This
page contains all my actual released titles into the C64 world
from my Cyber Systems label, through Binary Zone PD, Commodore
Zone and Commodore Scene magazine. These are my better efforts,
which resulted from my learning that you can see on the other
page. Although there is nothing fantastic here, it was a huge
learning curve for me and even slowly taught me to draw on the
C64 to an acceptable standard. I will likely do graphics more
today than my programming or SEUCK creating as a result.
SYNETIC
2000
Cyber Systems
My
personal best SEUCK effort, and also my last to date. I
spent years on and off working on it, combining about 5
different styles of gameplay into the limited environment.
This was aided by a lot of coding help by Jon Wells, and
some fantastic music by him.
I'm
hoping that this one can sit well alongside the greats of
Alf Yngve, Shaun Pearson and Ryan Chenery.
Q-BILLION
1999
Cyber Systems
A
good conversion of an obscure Gameboy game. Q-Billion was
created entirely in BASIC and I feel does well to hide that
fact. It's a hard game to get into (Please read the README
file), but quite additive when you do. There is also a level
editor and psw system.
Along
with Synetic, this is one of the best games i've done on
the C64... Though these days i'm looking to stick to graphics.
BLITZ
1997
Cyber Systems
A
simple blitz game with a few basic enhancements, such as
animation sequences between landing and take off. Very much
inspired by Jon Well's Blitz games, although only on the
sequences.
It
is buggy, but was one of the first *complete* BASIC games
I achieved, thanks to Vinny Mainolfi's BASIC enhancement
inspirations. I managed to make a BASIC game which looked
almost ML based.
SGA
2
1996
Cyber Systems
A
sequel to a SEUCK Super Space Invader clone I previously
made. At this stage my graphics were slowly improving and
ideas were gradually improving.
Not
an inspiring game, but slightly different to your conventional
SEUCK game and something I was happy with at the time. As
with all the others here, this was released in Binary Zone
PD.
XAVIER
1994
Cyber Systems
My
first released game into the C64 world. Moving on from previous
SEU's which borrowed heavily from Shaun Pearson's stunning
Sub Burner game, I created something of my own for once.
This
time I had the support of Kenz and TMR/Cosine, who gave
me a push to produce new things, even if they were SEUCK
or BASIC based. TMR even enhanced this specially for the
first issue of C-Zone.
ARMAGEDDON
FILES
1995
Cyber Systems
Moving
on from Xavier, my next title was a move into a Cannon Fodder
styled game... but mainly with the emphasis on the small
sprites. I was a fan of Cannon Fodder at the time, and wanted
to recreate something. My previous attempt was a big failure,
but this kind of worked for a SEUCK title and even had two
styles of gameplay. Not great, but it was a good step forward
for me.
OCEAN
MUSIC DEMO
1996
Cyber Systems
Something
I was not accustomed to, but after being inspired by Vinny
Mainolfi's demo work, I had a go at making my own music
demo by simply adding a little page to present the tune.
Unfortunately, the file became oversized and the demo was
a failure. I think I constructed the screen in the AR cart
and freezed it. Terrible. But I rather liked the tune by
Orcan, as it reminded me of when I was younger and going
to the beach with my folks.
SGA
1995
Cyber Systems
After
Armageddon Files came another space game, this time a silent
sequel to a Super Space Invaders game I did in SEUCK back
in 1993. In the end I distanced away from the sequel tag,
and turned it into its own game and released it into Binary
Zone PD. It is essentially a Space Invader clone done in
SEUCK, which isn't entirely accurate, but is a new twist
to SEUCK and works fairly well. Alf Yngve perfected this
style in his Cosmic Combat game. Not bad, but SGA 2 was
better.
SNAZZY
SNAKES
1997
Cyber Systems
An
experimentational tron clone which I first integrated Speech
into, after reading Vinny Mainolfi's speech ripping techniques
in Commodore Scene. It grew and grew, and had menus added
and turned into a basic (excuse the pun) two player tron
game. I wasn't particulary pleased with the game, but Commodore
Scene wanted it, so I gave it for their covermount. Apart
from the obvious improvements, I would have liked to have
added AI for a 1plr mode.
CGC
1999 ENTRIES
1999
Sado Masocism
Ah
at last, a competition I would be good at!.... The Crap
Game Competition was a fun event where you had to create
crap games.. easy!... I got very enthusiastic about the
first competion and entered about 5 games, Bernard (A C64
emulator on a C64), Snowstorm (A Vic 20 conversion), Transaction
(Simple shooter), Super Staring 1999 (A staring game based
on a sketch from Big Train), Loopy Landa 1999 (Another Vic
20 conversion.. but was too good rather than crap ironically).
I didn't win btw... I was gutted... :)
CGC
2001 ENTRIES
2001
Sado Masocism
Continuing
with the competion, this time hosted by TMR/Cosine, I got
more entries submitted... but I was a bit quieter as life
started to take over and I had less time on the C64. These
were my last creations on the C64. Manky Maze (An incompletable
maze game with garish colours), Invaderz (A rollercoaster
ride of a SEU which is bugged to hell) and Cluedo (A murder
mystery with no actual murder to solve...). I think I came
second with Cluedo, and Richard Bayliss won this competition.
Bah, almost!
CYBORG
ATTACK
1995
Cyber Systems
Forgot
to add this one. After seeing Alf Yngve's OP Wolf clones
in SEUCK, I had a go, and knocked out this average effort.
Not too bad, and signs of improvement over my last games...
but it was flawed and a bit unplayable. The gun target doesn't
really work in SEUCK. Nice ideas I remember doing for this
game, including the helecopter scenes, but this could have
been done a lot better.