#retrogamingshorts

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 063 - Ad Astra

Ad Astra 2023 (Commodore 64)

Ad Astra is a recent space trading action game, with an overhead view similar to Asteroids. It's deliberately slow paced rather than relying upon quick arcade action reflexes. The space trading genre, born in 1973, is one of the oldest computer game genres but it's still going strong.

It's a good place to try a game design, since the basic space trading framework gives the player a reason to travel different places and accomplishments to achieve by traveling around, without too much explicit developer effort designing "levels" or explicit missions. And it's not just the same game over and over again, since you can randomize which goods are more expensive where, as well as randomize prices rising/falling.

https://www.youtube.com/watch?v=fzzNgZ-BUAo

#RetroGamingShorts #RetroGaming #C64 #Commodore64 #Commodore

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 062 - Fire Town

Fire Town 1987 (MSX)

I haven't seen any info on Fire Town, which looks a lot like Rise Out From Dungeons. Basically like Lode Runner, but not quite. Puzzle platformers are pretty popular today, but it's also cool to look at real old school puzzle platformers for game design inspiration.

Fire Town and Rise Out show how small modifications to the "rules" and goals can really change things up compared to Lode Runner.

https://www.youtube.com/watch?v=jd3hK9Gl4jw

#RetroGamingShorts #RetroGaming #MSX

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 061 - Various Star Raiders type C64 games

Various Star Raiders type C64 games (C64)

Here are a few Star Trek type C64 games with first person shooting action (as popularized by Star Raiders).

3D Time Trek (Anirog 1983) - https://www.youtube.com/watch?v=0ckKxDZprDE
Star Force (ECP 1987) - https://www.youtube.com/watch?v=YKyt8KNu8Mw
PETSCII StarForce (???) - https://www.youtube.com/watch?v=cUFlhAsBOHk - actually a Star Fire clone

Okay, that last one isn't actually a full Star Trek/Star Raiders type game, but its PETSCII graphics could be used for a PETSCII Star Raiders type game.

Just throwing these out there for Star Trek or Space Trading game inspiration!

#RetroGamingShorts #RetroGaming #C64 #Commodore64 #Commodore

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 060 - On the Tiles

On the Tiles 1987 (Commodore 64)

I really love the pixel art and animation here, especially the cat. The dancing mouse and demonic cat face add something also.

The backgrounds also look really nice, and are a bit of a puzzle how they did it if you're familiar with C64 graphics modes. Despite the high resolution look, it's actually using multi-color mode with dark grey background and blue/yellow for the multi-colors. All tiles with high resolution have dark grey as one of the colors, and the other color is always one of the restricted MC colors 0-7 (for example, black or white). The lower resolution of the tiles with blue/yellow is disguised with clever pixel art.

https://www.youtube.com/watch?v=kGOKFwPpwxM

#RetroGamingShorts #RetroGaming #C64 #Commodore64 #Commodore

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 059 - Adrenalin

Adrenalin 1991 (Commodore 64)

An obscure little shooter with a potentially interesting game mechanic idea - you have a limited number of bullets, but each bullet can go through any number of enemies.

So, the idea is to try and figure out where/when to aim in order to take out as many of them as possible with the limited number of bullets.

https://www.youtube.com/watch?v=164_LFwSbcY

#RetroGamingShorts #RetroGaming #C64 #Commodore64 #Commodore

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 058 - Chomper Man

Chomper Man 1983 (Commodore 64)

This Pac Man clone looks inspired by another Pac Man clone, Munch Man for the TI-99/4A. It uses the same small 8x8 pixel sprites that made Munch Man suitable for the TI video chip, even though C64 sprites are much larger.

The maze design also feels like Munch Man. I really like how it makes the maze feel a lot bigger, although the original Pac Man actually has small 8x8 hit detection boxes so the feeling is actually illusory. Nevertheless, I really like the look and feel of the small sprites.

https://www.youtube.com/watch?v=gUciKftgywA

#RetroGamingShorts #RetroGaming #C64 #Commodore64 #Commodore

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 054 - Rootin Tootin

Rootin Tootin 1983 (Commodore 64)

This enchanting Pac Man type game has a lot of interesting features that make is more than just another Pac Man clone.

First off, the main mechanism is that you "shoot" a note when you "eat" it, which makes it difficult and interesting to attack enemies, as they usually chase you.

Second, when an enemy is shot, it instantly respawns from its pen. This makes getting at notes near the pens an interesting challenge.

I'm this principle of instant respawning for my Rivers of Impossibility game. It's sort of like Gauntlet, but each generator only spawns one creature at a time. You need to touch a spawn point to seal it, but a simple direct assault won't generally work well because the creature will simply respawn instantly no matter how many times you shoot it. So you have to think about how you will lead away the creature or get around it.

https://www.youtube.com/watch?v=HIM8OtNf1yg

#retrogamingshorts #RetroGaming #C64 #Commodore #Commodore64
#RiversOfImpossibility

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 053 - Various Super Star Trek type C64 games

Various Super Star Trek type games (Commodore 64)

Here are just 3 of many Super Star Trek type games for the C64. Star Trek was one of the first really popular computer games, and its basic structure would be used for Star Raiders and many flight sims since.

The basic idea is that you command one ship and you try to rid the galaxy of enemy ships. This galaxy is a grid of square sectors, within which are randomly placed stars, friendly starbases, and enemy ships. You go from sector to sector, managing your energy, shields, and ammo ... you can resupply at starbases.

It was a really great game design with random placement making each game different and providing a feeling of exploration.

Space the Ultimate Frontier https://www.youtube.com/watch?v=cS92L9N-rtk
Star Trek (1985, Share Data) https://www.youtube.com/watch?v=A3kB5uxTXmU
Star Trek (Dave Neale) https://www.youtube.com/watch?v=2ROrEUe_2IY

I'm using these games as references; my Obligalore game project is more along the lines of Star Raiders in that there's first person arcade style action for the combat, but other aspects are inspired by classic Super Star Trek. Also, I'm drawing inspiration from space trading games, so you trade for supplies rather than simply being repaired/supplied at starbases.

#RetroGaming #RetroGamingShorts #C64 #Commodore #Commodore64

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 051 - Endless Forms Most Beautiful 64

Endless Forms Most Beautiful 64 2019 (Commodore 64)

This old school action game has some interesting gameplay mechanics that make you think a bit differently. In particular, instead of doing a normal wrap around, you wrap to either the next or previous floor. You have to think more carefully about how to avoid the enemies.

This C64 port shows off nice overlapping high resolution sprite graphics and aesthetic use of C64 color.

https://www.youtube.com/watch?v=ORCHQOy70jY

#RetroGaming #RetroGamingShorts #C64 #Commodore #Commodore64

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 050 - Riot

Riot 1992 (Arcade)

Riot is noteworthy for two things. First is its ridiculous stream-of-consciousness game design … there are magic terrorist ninjas, disparate creatures that make no sense together, different settings that have no rhyme or reason … it’s glorious.

Second is its twist on Cabal type gameplay - you are in the mid-ground, and enemies can come at you from both the background and the foreground. It’s honestly a fresh take, that puts you more inside the action.

http://www.hardcoregaming101.net/riot/

https://www.youtube.com/watch?v=VpmP3muW7oY

#RetroGaming #RetroGamingShorts

(reposting this as part 050 because I had a typo in the hashtag before)

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 049 - Pinball

Pinball 1983 (Sharp X1)

This pinball game is unusual in that the ball doesn't have pixel smooth motion - it moves in a "chunky" way aligned with 8x8 character tiles. And yet it still works. The ball motion almost feels like an LCD game.

I'm not sure how useful this game design inspiration is, but I think it's different in an interesting way.

https://www.youtube.com/watch?v=gFPqHVeaIew

#RetroGaming #RetroGamingShorts #SharpX1 #Sharp

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 048 - Lockdown Town

Lockdown Town 2022 (ZX Spectrum)

Lockdown Town is a taxi type maze game, with pretty cute ambulance and covidiot pixel art/animation.

There are no "power pills" to let you take out the covidiots - your only option is to try and avoid them. Fortunately, their movement is random rather than trying to chase you down.

Normally, I prefer a game with smaller sprites and a more expansive maze, but since the monster movement is random, the cramped maze keeps the challenge interesting. Good game design.

https://www.youtube.com/watch?v=3LILhTjFVEs

#RetroGaming #RetroGamingShorts #ZXSpectrum

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 047 - Auto Chase

Auto Chase 1981 (CreatiVision)

I'm not sure how to explain what's special about this one. The CreatiVision uses the same TMS9918 video chip as ColecoVision, TI-994/a, MSX and others ... this chip did NOT support smooth scrolling.

And yet, Auto Chase has smooth scrolling. How? It's very clever graphics design. Even though the 8x8 pixel tiles can't budge, the graphics in Auto Chase are designed to be able to smooth scroll either horizontally or vertically while keeping a limit of only two different colors in each 8x8 tile.

One obvious idea is to simply surround each colored thing with an 8 pixel border between it and any other color.

A less obvious clever idea is to use colored 8x8 blocks. If you only scroll horizontally or vertically - but not both at the same time - then there will still only be 2 colors in each 8x8 tile.

A VERY clever idea is the way the cross shaped roofs work ... Examine closely to see how it works, keeping at most 2 colors in each 8x8 tile.

This could be useful for an AutoDuel or racing type game, especially one with two players, since it's possible to use side-by-side split screen. On the C64, you'd normally use hardware smooth scroll, but this doesn't really work for side-by-side.

https://www.youtube.com/watch?v=AJ2Z-2Jg9Zs

#RetroGaming #RetroGamingShorts #CreatiVision