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Risky Rick in Dangerous Traps (June 25th)


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HERE WE GO!

ArcadeVision is really proud to introduce to you Risky Rick in Dangerous Traps.
The most impressive game never released for the Colecovision videogame system on a standard 32K cartridge.
This is the fruit of years of passionate work done by Easter Egg, with the goal to produce a smooth, funny and advanced gameplay for our beloved console.
To make the most of the Colecovision, this game was 100% coded in assembly language from scratch and designed using customs tools and routines.
That allow to push the capabilities were nobody was able to do without the help of extra hardware modules.
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Risky Rick was a success at Retro Madrid in April (Spain) and at Retro Game Alpes in May (France) 2018. Now, your turn to just can't believe that!
SOME TECHNICAL FEATURES
Risky Rick is a platformer action game with:
- Scrolling screen rooms levels
- Background and foreground priority
- Colourful high resolution graphics
- In-game audio samples and sound fx
PHYSICAL EDITIONS INFORMATIONS
Risky Rick Standard package include:
- Game cartridge with immersion gold contacts and professional printed label
- Game box + wedge with professional printing, grooving and cut using a dedicated tool
- Game instructions (english, french, german, spanish) professional print offset paper
- Game register card with hall of fame contest for all the Risky Rick players
Risky Rick Limited Adventurer Brown package (10 only) include:
- Black & brown Limited Edition game label on the cartridge
- Brown Limited Edition game box with a full page visual
- Brown Limited Edition T-Shirt with Risky Rick logo
- Limited Edition Poster with Risky Rick visual
Risky Rick Limited Adventurer Green package (10 only) include:
- Black & green Limited Edition game label on the cartridge
- Green Limited Edition game box with a full page visual
- Green Limited Edition T-Shirt with Risky Rick logo
- Limited Edition Poster with Risky Rick visual
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RELEASE DATE
Comming on June 25th 2018. The 30 days countdown have started.
More informations to come. Stay tuned! :evil:
Edited by ArcadeVision
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Nice - looking forward to this one.

 

In the YouTube video above I see that Rick looks kind of transparent/slightly flickery. Is this something the F18A will prevent?

there is no sprites flickering, this is just an artifact caused by video. Edited by usar666
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WOW! Can you imagine if this game had been coded and released in 1983, let's say? How far it would have set the bar in coding for the Colecovison back in the day!

 

The fact that it has been coded in only 32k is quite fascinating. Yes, folks there is still lots of life left in our 36-year-old Colecos.

 

The SGM is sort of a "cheat" as it lets programmers get a little more lazy in code optimization, fluff, bells and whistles etc. Sticking to only 32k truly keeps it real, and maintains 100% compatibility without the addition of an expensive add-on board.

Edited by zyzzle
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Since I'll definitely write an article about this at my website, it is possible to know who is behind ArcadeVision? Any website, Twitter account or Facebook page? Thank you.

There is an arcadevision.com but the last article on the homepage dates from July 2016 so I don't know if they're related at all. Hopefully not. Wouldn't want to hand over money to that website. Looks a bit dodgey to me.

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There is an arcadevision.com but the last article on the homepage dates from July 2016 so I don't know if they're related at all.

 

Be sure, it is not related at all.

 

Um, this maybe a silly question but does the box come flat and you have to glue it together yourself? Not a dealbreaker but just curious.

The factory allows both, but we have prefered to pick them up flat to save space and not damage them.

But no worry, they show us how to process to glue them properly. (some was done at the factory)

Edited by ArcadeVision
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WOW! Can you imagine if this game had been coded and released in 1983, let's say? How far it would have set the bar in coding for the Colecovison back in the day!

 

The fact that it has been coded in only 32k is quite fascinating. Yes, folks there is still lots of life left in our 36-year-old Colecos.

 

The SGM is sort of a "cheat" as it lets programmers get a little more lazy in code optimization, fluff, bells and whistles etc. Sticking to only 32k truly keeps it real, and maintains 100% compatibility without the addition of an expensive add-on board.

 

Couldn't agree more with that :)

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It wouldn't have been, you would have been given no time to accomplish such complicated work.

Also some A$$ would have come down from marketing and said we want to change this , this , and this

 

 

Can't argue with that! This is the reason the system wasn't utilitzed to its full potential back in the day.

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