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Freshly fished out of the net...Here you will find all the latest Commodore news - mostly related to C64 - Amiga - C128 - Plus/4 - VIC-20 - PET. This ticker contains news about new game and hardware releases, latest video and podcast uploads, trivia and product information. All freshly fished from the web. RSS feed available!
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List of changes in 0.9.14: - Added condition Contains Tile that checks all tiles colliding with a big object. - In AGA black borders hidin copper are back. - Compatibility with Kickstart 1.3 is back. - Added Collisions in the profiler screen. - Levels can be exported in TMJ format in order to be used in Tiled. - When using level properties music, the music will not restart if it is the same as before. - Level properties screen layout has changes in preparation of some new cool features. - WHDLoad slave names changed to make them easier to understand. - Fix in Level Properties screen. - Fixes when building projects. - Fixes for some gfx gliches. - Some small optimizations.

Transactor is a Commodore PET CBM 8296 Demo by Rabenauge featuring Plush at deadline 2022. It's an introduction to a new graphics mode called Mode2. Code: Bodo, Krill, Yago & Utz, Music: Utz, GFX: Titus. This video shows the demo captured from a real machine. If you want to get the executable file and more info, look here.

Here is another work in progress video from Awesome Slam Siblings, a port of the party game Super Smash Brothers. This time we see a playable preview of two of the characters in Awesome Slam Siblings. This build tries to detect an REU - if one is found it uses it to skip some of the optimisations that are otherwise necessary. The final game will probably add one or two REU-only levels, as they can be more complex in design - but generally the game will be targeted to run without REU. If the screen flickers for a second when starting up, that shows the REU is being used. The game is 2 player only, no AI, and currently you cannot win the game - it just goes on forever with endless lives.

There is work in progress going on for an faithful Amiga conversion of the old arcade classic 'Karate Champ'. In this video we see the developer fighting as white against the computer as red. There are still a lot of issues but the computer kicked his ass which is a good sign :)

Progress update #9 of an Amiga AGA implementation of the RoboCop arcade game. Changes from last version: - Transition between intro scenes and gameplay scenes. - RoboCop sprite refactor. - Bug fixes. - Removed daft options. Come on...

Vanilla Conquer is a port of Command & Conquer (a.k.a. Command & Conquer: Tiberian Dawn or simply C&C/C&C1) for Amigas equipped with Apollo/Vampire V4 PiStorm/Emu-68 accelerators. New in Version 1.2 (non Vampire) - Optimized rendering speed twice. - Enabled custom in game cursors. - Skip also logo video with PlayIntro=false in conquer.ini. New in Version 1.1 was: - Added CovertOps Missions Expansion pack support. - Adds 15 new missions + 7 music tracks

We take our deepest look yet at the TI and TI$ "variables" on the Commodore 64 and 128: how they look like variables but are called functions and how they're not really either, how the clock is implemented, how TI works on both the Commodore 64 and 128, some bugs and quirks in the implementation, dispelling myths about whether a jiffy is a different length on PAL vs. NTSC, and potential patches to fix the admittedly minor bugs. One byte changed in each of the KERNAL and BASIC ROMs!

Grey is an FPS in early development; however, the player can already traverse the map freely. Some areas are available only upon collecting a required door key. The player is equipped with only one weapon - a chain gun and can find ammunition, med kits and door keys. The engine allows the creation of enemies of three different sizes (small, medium, and large), equipped or not with a weapon. They can also differ in speed and HP. Enemy movement is very basic. They just try to get to the player in the shortest path possible. When stuck, they follow a random direction for a while and then get back to chasing the player. Their attacks are not fully implemented yet, so the player can't get harmed for now. They can be killed though. Enemies are presented using placeholder sprites. An exclusive goodie for ZZAP! 64 magazine patreon subscribers.

retroCombs loves his MEGA65; however, it's a bear to travel with so he decided to create his own travel MEGA65 "system" using a Lenovo Thinkpad T480 and Windows 11. He even modifies the keyboard to add those important PETSCII characters.

This video shows just a little preview of what Carrion has started to work on after releasing Robot Jet Action. This time he wants to make a platformer again, but with scrolling. And though the game for now does not have a title yet, he roughly already knows what he would like to create this time. But watch yourself...

This is a peek at the new version of Hyperblaster for the Amiga 1200 & 4000 & CD32. Collisions are off, it's still a bit glitchy, no sound at the moment, but you can see where this is heading to... The game will be demonstrated soon at Amiga37 in Mönchengladbach.

Hercules was a classic platfomer game for the Commodore 16 from 1987, made by Wayne Alan Maw and released by 'The Power House'. This new redux version for C16 and Plus/4 though includes a fine list of upgrades to it: - All new music and sound fx. - Three new 'Hades' levels. - Yolanda, Hades labour item and enemy char designs. - Design changes to existing levels. - New platform and fire chars. - A new scoring system that rewards quick completion. - Fixed controls, raster and other minor bugs. - NTSC compatibility. - A complete re-code of the original from the bottom up. - Built in cheat modes

This is a direct sequel to the popular game Tenebra by Haplo, with more game play elements and an exciting new tool at your disposal. Similar to its prequel, Tenebra 2 is an atmospheric puzzle game with rogue-like elements. Guide the hapless protagonist to the exit, but also keep in mind that he is afraid of darkness and refuses to walk in the dark areas. This preview version contains the first 9 levels, and works on both PAL and NTSC machines.

'Cab Hustle' is brand new game for the Commodore 64, inspired by games such as Space Taxi, TurboRaketti, and Crazy Taxi. The game was exclusively released for the Zzap! 64 Supporters, but it will be available to the public soon...

It's been a while but here we go, a new edition of the Commodore Computer Show with the review of the month of September, what turned up for the Commodore Computer Museum, the Top 64/Amiga games Chart for September 1988. Also we show case other Commodore Computer related videos uploaded to YouTube for the month. Heaps of giveaways each episode the T&C's are at the end of the video.
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