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Found 6 results

  1. KC Munchkin is back in a new colorful Edition for the Atari Flashback Portable! Click the pic of the game to play it online in the new JAVATARI Emulator! KC works great in Stella and Stellarator and on full size Atari consoles and now supports Sega controllers. KC_AFP_Beta2.bin Hope everyone enjoys!
  2. Dodge It Panoramic Adventure Pacman, KC Munchkin, Berzerk, Breakout, Adventure, Pitfall! http://www.youtube.com/watch?v=UHpJjvHjmH0 Hope everyone enjoys! I'll post a link to the thread on the 2600 forum once I've uploaded this version
  3. KC Munchkin Monochrome Dreams II Tiny rare blue mini cartridge for the portable Atari. Only one has been produced and there are no plans to produce a production run. The cartridge is unobtainium, but the game and the characters are real and the ROM is available for free right here courtesy of Ed Averett, KC's Dad! (Ed owns all rights to the KC Munchkin Characters and associated intellectual property). Features: KC Monochrome Dreams Extended remix! Two new morphing mazes for double the Fun! New SoundScapes with enhanced real time mixer keep KC playing DJ! Never Ending Demo mode! KC no longer breaks apart if the temperature changes! Cooperative team play with the AI always in effect - you can't turn it off! Sega-pad compatible - increased difficulty and challenge level when you use a sega-pad! Educational - binary score in KC's home teaches you to read binary like a programmer! Enjoy KCMD II on the road with your AFP or on your Harmony at your next Pong party! KC_Monochrome_Dreams_V2_AFP.bin
  4. 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!
  5. Hi Guys: I just wanted to take a second and post something that's been bugging me a little about KC Munchkin. I've heard quite a few people mention the controls as being an issue with the game, and I just wanted to set the record straight. The controls in this port of KC were *purposely programmed* to mimic the way the Odyssey 2 version works. As a matter of fact I had to re-work the original routine to act this way. I have to say, anyone who mentions that the Odyssey 2 version controls any differently than this port has not played the O2 version for any amount of time. Back in the day, my best friend had the O2, and we played this game for literally hours on end frequently. Try it in O2EM even: start moving in a direction, and *immediately* try to reverse. You'll see that you can't until you reach the next 'grid' location. There is an excellent description of how the controls of KC Munchkin works here: http://atariage.com/forums/topic/220324-kc-munchkin/?p=3161818 A few posts down from the post in the link is a visual from Defender_2600 That being said, this is *not* about criticism of a game I have done. I welcome all comments, good or bad. For instance, I have deservedly received criticism for Space Duel not including the tethered option. Truth be told, I couldn't figure out how to do it at the time. I get that, and it's completely warranted and understood. But it kind of irks me a little when I receive criticism for an aspect of the game that acts exactly like the original does. That being said, I have made a quick modification to KC here to allow the reversal of direction immediately (instead of waiting for an intersection like the original). However, it still will wait for a 'grid' location when coming to a stop (i.e. letting go of the joystick). Let me know if anyone likes this any better... Thanks for listening, and thank you for your support, and for having my back. Bob KC.A78 KC.bin
  6. KC Monster Maze! Demo video and more info on the order thread Comments and questions welcome here or there!
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