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Homebrew Extra - Retro Gamer 244

Updated: Jun 6, 2023


IMPOSSIBLE INTEREST

With permission from the copyright holders, ICON64 are crafting the official sequel Impossible Mission III for the Commodore 64.


ANSWERS FROM TREVOR STOREY - DESIGNER & ARTIST


Q. Is there pressure on you when creating the sequel to such an iconic C64 game?


No pressure at all, we just need to keep it “ Impossible Mission “-like and like everything we do it’s done for the fun of it.



Q. How long did it take to come up with the initial designs?


Firstly I wanted to get feedback from fans on what people liked and didn’t like about the original so that took a few weeks, then there were a few things we were asked to include like the gun for example. The rest of the design came together over the next months or so.



Q. Are you keeping the somersault jump?


Hell yes, the player’s animations are iconic and needed to be in there.



Q. Have you made many changes to the game structure and controls?


We’ve added an inventory in game and simplified the main puzzle as that was one of the overwhelming requests from fans of the original. The map will be set not random as we need certain items in certain places. Apart from those it’s very much like the original.



Q. Do you sketch a lot of material before starting a new game?


Yes, a lot of the sprites and room objects are sketched out as well as the intro and ending sequences. I created a paper map to help work out what goes where.


Q. What tools do you use to create the C64 graphics?


I use promotion and Photoshop mainly, then bring them into the various editors and tweak them.



Q. How important do you think the physical side - the box artwork, the manual - is to the finished game?


For me, the box art is very important, it’s what drew me to titles in the 80s. Manuals are always fun to create but I doubt many people read them.



Q. What other games have ICON64 got planned for this year?


The planned games are - Dragon Punch, Skyhawk, Demogorgon, and Ladybird - getting them finished is another thing though.



Q. How easy is it working with Stu, implementing changes and new ideas?


Stu is easy to work with, he’s always happy to create editors for me to use and always tries to cram in the last thing for me.



Q. How much testing will the game get before release?


Testing takes months, long repetitive months zzzzzzz


Q. What would be your dream project to create for the C64?


Probably the isometric game I have already designed ( Holcan ) it’s a huge isometric game that hopefully, we’ll get onto one day.



Q. Would you get involved in homebrew projects for other retro machines?


Never say never but my real love is the c64. Who knows!



ANSWERS FROM STU COLLIER - PROGRAMMER



Q. What got you into programming the C64?


Well, I did start to code back in the 80s, quickly learnt BASIC and then moved on to assembler code. I remember starting loads of games but never finishing them. Once out of University, I embarked on a career in IT but alas only database work to pay the bills. In around 2000 I started re-making 80s games using modern technologies (www.ovine.net) which I did for about 10 years until Trevor convinced me to go back to basics and code on the C64. Haven't looked back since. I just love the restrictions which make you really think about how to code a game.



Q. How did you start working with Trevor Storey?


As I mentioned I was doing the remakes at www.ovine.net, we started to remake DRILLER (diary of the game appeared in early issues of RG) and needed a 3d artist. We used to frequent the excellent remaking scene at "RetroRemakes" where Trevor would also frequent. We put the feelers out and Trevor agreed to supply the GFX!



Q. What sort of tools do you use when developing?


I use the excellent C64Studio from Georg Rottensteiner for the IDE/Compiler. Also use Spritepad/Charpad software from SubChrist. I tend to write all my editors in Vb6 classic. We then use google docs to keep in touch/post bugs/ideas etc.



Q. How does it feel working on the sequel to such an iconic C64 game?


It’s a complete honour to be on such a high-profile title, just hope everyone enjoys the version we put out. Returning to the C64 has made me tick a few of my bucket list items that I would have never known were on it!



Q. Have you been tempted to add new features, or remove old ones?


That’s one for Trev but I can say the main character can now shoot a gun and lay explosives! I was never a fan of the menu system, so I was glad to see Trev remove that.



Q. Will it be a fixed map layout, or procedurally generated like the original?


It’s a fixed map with some randomness thrown in. Robots will randomise along with searchable items appearing in random positions.



Q. Are you including the iconic somersault jump and digitised speech?


Of course! As we are licensed we can use the original sound engine so it will be instantly recognisable. I’ve been busy making the main character behave the same way as the original as much as I can.



Q. What have been the toughest parts to work on so far?


Definitely memory management. Trev has increased the number of frames/enemies etc along with more rooms/searchable items etc. Fitting it all into 1 load will be a challenge. I decompiled the sound engine, I take my hat off to the original developers, how they managed to super-compress the speech is amazing. If we can get time, I want to explore that further (space permitting)


Apart from that we are trying to emulate the original movement/jumps etc as close as possible has been a challenge. Those step jumps!



Q. Will the game be as difficult as the original, with a time limit to spur players on?


This has to be seen if it’s as difficult, as it’s early days in development. The room platforms have been simplified so it’s less frustrating to get stuck in rooms, we shall see.



Q. Do you come up with your own ideas, or does Trevor always drive the design?


Trev does all the design, although I do have a say if something isn't possible or needs to be tweaked because of technical reasons. Pretty much Trev provides a tight roadmap of what is required and we tend to not deviate too much from that design. Saying that if something doesn't work when it goes to testers, it's addressed and changed.



Q. What other games does ICON64 have planned?


We have our take on "Kung Fu Master" called Dragon Punch. Pretty much 70% done with that project, I think.

"Staff of Karnath" style of game called Demogorgon, only made an early start on that one, scrolling and maps are all in and you can walk around the map a fair bit.

Trev has a fair few other ideas, but with another 2 coders in Icon64 there are enough game designs to go around :)



ICONIC IMPRESSIONS

Five more ICON64 games to check out.

Digital downloads at https://psytronik.itch.io/


ARCADE DAZE

Made by Stu Collier, pick up coins and play various arcade machines in this title heavily influenced by mini-game marathon Lazy Jones.


THE ISLE OF THE CURSED PROPHET

With cinematic intro and outro sequences, explore the haunted island in this Nintendo-style action RPG coded by Achim Volkers.


TERRESTRIAL

Stu was responsible for this multi-part game inspired by Beach-Head and Raid Over Moscow, saving your planet from alien invasion.


ARGUS

This impressive first-person dungeon crawler with a huge map, programmed by Achim Volkers, drew on the lesser-known Psygnosis title Obitus.


BARNSLEY BADGER

An early ICON64 platform game developed by Georg Rottensteiner to Trev’s designs, with a somersaulting main character inspired by Monty Mole.


NEWS BYTES

AMIGA: Tukinem released Wood Block Puzzle and AmiMineSweeper recently and is working on Pinball Dreams 2. https://tukinem.itch.io/


AMSTRAD CPC: Mananuk released Shadow Hunter, where you shoot ghosts and trigger the trap to clear each level. https://bit.ly/shadowhunter-cpc


ATARI XL/XE: Multiplayer artillery game Scorch received a New Year update. https://bit.ly/scorch-atari

ATARI: AtariAge has more than 20 new games for sale across 2600, 5200 and 7800. https://www.atariage.com/store


BBC MICRO: Mark Moxon’s excellent hacks now include Flicker-free Elite, Teletext Elite, and Elite Universe Editor (also available for C64). https://www.bbcelite.com/hacks/


C64: Donnie Russell II converted the ICOM point & click game Castle Shadowgate from the NES. Also, check out his version of the arcade classic Venture. https://bit.ly/shadowgate-c64


DREAMCAST: Ian Michael created a Cowabunga Collection of emulated Teenage Mutant Ninja Turtles games for Dreamcast players, including Mega Drive hack Shredder’s Re-Revenge. https://bit.ly/cowabunga-dreamcast


KIM-1: Vanport Media released a pack of games converted to run on this early machine. https://bit.ly/games-kim1


MEGA DRIVE: mangangateam.com are converting beat ‘em up Cadillacs & Dinosaurs. https://bit.ly/cadillacs-md


PC: The Manic Destruction beta lets Miner Willy explore familiar screens - armed with grenades to blow up the scenery. https://bit.ly/manicd-beta


PLUS/4: TCFS updated his 1990 conversion to become Wizard of Wor Classic. https://bit.ly/wow-plus4


ZX SPECTRUM: https://bytemaniacos.com is hosting its competitions for BASIC games and adventure games, with prizes for the top entries.



CHAMPION CODER - MATT HUGHSON


[Info]

From: CANADA (not America, as originally printed in the magazine)

Format: NES

Previous games: From Below, Witch ‘N’ Wiz, Minekart Madness

Working on: Blades of the Lotus (NES), Retrobrew (magazine)



Q. What got you into creating NES homebrew?

I was born in ‘82 and grew up with the NES as a cornerstone of my childhood. It was everything back then. Not just the games, but movies, TV, cereal… everything. It had a huge impact on me, more than any system that came after it, and helped inspire me to go to university to become a professional game developer when I graduated high school.

Around that same time (the late 90s, early 2000s) I started collecting NES games (eventually peaking at about 350 games in the mid-2000s) and getting into emulation. I discovered a huge back catalogue of NES games I had never played. At the time, NES homebrew was in its infancy (this was still years before “Battle Kid”), and it seemed more of a technical novelty rather than a viable platform for new games.

Fast forward 15 years, to about 2018 and the NES homebrew game “Micro Mages” goes viral on Kickstarter and IndieGoGo. This catches my attention and pulls me into the world of NES homebrew again. Once again, I discovered that there was a huge catalogue of NES games I’d never played, but this time they are from homebrew developers.

In the process, I discovered the NES Assembly Line podcast, which introduced me to the developers behind the NES homebrew games, and the processes they used to make these games. At this point, I’d been working in the games industry for many years, and I quickly realised that I actually had the skills needed to make games for my favourite system of all time, the NES! In the fall of 2020, that dream became a reality when I released my first NES game, From Below.

Q. What are the major tools and/or development systems you use?

Unlike a lot of NES developers, I do almost all my coding in C. This is built on top of some amazing libraries called “neslib” and, “nesdoug” and compiles using a toolchain called “CC65” which is a C compiler for the 6502 processor found on the NES. I use an open-source sound engine called “Famitone” for music and sound effect playback.

I do 99% of my work on PC, using the Mesen emulator to test, but I also have an EverDrive PRO which I use for testing on real hardware here and there.

Music and Sound are authored in Famitracker. Graphics are done using “NEXXT” (a modern update to NES Screen Tool) and “yy-chr”.

Q. Were you pleased with the reception for Witch 'n Wiz?

Yes, very much so. It’s been really amazing. As I mentioned earlier, I really just started this homebrew journey in 2020, so to have my 2nd game come out in 2021 and be something people actually think is worth playing; it’s far more than I would have thought possible.

Over the years I’ve done quite a few random little indie projects on the side, but creating games for the NES has been the first time I really felt some sense of a community around my games. It’s a very different environment compared to something like, say, Steam, where you are just one of a million games coming out every year. In homebrew, it’s much easier to get a reaction from people, as you are just one of a handful of games released every year. I really prefer it. I’d much rather be building games for a small but engaged audience.

Q. Did you enjoy organising the 2022 NESDev competition?

It was fun being one of the people behind this year’s competition. Traditionally it is hosted by “Strange Brew Games,” and he’s done an amazing job single-handedly running this for many years. This year though he wasn’t able to do it, so a few of us got together to try and keep things running for another year.

This competition, for those that don’t know, is really something special. Unlike most game jams, all entries get put on a working NES cart and are gifted to the people who entered the competition. The carts are then sold (you may know them as “Action 53”) and the proceeds go towards cash prizes for the top games! It’s really unique and a great opportunity for developers who always dreamed of seeing their own games running on a real NES!

Q. What inspired your entry Minekart Madness, and were you happy with how it turned out?

This game was a bit of a last-minute hail-Mary to get something into the competition. Up until the last few weeks of the competition, I had been working on something much larger in scope: an action platformer called “Blades of the Lotus.” As I got closer to the end date though, it was clear I wasn’t going to be able to deliver that project at a quality I was proud of, so I started brainstorming ideas for games I thought could be done in just a week or two.

I started to settle on the idea of a single-screen, 80s arcade platformer. I was quite inspired by “Donut Dodo'' and for a short time considered if I could just port that to the NES. But even that was too big of a game for me. I don’t remember exactly where it came from, but Minekart Madness is mostly inspired by the minecart levels of Donkey Kong Country (SNES). I always really liked those, and thought it was something I hadn’t really seen done in a coin-op-style arcade game.

Q. What is the idea behind your new game, and when are you hoping to finish it?

My new game is an action platformer inspired by games like “Zelda 2” and “Super Win the Game”. It’s actually something I was working on for PC before starting NES development and is somewhat an expansion on a game I released years ago called “Dash Maximus”.

At its core, it’s a platformer, not unlike Super Mario Bros or Mega Man. However, in this game, your own body is your weapon. You attack enemies by “dashing” into them (with the B button). When you collide with an enemy (or a wall) it throws you up into the air, far higher than you can jump, and allows you to reach areas that would otherwise be inaccessible.

That side-scrolling action gameplay is broken up by a top-down overworld, similar to a JPRG or Zelda 2. You navigate the world searching for entrances to dungeons (which are the side-scrolling levels), find new abilities and items, which let you travel to new areas (kind of like Metroid).

I’m really excited about this game, and I hope to have it at least in beta by the end of 2023. I’m trying to keep the scope in check to make that a reality.

Q. What are the biggest hurdles in creating a physical NES game these days?

Honestly, there isn’t too much. There are a number of manufacturers and publishers to handle it all for you. I’ve used Broke Studio and Retro-Bit (via Limited Run Games) and would highly recommend both. There are lots of other options out there as well. You can also do it all yourself by ordering the parts, and putting them together.

Q. Would you think about working on other consoles or computers, or converting your games?

Yes definitely. I’m currently working on a port of Witch n’ Wiz to a 16-bit console (I haven’t yet announced which console), which will hopefully go on sale in early 2023.

I have also recently finished a port of my first NES game, “From Below”, to the Game Boy, titled “From Below Pocket”. This should also go on sale in early 2023. It is done, but I am just finalising some of the hardware before I put it up for sale.

The SNES homebrew scene is a little quiet, and I think there is room for someone to come in and make a huge splash with larger scope project. I’d love to be that person.

Q. What prompted you to launch the RETROBREW magazine?

Following homebrew releases is actually quite challenging. The information is spread across various forums, discord channels, social media and so on. When you are first getting into homebrew it’s very easy to just completely miss a release.

Retrobrew aims to be a single place to share upcoming homebrew releases for all platforms. I kind of look at it almost like a “game catalogue” more than a magazine. I try to avoid writing too much opinion pieces, and really just focus on the games.

Q. Which homebrew creators inspire you?


Honestly following homebrew developers themselves are often more interesting than playing the games themselves. There is so much that goes into even the simplest creation, and I really love seeing those ups and downs of the process.


But the top pick for me, without question, is Beau (Sole Goose Productions) and Kevin (KHan Games) and their podcast “The Assembly Line”. If you are at all interested in NES homebrew, go and listen to every episode of this. It is a who's who of the NES homebrew scene, and a great introduction to many of the big games released for the system since the licensed era ended. I still re-listen to random episodes to get myself hyped up to make my own games!


I’d also highly recommend checking out the “Homebrew Game Club” podcast, which is much more active than “The Assembly Line” these days, and takes a sort of “book club” like approach to homebrew across all platforms. It’s got a great community discussing the “game of the month” on Discord, and it’s been a lot of fun.


Another fun and inspiring event is the annual “Byte Off” competition. This is game jam of sorts for the NES, but focused exclusively on games made with the “NESMaker” software. There is a ton of interesting stuff that comes out of that, and the product of the competition itself is probably some of the highest of any game jam, on any platform.



DATABURST - REVIEWS


Note: a formatting error resulted in the Dungeon & Souls review being incorrectly printed. The revised text was published in issue 245.



A Pig Quest


Format: C64 cartridge

Credits: Piggy 18 Team for Protovision

Price: physical cartridge from €45 (boxed edition includes soundtrack CD), digital download €9.99


[Score] 94% - RETRO GAMER SIZZLER



Dungeon and Souls


Format: ZX Spectrum

Credits: Hye Ssun Entertainment

Price: Free


[Score] 79%



Microgames Jam Pak


Format: Game Boy

Credits: Curated by Bownly

Price: Free


[Score] 81%



PROCESSING - ROGUECRAFT FOR AMIGA


Badger Punch Games are transforming Rogue64 into a new Amiga Roguelike.

Ricki Sickenger answered my questions.


Q1. What made you decide on an isometric perspective for the Amiga version?


A1: We want to be able to utilize the Amiga graphics capabilities with Roguecraft. We settled on the isometric view because it allows us to show off more character and room detail. Isometric is also a new challenge for us and has been a nice learning experience both from a technical and graphical point of view.


Q2. Are you adding any new features or ideas for this Amiga version?


A2: Our focus is on keeping the simple and fun gameplay from Rogue64. But when remaking the game for Amiga, we also want to add some of the features we had to cut in the C64 version. There will be more monsters, more potions, and more levels, and we also have a few new features that we can't talk about quite yet.


Q3. Will you be keeping the funny monster names from Rogue64?


A3: We will be keeping the funny monster names, and adding a few more! We try to add a bit of humour to our games when appropriate. 🙂


Check out the latest news at https://badgerpunch.itch.io/roguecraft



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