Category: Gameboy Advance

LOCKJAW – The Overdose (Milestone 4)
Winners don't use drugs; they just simulate them. LOCKJAW: The Overdose (formerly Tetanus On Drugs) is a tetromino based game (similar to Tetris(R)) that simulates the influence of hallucinogenic drugs. Unlike LSD and other party drugs, TOD won't fry your brain. While you play the game, the playfield rotates and distorts itself in time to the music. Read more about LOCKJAW – The Overdose (Milestone 4)
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Vitamins (Milestone 1)
Vitamins is a falling pills game. The object is to move and rotate falling pills in line with like-colored space invaders to eliminate them. Though this is an early alpha release of Vitamins, with less than fully detailed graphics, no sound, and several options missing, let this go on record as the first native game with rules similar to Dr. Mario on the GBA platform and the smallest such game (an 18 KB binary) on any Nintendo platform. Read more about Vitamins (Milestone 1)
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Tetravex v1.0
Tetravex is a puzzle game like a 4-sided dominos. The aim is to send all the shapes from the lower-right grid to the upper-left one. Shapes can freely move in the lower area. Conversely, in the upper grid, they are constrainted by a correct matching of numbers on each side. The lower-right area is then your pool, and the upper-left your aim. Switching between the 2 areas is done using the L/R keys. Read more about Tetravex v1.0
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Blocktrap v1.0
Blocktrap is a small puzzle game in which you have to fight against blocks invading your territory from 3 directions. This version (the 3rd, numbered 1.0) offers numerous changes in the gameplay, with more special blocks, ability to store them and activate them explicitely (no more reserve like a stack), a scoring system much more appealing and sound effects. Read more about Blocktrap v1.0
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BlaBla v1.1
Blabla is a game based on vocabulary in which you have to find the maximum words with at least 3 letters based on 7 letters within a time limit. Currently, the game has two languages (French and English) as well for in-game messages as for reference dictionaries. Read more about BlaBla v1.1
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Recycle Bin (Unfinished)
Notes from the Author: This demo was originally written for the console compo at Underscore 2002, but because it was the only entry it participated in the wild compo instead (where it placed 2nd). I didn't finish the demo in time but I had it shown anyway. Since I wanted to make a final version I never uploaded it to the party server (it was shown live from my GBA). Unfortunately, a few hours after the wild compo had ended my harddrive crashed and all my GBA-sources was lost. That means that I can't make a final version. The only copy of the unfinished demo was the one on my cartridge (which I have dumped of course :) 240x160 256 color mode is used throughout the demo. Text and graphics-overlays are sprites. The fd-tunnel, fd-planes and the distorted versions ran originally in 60 fps interlaced, but it looked bad on the bigscreen so I had to double the lines. I could have used character mode to double it in hardware, but I didn't have time. The voxel-landscape ran in 60 fps, but I chose to increase the quality and drop down to 30 fps. Read more about Recycle Bin (Unfinished)
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Tralala Vroom
Information from the Author: Released (and coded) at The Gathering 2002 in the alternative platform compo, where it placed 2nd. The whole reason for writing this demo was because Concrete / Contraz and Kusma / Excess was working on a Siemens SL45i-demo which featured a rotating bar like my last demo, with a reference to me. They used the same trick I used in Great Juicy Gypsy, so I had to show them that the GBA could do better than that and wrote a texturemapped and shaded rotating bar in 15 bit mode. It is quite slow and flickers, but I just had to do it. Too bad I lost with one point to Concrete and Kusma's demo, although I have to say that they deserved it even though they made fun of the GBA :). Read more about Tralala Vroom
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