Games That Weren’t xmas update 2012

20 12 2012

Well, ever since the upgrade of GTW64 was completed – it was straight onto preparing for the Christmas update. No rest for the wicked. Hopefully we won’t disappoint with some big findings to keep you going.

Our main finding this year is:

Otherworld full game

Followed by:

(*) Otherworld full game
(*) Fuzzball music found + more!!
(*) Epsilon preview recovered
(*) Exodus (Nexus) reconstructed
(*) Martin Piper racing game recovered
(*) Two full White Wizard adventures found
(*) Andrew Morris game graphics added
(*) Paddle Mania screens found
(*) Mountain Combaters new entry
(*) Beauty and The Beast tape file
(*) 67 new entries added
(*) 81 updates added

More details about the update can be viewed at:

http://www.gamesthatwerent.com…12-update/

Enjoy everyone, and Merry Christmas!





Past memories of Dover

20 12 2012

As a kid growing up in the late 80′s and early 90′s, there wasn’t a great deal to do in my home town of Dover.  Money was also low, so as kids we used to get up to all sorts – playing ball games in the street and also playing down a dis-used coal yard out the back of our houses.

The ‘Coal-tip’ used to be a storage area for moving coal to the furnaces to generate energy – built around the 1930′s / 1940′s – before then it was just a large field.  Around I think the 1970′s, the furnaces were demolished and the land emptied and left.

For years as kids, we used to hang out down there – as there was a concrete path that went all the way around which we could ride our bikes,  there were trees and bushes where we could create our ‘bases’ or ‘camps’ to then have fake wars with other kids.  My dad even used to walk the dogs around the track as well.

The back of our house even backed onto a bit of land (a grassy area with some trees/bushes) which just came off from the coal tip – and where we also had many bases and trees to climb.  Alongside was an allotment which my dad used to maintain.  Often we used to cut through our back garden and through onto the coal tip – as the end of the Coal Tip would cut onto one the streets going into town.   My dad used that as his route to and from work.  I even used to cut through to get my copy of Commodore Format from the newsagents.

Although there was no coal any longer, there were remnants everywhere, and walking down there when it was raining would result in black puddles and staining of clothes.  I used to remember some old guys who used to go and collect coal to take back for their fires.  There were other things to salvage from down there – there was a cooking apple tree which we used to collect from, a Katkins tree and also a flurry of blackberries every year from one of the hedgerows.

1993 was a sad time for me, as in previous years there had been machines brought in to test the land for suitability of building on.  It was decided to turn the dis-used land into a housing estate, and during the summer of 1993 – the diggers came in and cleared everything.  Demolishing the camps, trees and everything we enjoyed until it was just clear chalky land – we sneaked onto the land after it it was cleared during the evening, and it was like a ghost land – hardly recognisable.  Not long after, all the houses were built and the coal tip was no more.

Now almost 20 years on, I still miss the place – but have very fond memories.  Unfortunately, although my parents have a few photos from the grassy land just out from the back of the house,  we have none of the coal-tip in the form that we remembered.   A friend of the family very kindly dug out some old photos they had of the coal tip before and after it was build – dated from around the 1930′s to 1940′s, which you can see below.   The first photo shows the area before anything was built – even it seems my old school St Radigunds Primary!

The second shows more what I remember – but filled with stacks of coal and the factories in the background.  It’s hard to really see how we could have played on that land, but emptied there was a large oval shaped land to run riot.  Hopefully in the future i’ll some day find some later pictures!





Sub Hunter released on Cartridge

19 12 2012

RGCD and Psytronik Software present another collaboration project – an oldie-but-goldie from 2008, Sub Hunter is finally given an update and a long-awaited official cartridge conversion.

If you’ve followed the C64 scene for the last few years then the chances are that you have already played this great little game (and if not, well, you are in for some good times ahead, as highlighted in our own review - http://www.rgcd.co.uk/2011/05/sub-hunter-c64.html). Sub Hunter is one of the few homebrew titles that has really stood the test of time well, with its varied level-to-level game design always keeping the player on their toes.

This PAL/NTSC compatible cartridge version of the game features the intro sequence, instructions and main game all included within a GS-friendly joystick controlled menu system designed by Enthusi (Martin Wendt). Some minor bugs were fixed (raster splits improved), but otherwise it is the same as the previous version without the minor hassles associated with using disk or tape media.


Sub Hunter is available in two packaging types, a standard card carton and a more expensive ‘deluxe version’ that comes in a plastic case (a Universal Game Case with a specially cut foam insert to hold the cartridge). The standard version is priced at £25 inclusive of UK/Europe shipping, and £26 for the rest of the world, whereas the deluxe version costs £30 (UK/Europe) and £32 (rest of world).

The game itself comes in a transparent blue cartridge shell internally illuminated by a flashing LED, complete with a printed manual and a vinyl RGCD sticker.

Please note that Pystronik Software (http://www.psytronik.net/) are also selling the game as a download, on tape, and budget or premium disk for £1.99/£3.99/£4.99/£9.99 respectively (plus shipping). The game is also available (legally) for free download over at the Commodore Scene Database (CSDB) here:http://noname.c64.org/csdb/release/?id=74139

So what are you waiting for? Grab your copy from our shop page today!

http://www.rgcd.co.uk/p/shop.html#subhunter-shop





New River School Website launched

14 12 2012

Finally the new River School website that I have been working on for a while is now live.  Doing the website for the school has been my contribution as a parent for the past 4 years or so, and it was time for an update.

rivernew

It’s more of a refresher than a complete re-design to be fair – increasing the width, brightening things up and tweaking the headers, adding some CSS3 to jazz things up and just generally trying to tidy up and improve the layout of some of the pages to modernize things a little and keep things ticking over.  The Newsletters page in particular has had a large overhaul which was well overdue, as well as trying to improve the front page area and various other pages.

I found doing design work very tough this time round – and as I move away from that type of work more and more – i’m struggling to keep up.  Luckily CSS3 came to my rescue a lot this time round and helped to add a bit of gloss which would have otherwise meant reading up on the Adobe Photoshop manuals again.  It also helps having a designer in our office who is keeping on the edge of design technology and CSS who you can see what techniques they are using to know where to start after a break from it all.

To not delay things too much, I literally have just built on the flat file template structure I originally did (with some refinements to the php code in the back-end, and some unit testing integration).  I was keen to push things into WordPress whilst doing the redesign… but at the same time of doing this work, I was also in the process of getting GTW64 sorted out and moved into WordPress.  The GTW64 work was was a bout of migration and functionality building that took a good chunk of time in those limited free hours in the evenings – and something i’m glad I won’t have to do again for a while!

This is now probably my last major development on the website before at some stage I hand over the reigns to someone else.  For now i’ll be doing content updates for the school, and at some point will need to discuss a handover of sorts.  Doing website stuff at home as well as part of my day to day job can be a bit tiring :-)





Dizzy Returns – Kickstarter project

23 11 2012

After seeing the iOS reboot of Dizzy – Prince of the Yolkfolk, I was even more excited (yes, I resisted an egg related pun there..) to learn of a whole new Dizzy game being proposed by the original developers The Oliver Twins.

Dizzy Returns is a new Kickstarter project which seems to be full of promise for the Dizzy fans out there, but also for the new generations who never experienced the somersaulting egg during their youth.  Recently i’ve been of the opinion that the whole “Kickstarter” idea has become over saturated, but I can’t help but give something towards this project.  If anything, the Dizzy series on the Commodore 64 had a huge impact on my childhood – swapping tips with friends in the playground and trying to get past that Dragon with the sleeping potion…

If you too grew up playing the various adventures, then this might be one you’d like to see as well.

http://www.kickstarter.com/projects/theolivertwins/dizzy-returns





Games That Weren’t 64 relaunch

29 10 2012

After a few months of slow progress, a new launch of GTW64 has been completed with a cleaner, more modern design and a number of new features to build on the old site.

There will no doubt still be a few glitches to iron out, but it’s time now to stop upgrading and start carrying on with the searching as usual and recover some lost titles before those disks deteriorate too much. Hope you enjoy it!

http://www.gamesthatwerent.com/gtw64





Orpheus’ Young Ones conversion story

10 10 2012

Recently I got chatting with the C64 developer of The Mighty Bombjack for Elite back in 1991, Geoff Phillips. Very nice chap, who also had a lot of tales from his earlier development days at Orpheus, who were most famous for their Electrosound tool.

Geoff offered to tell a story behind the development woes of The Young Ones, and was happy for me to post it here. So here it is below… enjoy!

Development of The Young Ones

“So I’ll tell you a bit about the Young Ones game. Paul Kaufman and John Marshall went to meet Rik Mayall, and Lise – possibly Ben Elton. I sadly did not go to that meeting – Paul reported back that Rik leant back too far in his chair and fell backwards… We had permission (with obvious rights payments going to Rik/Ben) to develop the game – would that be 1984? Whichever year, it was early in the year when we started. I say we, but I didn’t do any programming, just possibly bounced some ideas around…

At that point I was still working from London, and coming up as needed to Hatley St George, and obscure place near Biggleswade – so obscure that even the nearest bakery was about a ten mile drive down windy roads. Somehow, John had gotten in his head that the AI needed to be farmed out to another programmer and he knew (somehow) a student at university called Stephen Streeter. He would bring his viola to the office, and we had that bizarre thing of him practising viola in between programming. Time passed by, the summer holidays meant presumably that Stephen would be able to do his bit. Summer drew to a close, but still there seemed to be no progress. At that point, Paul, myself and John drove to Stephen’s digs, a smelly student’s room somewhere in Cambridge and we tried to assess what code he had written.

What Stephen had in mind seemingly was that the characters in the game must *want* to meet their objectives. He was writing code to create true AI, but was struggling [perhaps not unreasonably when I look back - we all used pure assembler back then] to make the code function. Then we looked at the code – developed on the BBC Model B. I was horrified by his coding methods. He was not using a proper symbolic assembler with labels and meaningful names. His code consisted of lines of assembler strung out on a line with manually calculated branches! We looked at a few lines, and immediately (by counting instructions) saw two lines with wrongly calculated branch values.

I don’t want to be too hard on Stephen – he was a very nice fellow, and I went to his parents house once for a meal. Soon after John realised he’d have to do the coding himself – he had already done the graphics side with the animations and main game drawing. Time was pressing on though for a release… possibly too late even then. I think he probably knocked up the game logic in a couple of weeks. He used what any sane programmer would have done – tables of objects. For myself, I had to do the package that would be duplicated…. I had created a turbo loader … the C64′s own loader was always too slow. We tested it and it worked reliably. And so John finished the game.

We all piled in Paul’s car and drove up from Bedfordshire to Batley, Yorkshire, where the tape duplicators were. We had in mind that they would take our master tape, and whizz, done, all good, we could come back again. If only…. The tape went through their test rig to make a sample copy. The copy didn’t load… And the hours passed by, evening fell, then night, and I worked through the night, trying to make the damn thing work when it was copied. It was the timings you see, too tight for the copy to work. In the end the really nice guy there in charge of duplication found a way round it – they had their own duplication code that they knew and trusted. Totally exhausted I put in his code.

It was now the middle of the following day, and I was too tired to continue. We found a b+b nearby and getting very strange looks put our heads down for a few hours sleep. What I remember from that experience is that when I put my trousers on the chair of the room all my loose change fell out, and I didn’t ever remember to collect it. Back to the factory. The replacement code worked… but then that led to some new problems which weren’t of my making… I don’t remember what exactly, the game crashed I think …. but John had to work on the main game itself, and this killed some more time. Finally though, the game was put in the bag… with a few bugs (in the game itself) caused by the rush to complete all the logic in such a short time.

The game was too late for Christmas for the main distributor.. I don’t remember exactly what happened there. I recall piles of Young Ones boxes everywhere. I fell asleep in the car on the way back (glad I wasn’t driving) and slept at Paul’s house. I think it took me days to recover! I remember being annoyed at the others back at the office who didn’t seem the slightest bit grateful at the effort made.

I think the disaster of the Young Ones killed the company as I said previously. If it had been sucessful we would have had the money to develop other games. It was a slow downhill slope to doom afterwards!”

Geoff Phillips








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