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Blix2x v1.0 (GP2x Game)

Blix2x is a remake of Nick Kouvaris’ flash game Blix. The goal is to form columns of same-coloured tiles by scrolling the three rows. Each scroll costs 2 moves, and each cleared column wins you 1 move. The game ends when you run out of moves.

http://artraid.com/alex/index.php/gp2x-games/

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JPong v0.7 (PSP Game)

Jaklub released JPong, which is a Pong remake. You control your paddle with D-pad (first player) or triangle and cross (second player). It contains music, sounds, 1player and 2player modes, pause, map selecting, etc.

Changes in v0.7:

– some changes in eboot presentation
– 2 new obstacle modes
– new bgs
– new effects in menu
– selecting racket and ball look
– stupid normal bot for small babies, play on difficult

http://www.gmclan.org/up444_4_jpong07.html

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JPong v0.5 (PSP Game)

Jaklub released JPong, which is a Pong remake. You control your paddle with D-pad (first player) or triangle and cross (second player). It contains music, sounds, 1player and 2player modes, pause, map selecting, etc.

http://www.gmclan.org/up444_4_jpong05.html

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RGCD Issue 3 (misc)

RCCD is a new downloadable CD-ROM based magazine containing the very latest retro reviews, features and developer interviews, providing its readers with an essential one-stop resource for all their retro gaming needs. RGCD’s main focus is on the new releases for 8/16-Bit computer platforms, but they also dedicate a good percentage of their reviews and feature space to retro look-and-feel PC-based remakes and independent games.

Release notes:

Well, it’s not been easy, but we’ve managed to complete this issue just in time for distribution at Retro North! RGCD has seen a lot of changes since the last time I sat down to write an editorial – the development team has again doubled in size and we’ve recently started work on a GBA/DS homebrew side-project (see the RGCD online shop for details). As for the magazine itself, in addition to the usual game reviews and previews Issue #03 also contains part one our debut proper article (courtesy of Mike Bevan) detailing the history of indie-gaming hero Jeff ‘Llamasoft’ Minter – and we’ve even included our first serious peripheral review; a write-up of the MMC64 SD-card reader for the Commodore 64 (well, I bought it to play games on, so it still sort of fits the magazine’s remit…)

Successfully completing the magazine within a tight deadline has proven that the possibility of RGCD becoming a bi-monthly publication is not as unrealistic as I’d previously imagined, and it’s definitely a worthy target to aim for. We’re not quite there yet, but with the size of the dedicated team increasing exponentially I doubt it’ll take much longer. In just over 10 weeks we’ve amassed a total of 29 game reviews and 6 extra features, making this issue our biggest yet.

The content is of the usual high caliber, and yet again we’ve further diversified our platform range; inside Issue #03 you’ll find reviews of new releases for the AGA Amiga, Amstrad CPC, Atari 2600, Atari XE/XL, Commodore 64, MSX, Nintendo GBA and DS, Sinclair Spectrum and VIC20 – as well as the usual line-up of PC/Mac remakes and retro-style indie games. In addition to this we’ve held in-depth Q&A sessions with Matt Carr (he of the featured Blast Arena Advance cartridge project and Lemmings DS fame) as well as prolific Spectrum coder Jonathan Cauldwell (who talks about his upcoming EggHead title and his passion for Sir Clive’s 8-Bit opus).

Before anyone points out the obvious, I am aware that the last issue’s featured game was a GBA release (which is a bit cheeky in itself because the GBA is not quite retro yet), but I make no apologies for featuring Blast Arena Advance in Issue #03; it’s a cracking game and Matt Carr provided us with the inspiration to start our own cartridge project! Don’t worry though; we’ll re-address the balance in the next issue.

Other highlights include previews of Pumpkin Games’ Doppleganger and the awesome work-in-progress Lead 8K for the humble 2600, reviews of top C64 releases (lost and found commercial gem The Rebels and the Indiana Jones-aping Joe Gunn), Cosine’s latest projects (Kikstart C64 and Reaxion GBA) and our favourites from last year’s MSX Dev competition (Traffic Jam, Daedalian Opus and Malaika). PC retro-gamers are spoilt for choice this issue, with impressive remakes of Turrican (Hurican), arcade favorites Centipede (Millenipede and Spiga) and Robotron (Mechatron) and of course there’s a selection of top original releases such as the boss-battling Fraxy, visually-overwhelming Burn The Trash and turn-based X-Com tribute Urban Legend.

Well, that’s another issue wrapped up! Now I’ve got to burn 100 CDs, print out the artwork and get busy with those scissors…
Contents
Featured Game

* Blast Arena Advance (GBA)

Retro Reviews

* Aqua (Amstrad)
* Barbie Seahorse Adventures (PC)
* Blizzard’s Rift (ZX Spectrum)
* Burn The Trash (PC)
* Daedalian Opus (MSX)
* Elevators Amiss (Atari 2600)
* Fraxy (PC)
* Frogger ’07 (VIC20)
* Gangsters (Atari XE/XL)
* Hurrican (PC)
* Ifrit (English Translation) (PC)
* Io (The Remake) (PC)
* Joe Gunn (C64)
* Kikstart (C64)
* Lemmings DS (NDS)
* Malaika – Prehistoric Quest (MSX)
* Marble Logic (C64)
* Millenipede (PC)
* Reaxion (GBA)
* Sniper (Atari XE/XL)
* Spiga (PC)
* Stranded 2.5 (ZX Spectrum)
* Thrust Advance (GBA)
* Traffic Jam (MSX)
* The Rebels (C64)
* Ultra Violent Worlds (Amiga)
* Urban Legend (PC)
* Zub (PC)

Extras

* Doppelganger Preview (PC)
* Lead 8K Preview (Atari 2600)
* Llamasoft: The Dromedary Years (Part One) (Misc)
* MMC64 (C64)
* Sonic MegaMix (SMD)
* Streambolt Desero (PC)

Emulators

* AtariWin800 Plus 4.0 (PC)
* Blue MSX 2.7 (PC)
* Kega Fusion 3.51 (PC)
* Klive 1.1 (PC)
* Stella 2.3.5 (PC)
* Visual Boy Advance 1.72 (PC)
* WinAPE 2.0 Alpha 13 (PC)
* WinAUE 1.4.3 (PC)
* Win Vice 1.21 (PC)

http://www.rgcd.co.uk/news/2007/08/27/

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Beat2x First Test (GP2x Game)

Image provided by: miq01Miq01 released a first test version of his StepMania like game Beat2x.

I’m working in a rythm game similar to StepMania (for those who wonder why not porting it instead of working on a remake, it’s just because I wanted to start it from scratch). For now, it’s playable during the first 45 seconds of a song as I haven’t added events for the rest.

http://www.gp32x.com/board/index.php?showtopic=25377

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Wumpus v0.2.7 (GP2x Game)

Image provided by: UnknownWumpus is a remake of an old computer/calculator game called”Hunt the Wumpus”. It was available for the calculator TI99/4A and many other systems.Description of”Hunt the Wumpus”from wikipedia.org:Hunt the Wumpus was an important early computer game. It was based on a simple hide-and-seek format, featuring a mysterious monster (the Wumpus) that lurked deep inside a network of rooms. Using a command line text interface, the player would enter commands to move through the rooms, or shoot arrows along crooked paths through several adjoining rooms. There were twenty rooms, each connecting to three others, arranged like the vertices of a dodecahedron (or the faces of an icosahedron). Hazards included bottomless pits, super bats (which would drop the player in a random location) and the Wumpus itself. When the player had deduced from hints which chamber the Wumpus was in without entering it, he would fire an arrow into the Wumpus’ chamber to slay it. However, firing the arrow into the wrong chamber would startle the Wumpus, which might then devour the player.Originally written by Gregory Yob in BASIC while attending the University of Massachusetts Dartmouth, and noticed on mainframes at least by 1972, Hunt the Wumpus was first published in the”Peoples Computer Company”1 journal in 1973, again in 1975 in”Creative Computing”, and finally in 1979 in the book MORE BASIC Computer Games. Building on several grid-based games of the”Battleship”variety, Yob injected adversarial humor into the computer’s hints, prefiguring the”voice”of the Infocom narrator. 1 Later versions of the game offered more hazards and other cave layouts. An implementation of Hunt the Wumpus was typically included with MBASIC, Microsoft’s BASIC interpreter for CP/M and one of the company’s first products.http://forum.gp2x.de/viewtopic.php?t=943

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Duck Hunt v0.01 (PSP Lua Game)

Image provided by: YashamaruYashamaru has updated his Duck Hunt remake for the PSP. As it’s written in LUA it requires the Lua-Player for PSP. Changes:

  • 30 levels are playable MODE A / MODE B / MODE C
  • Ducks get faster with each level
  • BUGFix–shots have a delay now – no more shooting all ammo at once
  • Duck Falls 3x faster (AndrewMP requested)
  • 4 more images added to clays flying animation (Thx XteticX)
  • Added an options menu
  • Exploding Ducks on/off in Options menu(Jer420 requested)
  • Change Analog speed in Options menu (XteticX requested)
  • Change Digital speed in Options menu (XteticX requested)
  • Analog/Digital both work same time in game (XteticX requested)
  • New Shotgun Sounds (Dan requested)
  • Can shoot the dog when he laughs (everyone requested)
  • Dog Shot FaceB (MADE BY MAIcrosoft)
  • Pause in any GAME MODE (Dan requested)
  • Select end game / back to menu (Dan requested)
  • http://www.pspupdates.com/forum/showthread.php?t=15628
    http://files.pspupdates.com/cgi-bin/cfiles.cgi?0,0,0,0,12,1295

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    PDRC #3.33 STARTING NOW (misc)

    To celebrate Kojote’s first quarter century of life on 20th June 2005, here is another competition. PD Roms Coding Competition #3.33. The compo will start on the 20th June 2005 @ 00:00 GMT +2 and will end 25 days later on the 14th July 2005 @ 23:59 GMT +2.Create a classic (8-bit graphics era, everything between 1 and 256 colors) looking game (remake or original ideas are accepted). It just has to graphically look like an 8-bit game (C64, MSX, NES, …) which does not mean it technicaly has to be one. The game can be of ANY (!!!) genre. The design of the sound/music issues is up to you, but keep in mind it has to fit into your game.There is one prize, which is a”GameKing”(probably the Backlight version) with few Games.Allowed systems: Atari 2600, Atari 5200, Atari 7800, Atari Jaguar, Gameboy Classic, Gameboy Color, Intellivision, Neo Geo Pocket Classic, Neo Geo Pocket Color, Odyssey 2, Wonderswan Classic, Wonderswan Color, Game Gear, NES, Master System, Pokemon Mini, Watara Supervision, Gameboy Advance, Megadrive/Genesis, GP32, PC Engine, SNES, Dreamcast, Arcade Hardware (NeoGeo, NeoGeo CD, CPS1), Sega 32x, Playstation 1, SegaCD, Virtual Boy, VectrexSPREAD THE WORD TO YOUR FRIENDS :-] … and happy coding!Sidenote: Yes I know it is not the 20th yet, there are a few hours to go, but I have to start my night-shift work soon.http://www.pdroms.de/pdrc3_33-rules.php

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    GP Lady Killer v0.1.1 (GP32 Game)

    Image provided by: Puck2099Puck2099 updated his Lady Killer remake for the GP32. Changes:

    The new features are:- Implemented text engine.- Added final stage’s points screen.- Added option to continue when you have lost all your lives.- Game limited to 3 lives and 1 “continue”.- Added “READY”and “GO!”messages.- Added phase complete animations.- Added splash water animation.- Improved enemies death animations.- Improved colision’s detection.- Fixed bug that don’t let you die when time finished.- Reduced time that you can be submerged (now it counts seconds).- Source code reestructurated and rewritten (decreased file size from about 600 KBs to 350 KBs).- Fixed minor bugs.

    http://www.gp32wip.com/

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    Thurst Advance v1.04 (GBA Game)

    Matt updated his C64 “Thurst” remake once again. Changes are:

    Running out of fuel and dying ends the game.The reactor flashes when it goes into meltdown.
    Added a pause mode using the”Select”key.
    Added an”enter”character to the highscore entry.
    During highscore entry the “Up” and “Down” keys repeat after a short delay.

    http://gbadev.org/

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