and hired the people who made Katakis to finish R-Type.

It's the ultimate in irony. Get slapped with a possible law suit for ripping off a game, then being asked to do the real game because the people in charge couldn't do it. So awesome.
 
What an amazing thread. This brings back so many memories. Loved Seven Cities of Gold, Paradroid, Bruce Lee, Monty Mole, Pirates, Jumpman, Cauldron 2.... Just awesome stuff. :D

Brian
 
ChryZ said:
For emu there is a perfect option:

Competition Pro USB

competition_pro.jpg


There is also one available in the classic red&black.

I hated the blue one back in the days! My problem with this one were the two additional buttons. I always pressed them accidentely. After I cut the wires of both everything was fine, though :)

The best Competition Pro was the transparent one.
 
Well, been playing Joe Gunn for a while and it's pretty great although I really suck at timing my jumps... too impatient I guess. (thanks for mentioning it in this thread before)

Anyways, it's pretty huge, as seen on this map:
Joe_gunn_map.jpg
 
Totalriot said:
I hated the blue one back in the days! My problem with this one were the two additional buttons. I always pressed them accidentely. After I cut the wires of both everything was fine, though :)

The best Competition Pro was the transparent one.
Yeah, I opened quite a few to fix those micro switches. Some Competition Pro sticks had just a rubber ring to center the stick (mostly the non-transparent ones), but the transparent models usually had a steal spring and they were lasting much longer.
 
All this joystick talk reminded me of this .gif

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Beatbox said:
That Epyx joystick was the ultimate. Best joystick ever for track and field style left right left right left right movements.
Yeah, no ... you see, the Epyx had no waggle ;P
 
Have any of you guys seen this book thats being produced? - and hopefully mailed out end of February.

Here

There was a ZX Spectrum book before this one which I've got and its aces. Looking forward to tucking into this one :)
 
Here's another group of articles from the Zzap!64 archives. One with the Happy Hippie Jeff Minter, another with the people who made SEUCK, and a rather lengthy diary on the development of Citadel.



Jeff Minter on reviews, advertising, Mama Lllama, Amiga, and more!
Article


Excerpt
Did the ZZAP! review of Mama Llama affect you in any way?

I just did not like the way it came across. They were just trying to put down something that I figured they didn't really have a right too. Okay, they weren't into the game but it's not so much that, they didn't actually say they weren't into it, they actually tried to drag it down. I get very attached to my games. it's a part of me. I take three or four months creating a game and if somebocfy goes for my game, they go for me. I can't be objective, I'm not like a lot of people who are just writing commercially and they're producing a marketable game. If it gets stagged off then that's that, it's not so much part of them, it's just an exercise in value marketing. When I sit down and do a game, it's part of me and three or four months of my solid work in there, so when people start going for my game they're going for me and I get upset about it.




Interview with Jon Hare and Chris Yates on Wizball, SEUCK and more!
Article


Excerpt
What of a horizontal scroller version of SEUCK a la Nemesis, complete with 'multiple' weapons and all that? A SEUCK 2 perhaps?

'I don't know, maybe. If we did one it would be a lot more flexible with a lot of the boring bits taken out, put in lots of graphic libraries, in fact it would be totally rewritten.' As it happens Palace are certainly interested in a sequel, but nothing is settled as yet with any release date at least a year away.




Martin Walker’s diary on the making of Citadel
Article


Excerpt
Friday 12th February

A Walker weekend again! I find that if you relax twice as much as normal you can cram a whole weekend into one day, thus allowing more time for work the rest of the week. Seriously though folks, I sometimes have to force myself to stop and lead a normal existence for an odd day or two. otherwise I get stale and ideas start to dry up. Incidentally, aren't milkmen amazing! Ours arrives whistling fit to bust at about 5 am every morning - I wondered what was going on the first time I had a super-late programming session.
 
Hmm, been playing around with Shoot'Em-Up Construction Kit for a few days, I own the Amiga version... which isn't all that good (I think someone mentioned that before) but the c64 version is pretty neat really, although it's hard working with such an limited palette. Still quite a lot of fun though...

Gonna fire up the Amiga version and see if it's as bad as I remember.

edit: and it is, I've not seen scrolling as bad as this since the summer in '82 (?)
 
Hey, anyone interested in a bit of a GAF SEUCK-create-a-game-marathon? Like, let's see what kind of games we can make by the end of February with the thing.

We can even have "developer diary" updates :)

*fires up SEUCK*

seuck_gaf.gif
 
Gazunta said:
Hey, anyone interested in a bit of a GAF SEUCK-create-a-game-marathon? Like, let's see what kind of games we can make by the end of February with the thing.

We can even have "developer diary" updates :)

*fires up SEUCK*

Sure I'll have a go at it, it's not going to be very good though.
 
Enk said:
:O
How could I not know there was a BTILC game?! Did anyone actually play it?

Also, it's strange to see that so many games I played on the Amiga that were, unbeknownst to me, also released on the C64.
 
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