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Blogs

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  • Syntax Terror Games
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  • That's what she said.
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  • The (hopefully) weekly rant
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  • Guru Meditation
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  • Tezz's projects blog
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
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  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
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  • Lynx Links
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  • CorBlog
  • My Ideas/Rants
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  • jamvans game hunting blog
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  • The Golden Age Arcade Historian
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  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
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  • HLO projects
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Found 3 results

  1. KC Munchkin - The $130,000 Game preorder thread! KC Muchkin Monster Maze is an innovative and unique homebrew with tremendous gameplay that cost $130,000 to develop: Written in 100% optimised Assembly and featuring such goodies as a dozen tile mapped sprite characters on screen at once (or off interating elsewhere in the virtual world) on a constantly changing four way scrolling board, this game clocked in at 2,000 hours of professional development for a total development cost of $130,000. Follow the link here to read some reviews from gamers at AtariAge and to watch the video review by Metal Jesus and the Immortal John Hancock - it's at 12:15 in their SuperCharger anthology PREORDER: If you'd like a copy to play with your Harmony or SuperCharger flashcart, KCMM is available for preorder here for $60 and will begin shipping again in November! The game ships with a four page colour manual and a genuine retro flyer/advertisement from my 80's Video Game Company, Saint John Gallery Software A deluxe edition/upgrade with an incredible reproduction box is also available for an additional $20/14 Euro from Marc Oberhäuser. AWESOME OPPORTUNITY TO OWN THE PRODUCTION RIGHTS: Like that awesome game you see in the video and reviews and want the chance to control all aspects of production? No problem! - a unique opportunity can be had own the full rights to KCMM for one lucky individual at cost with no extra charges or fees - I am willing to sell all rights to the game for just the development costs with no extra fees or profit - just the $130,000 it cost to develop. Purchasing the rights will enable you to: Sell the game on Tape or Cart Set any price you think is fair Make piles of cash, like this: Do the Math!!! (Jaguar, Jagual Jaguar!!!) All you'll need to do to break even is sell 2,000 copies at $65 each, and then some more to cover your production costs - after that it's all gravy and you can just rake in the profits like it was 1982; that's the beauty of owning the IP! Alternately you can just make the ROM and the media (Tape, Cart, CD) available free for everyone to enjoy and include a Robot with each order! You can even make the game unavailable to watch the ebay copies go through the roof and then surprise everyone with another production run!
  2. KC Munchkin ROM and Level Design contest! The KC Munchkin Monster Maze ROM is now free for everyone to enjoy! KCr3.binKCr3.wav Basic gameplay: KC is playing in a Monster Maze 10 times the size of the screen! The maze has many active elements that are periodically drawn and erased by SSSnake. The game is always in motion and KC has one life; control is as smooth as MS Pacman but if you let go of the stick the autopilot will take over - takes a while to get the hang of but it's a fun and unique twist in gameplay Extended Demo attract mode: To watch the extended demo attract mode free the power pill that's trapped in orbit - KC will now be able to periodically clear the board and make it to the next level on his own! Scoring and level progression: There are two types of scoring - level progressions (how many different colour screens you've advanced through) and a traditional score; the traditional score is located in KC's home and it's in binary (8 blocks with a marker above the first and the last)! It resets every time KC dies but level progressions persist. Monsters don't follow KC into his home so you can take your time checking the score at any time during play! Bonus Rounds: Bonus rounds are integrated and take place on the lower levels; they can be passively watched or interacted with: To sit back and watch the bonus round just let go of the stick as soon as you've cleared a level and auto-pilot will keep you entertained. As you get better at the game you can interact with the bonus round at any time, doing "the waterfall" to catch extra dots where they originate and avoiding the wily monsters. Making new KC Munchkin ROM's with the Level Editor: KC_Maze_Editor.zip The KC Munchkin level editor allows you to edit the entire monster maze AND the 36 maze tiles that are drawn and redrawn by Sssnake! It also lets you edit any of the 16 colour screen progressions (there are really 17 but the editor doesn't let you change the first one). Once you've made you changes you can hit save to rebuild your new KC Munchkin game ROM! Note: the only thing you will need to change is the location of the ROM binary, I hard coded it to where I keep the file so you could just use the same path or enter a different one if you store it somewhere else. KC Munchkin Level Design contest! Share the awesome KC Munchkin ROM's that you create here on this thread for all Atari fans to enjoy! Winning entries (there can be several) will be released in a limited production run, KC Munchkin Monster Maze Collection. KC Monster Maze was previously available in a very limited run last year to celebrate the 30th aniversary of my software label and included a flyer/ad of retro video games from the glossy 80's CoCo magasine, The Rainbow, and a four page colour instruction manual. Note on level design: As you experiment with changing SSSnake's coordiates you can "run the level" to watch how Sssnake will draw and redraw the maze elements you've selected - this is the key to both controlled randomness (driven in combination with user input) and designating the active play area where game mode takes place; you can also control and change the bonus round areas and speed up or decrease the amount of time it takes the dots and/or the power pill to return during play. Note on known issues: Use a Joystick only, Sega game pads will make the game malfunction. Leaving the game running in attact mode on an Atari Jr may result in the game malfunctioning after a few hours. This can happen on a 4-switch or 6-switch too but usually takes days (the game is only 6K and pushes the TIA to new limits and beyond). A CRT television provides the best play experience and a 4-switch Atari with RF provides the best support for the extra artifact colours). Hope everyone enjoys!
  3. KC Monster Maze! Demo video and more info on the order thread Comments and questions welcome here or there!
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