• Skip to primary navigation
  • Skip to main content
  • Skip to primary sidebar
  • Skip to footer
  • About Us
  • Contact
  • Advertise
  • Privacy Policy
  • Shop

AUSRETROGAMER

The Pop-Culture E-Zine

  • Announcements
  • History
  • Retro Exploring
  • Retro Gaming Culture
  • Reviews
  • Modern Gaming
  • Podcasts
  • Pinball
You are here: Home / Archives for ausretrogamer

ausretrogamer

So Bad, But Oh So Cool Retro Gaming Peripherals

July 22, 2015 By ausretrogamer

The Power Glove, it will go down in video gaming history as the epitome of a peripheral being so bad that it is actually quite cool! The Power Glove is a useless piece of kit that you can’t go without (Ed: Relax, put those pitchforks down, we love the Power Glove).

This oxymoron is not lost on gamers – there have been a number of terrible peripherals released over the years, some worse than others, but all equally desirable to have (Ed: who could also forget the unreleased Atari MindLink and the doomed Konix Multi-System!). We have managed to scrape the bottom of the peripheral barrel to bring you the coolest bad peripherals to add to your collection. Put on a bib and wipe that drool!

Peripheral: Sega Action Chair | System: Mega Drive / Genesis | Use: Control gameplay via leaning
CoolBad_SegaActionChair

Peripheral: Power Glove | System: Famicom / NES | Use:Super Glove Ball & Bad Street Brawler
CoolBad_PowerGlove

Peripheral: Quickjoy Foot Pedal SV-129| Systems: Atari, Commodore & Amstrad | Use: Programming joystick functions to a pedal
CoolBad_joystick_quickjoy_sv_129_01

Peripheral: Virtual Cushion | System: PC-Engine | Use: In game (b)ass force feedback
CoolBad_VCushion

Peripheral: R.O.B. | System: Famicom / NES | Use: Gyromite & Stack-Up
CoolBad_ROB

Peripheral: Game Boy Pocket Sonar | System: GBP | Use: Sonar to locate fish
CoolBad_GBSonar

Peripheral: Sega BH-400 | System: Sega Mark III | Use: Hang-On handlebar
CoolBad_SEGA_BH-400_Bike_Handle

Peripheral: Menacer | System: Mega Drive / Genesis | Use: T2: The Arcade Game, Mad Dog McCree, Body Count, Who Shot Johnny Rock, Mad Dog II, Corpse Killer, Crime Patrol, Menacer shooting gallery
CoolBad_Menacer

Peripheral: Aura Interactor | System: Various 16/32/64-Bit | Use: wearable force-feedback vest
CoolBad_interactor_kit

Peripheral: Sega Activator | System: Mega Drive / Genesis | Use: infra-red motion detector for fighting games
CoolBad_sega-activator

image source: provided on demand

Filed Under: Retro Gaming Culture Tagged With: Game Boy Pocket Sonar, Menacer, Power Glove, Powerglove, Quickjoy Foot Pedal, R.O.B., retrogaming, Sega Action Chair, Sega BH-400, Virtual Cushion

Retro Gaming Wallpaper Murals

July 20, 2015 By ausretrogamer

We recently discovered Murals Wallpaper when searching for ways to spruce up our tired walls in our new games room. To our pleasant surprise, we found a swag of very cool retro gaming inspired wallpapers as part of Mural Wallpaper’s Retro Game Wallpaper Mural collection. Our only problem was, which one to choose! More on that later…

Inspired by the console controllers that revolutionised the way we play video games, Murals Wallpaper have paid homage to the most iconic of them in an exciting new mural range, featuring everything from Atari’s CX-40, Sega’s Master System and Mega Drive control pads, through to Nintendo’s N64 and GameCube controllers, there is something for fans of every platform. There’s even the humble Game Boy thrown in for good measure!

The new collection is available on the Murals Wallpaper website and your favourite design can be made to your exact specifications to create a brilliantly custom piece that will fit your chosen wall just perfectly. Coming in a host of eye-catching retro inspired colours, the Retro Game Wallpaper Mural’s will add the perfect finishing touch to your entertainment or games room. We were so impressed, we put in an order for the yellow retro game wallpaper (Ed: Can’t wait for it to arrive!)! If yellow isn’t your thing, then check out the rest of their range:

Yellow Retro
Mural_Yellow

Blue Retro
Mural_Blue

Pink and Blue Retro
Mural_BabyBlue_Pink

Blue Outline Retro
Mural_BabyBlue

Blue and White Retro
Mural_Blue_Yellow

Light Grey Retro
Mural_Greyscale

Grey Retro
Mural_Dark_Grey

Orange Retro
Mural_Orange

Turquoise Retro
Mural_turquoise

You can engage with Murals Wallpaper via their site or any of their social media channels on: Twitter, Facebook, Pinterest and Google+.

 

 

Filed Under: Retro Gaming Culture Tagged With: gaming murals, Retro Game, retro game murals, retro game wallpaper murals, retrogaming

Coin-Op Hits: July 1993

July 15, 2015 By ausretrogamer

CoinOpHits_HeaderCast your mind back to mid 1993, when arcade parlours were a place you could go to and get your fix of unparalleled gaming experiences from industry heavyweights like, Sega, Taito, Atari (Ed: Yep, Atari!), Namco, Midway, Konami, Capcom and Data East (to name just a few). Throw in brilliant pinball tables from Data East, Williams and Gottlieb, and you start missing those days – Ah, if only there was time travel!

Just in case you were wondering what arcade machines and pinball tables we were most enamoured with in July 1993, take a peek below, there won’t be too many surprises! Which machines were your favourite(s)?

UPRIGHT (Arcade)

NBA_Jam 1 NBA Jam (Williams)
2 Title Fight (Sega)
3 Mortal Kombat (Midway)
4 Lethal Enforcers (Konami)
5 Street Fighter II CE (Capcom)
6 Super Chase (Taito)
7 Terminator 2 (Midway)
8 Fighter’s History (Data East)
9 Steel Gunner (Namco)
10 Golden Axe II (Sega)

DELUXE (Arcade)

VR_sega 1 Virtua Racing (Sega)
2 Suzuka 8 Hours (Namco)
3 Stadium Cross (Sega)
4 Lucky & Wild (Namco)
5 Race Drivin’ (Atari)
6 Moto Frenzy (Atari)
7 Galaxy Force (Sega)
8 Mad Dog II (ALG)
9 X-Men (Konami)
10 Hard Drivin’ (Atari)

PINBALL

Twilight_Zone 1 Twilight Zone (Midway)
2 Jurassic Park (Data East)
3 Addams Family (Midway)
4 Creature/Lagoon (Midway)
5 White Water (Williams)
6 Rocky & Bullwinkle (Data East)
7 Star Wars (Data East)
8 Dracula (Williams)
9 Terminator 2 (Williams)
10 Street Fighter II (Gottlieb/Premier)

 Source: Replay Magazine

Filed Under: History Tagged With: !Arcade!, charts, coin-op, coin-op charts, pinball, retrogaming charts, Top 10 charts

I’m So Dizzy: How It All Began For The Oliver Twins

July 14, 2015 By ausretrogamer

TheOliverTwins_TitleWe (ms. ausretrogamer and I) were quite giddy when we saw the above tweet from the Oliver Twins! It’s not every day that you see your childhood game developer heroes talk about how they got started in the business of making games.

It is quite cool to see Philip and Andrew Oliver (aka: The Oliver Twins) use the opportunity of their ‘Let’s Play‘ video to talk about how they first got into video games and the skills required to create their first arcade game, Cavey, on the BBC Model B computer. Written in 100% Machine Code (6502 Assembler) around ’84/’85, the lads were only 16 years old! The game wasn’t published until a year later when they managed to get several games published by Players – the budget label of Interceptor Software. Press play and get a hit of nostalgia! Thank you Andrew and Philip!


source: Oliver Twins

Filed Under: Retro Gaming Culture Tagged With: Andrew and Philip Oliver, Cavey, Dizzy, How they started, Oliver Twins, Oliver Twins video, Retrogamer, retrogaming

Jam It: White’s Men Can Jump

July 10, 2015 By ausretrogamer

JamIt_C64_TitleAt our recent Commodore Club meet we had the pleasure of meeting Leigh White from Throwback Games and got to play a pre-release of his upcoming C64 basketball game, Jam It.

We were so blown away by the game, we couldn’t believe that one person was responsible in the creation of this amazing piece of software for the C64! Think NBA Jam TE on a vertical half court with heaps of features and stats to keep the most ardent of basketball fans interested. Add some tight gameplay mechanics with loads of intensity and 4 player support in the mix, and you have a game that is super addictive and fun. Sports games players will be salivating on their joysticks with this one! It truly doesn’t get any better than this on the C64!

We bailed up the creator of Jam It to ask him a few questions that we know all of you are busting to find out about. Let’s go and shoot some hoops with Leigh White!

AUSRETROGAMER [ARG]: Hey Leigh, let’s start by telling us a bit about yourself and how you got into making games?
Leigh White [LW]: I’m relatively new at making games. When I had a C64 as a kid I attempted some things in BASIC and did a lot of type-ins from books and magazines, however Jam It is the first game I’ve actually completed.

I started it in late 2010 just as a side hobby to take my mind off work. My day job involves maintaining IT systems and in whatever spare time I had I was practicing guitar and writing music as a distraction. For whatever reason during a lunch break, I did some research on XNA Game Studio and had the idea of attempting to make an overhead race car game. I thought I’d soon give up and return to guitar (who wants more hours of the day in front of a computer!?!?) however I stuck with it for a couple of weeks and got a very basic prototype going.

At the same time I was doing some experiments in assembly language on the C64 to see how difficult it would be to write a game. To explain better – as you don’t decide on a whim to do this! – when I was younger, I spent ridiculous amounts of time on the C64 and I still enjoy playing games today on emulators – equally as much as playing modern games. There’s also a couple of online outlets who sell C64 games made by current developers and I was getting into those.

Anyhow, with my C64 experiment I had reached the point where I had a basic prototype tennis game and started having ideas for a basketball game. So now I was at a cross-roads. I knew making a game was going to take a lot of time and would take away time from music. The choice was then to make a game for the C64 (where there is a very limited audience, and the chance of a huge financial reward is zero) or make a game for a modern platform (mobile, PC and console gaming was growing rapidly, and lots of money to be made if you get everything right) … so I chose the C64 …

A lot of it actually came down to determining the reality of what I could realistically complete. For modern games, the sky is the limit with what you can create, whereas on the C64 (or any retro platform) you have very restrictive limits with what you can do with graphics, sound and memory. Having those limits meant there would be a forced end point regardless of me having millions of other feature ideas. I also knew I’d enjoy doing the C64/basketball thing as they were a big part of my life growing up.

I had the basketball game clearly in my mind and thought maybe I could have it done in 12-18 months and if I enjoyed the experience, move on and attempt a modern game. Well here I am now 4 and a half years later, Jam It is being released on the 12th of July 2015 and I’ve got more C64 game ideas than before!

The man behind the brilliant Jam It C64 game, Leigh White
JamIt_Leigh_landscape

ARG: How did the idea of Jam It come about?
LW: The main inspiration was from a C64 game One on One – Dr J vs Larry Bird. It was one of the first games I had as a kid and considering it’s age, it is actually an excellent basketball game. It gets a lot of things right with the gameplay – how it’s all about out maneuvering your opponent to get a clear shot close to the ring, letting you post up, do fading shots, dunk and manage your energy.

The only issue I thought, it was a bit too slow – only until now, playing on an emulator in NTSC mode I realised why this is. I *think* the game was made in the US – or at least for that market – where NTSC systems/TVs have a faster refresh rate. We then got the same game with no changes to compensate for the slower PAL refresh rate, and hence, the sluggishness.

There was also another not well known game on the C64 called GBA Basketball. It was a 2-on-2 full court game with great graphics, some more tactical play elements and 2 players as team mates option but felt restrictive compared to ‘One on One’. For example, you couldn’t do fading jump shots and dunks were a fixed animation and didn’t have the action ‘wow’ factor you get in watching a pro game of basketball. Regardless, it was still fun but not in a way you’d initially expect.

So really Jam It is a mash-up of these two games from my younger game playing days with some extras added along the way. My aim from the start was to make players feel the excitement you get from a real game. To achieve this, the direction I ended up taking was to make it more an intense arcade sports action game. There is a lot of strategy involved but it’s all about making quick decisions in the moment, much like the real game.

As an overall package, it really is an attempt to fit as much into 64KB that is what you get in pro-basketball – the dunks, extreme shots, exciting plays, nail-biting finishes, action replays, stats and cheerleaders!

Thrilling 3 pointers!
JamIt_3pointers

ARG: How long did the entire project take – from the ideas phase to completion?
LW: The best conservative estimate I have is around 750-800 hours … I’d actually say it’s more. My routine is generally to get up very early in the morning and work on it for anywhere between 30 minutes to a couple of hours before work. After most sessions I’ll make a backup, but sometimes I’ll be working for hours on just one bug. I’m up to backup version 439. Some of those might only have been about 30 minutes work, whereas others might have 5+ hours.

Mind you, this is all spread over 4 and a half years which I actually feel that has benefited the development. This is in the sense that I’ll have an idea but I won’t be able to try it at least for a day or two. By the time I get around to coding, the idea might have morphed into something better or been scrapped entirely. Similarly, for ideas that I have put in the game – I play them for a bit, get a break and return to play them in another session and have time to decide if they really add to it or not. There’s plenty of features that have been ripped out entirely to make way for new ones.

Let’s see that alley-oop on instant replay!
JamIt_AlleyOop

ARG: What was the hardest part of making Jam It?
LW: Apart from spending hours trying to detect bugs caused by the game randomly overwriting its own code, I’d have to say dealing with the memory and CPU constraints. The limitations are a positive and negative in the sense that you really have to identify and prioritise early on what the important things you want to happen are, and build those in. It becomes very problematic if you later think of another great feature but to put it in means sacrificing an existing feature because you’ve run out of memory or CPU cycles.

What I mean by ‘CPU cycles’ is that the C64 on a PAL (Australian) TV refreshes 50 times per second. Within that 1/50 of a second you have 19565 CPU cycles to work with in executing game code, so you need to be efficient with what you write, especially when some instructions can take 6 cycles just to store a value in a memory location!

The other difficult thing was not knowing if I would ever complete it. I hit a few big bugs which made me question if I’d be able to get through them, and even in the early stages, just programming the code to get the ball to make its way to the ring from any position on court was problematic. There’s actually a clever algorithm for achieving this called ‘Bresenham’s line algorithm‘ and was devised way back in 1962! It’s great having the algorithm but I then had to translate it into assembly language suitable for my purposes. In a modern language you could knock it out in under 20 lines of code, but in my case it was 80+ lines of instructions.

It really wasn’t until I was about 3/4 of the way through making the game that I was confident I could complete it. I had left sound and music fairly late in the process and it was yet another challenge, but it would be pointless releasing the game without that. There’s a great tool on PC called GoatTracker for writing C64 music. The thing is, you really need to understand how the C64 sound chip works while getting a good work out in the hexidecimal numbering system.

Comprehensive stats for the statistician in you!
JamIt_Stats

ARG: There are lots of great features in Jam It (we love the slo-mo shot and instant replay among many others) – what is your best feature in the game?
LW: I really like the slo-mo (highlight) shots too. That came out of an accident while searching for a graphical bug. I had to make the play slow down dramatically as soon as the player jumped with the ball to spot the issue. As soon as it happened, I thought this was a great way to get more extreme looking dunks into the game. The way it works now is you get 3 ‘highlight shots’ per game, and can activate one whenever you have the ball. The next shot you take will be in slow motion, giving you the opportunity to do Jordan-esque dunks or take a crazy long distance shot. If you time it correctly, you’ll get a guaranteed score, so they’re handy when you’re a long way behind or as a buzzer beater.

The action replays I’m also really happy with – the idea was borrowed (stolen!) from ‘One on One’ and makes a huge difference in multi-player games where you can show off the amazing shot you just did. It actually takes up a fair bit of memory but it’s worth the sacrifice. Every second screen refresh, the game writes all of the sprite objects’ position, animation frame and colours to memory which can then be triggered for playback after a goal is scored.

The commentary can be entertaining too. After a goal is scored there’ll be a random phrase generated. Some of these are pre-written but many of them are a random arrangement of basketball jargon and obscure adjectives.

Aside from the usual basketball things like being able to shoot, you can do alley oop pass/dunks, defensive switches, steal from your team mate and block their shot. It’s even possible to give yourself an alley oop dunk – you won’t see that in NBA 2K games! This one wasn’t deliberately put in the game – it was an accidental discovery during testing – and not sure that it’s legal in the game but that doesn’t matter.

Enjoy the half-time show!
JamIt_hires_cheerleaders

ARG: We enjoyed playing the pre-release at our recent Commodore Club meet, how has the feedback been so far?
LW: The feedback has been way better than I ever imagined. I first took it to AVCon 2014 in Adelaide, which is a huge gaming/cosplay expo. I didn’t even think I’d get accepted – since it is a game for an old system – but I did, and went with no expectations. To my surprise, kids, parents and gamers alike were very positive about it – they could pickup the controls easily even if they didn’t understand basketball and appreciated that for all the detailed touches to replicate the basketball experience (within the 8 bit world constraints), it doesn’t take itself too seriously with its gameplay firmly leaning to an arcade game feel. I even find myself struggling with new basketball games getting used to all the button combinations. On the C64 you’re limited to one button and surprisingly that’s enough to be able to do all the actions that you need.

The thing that has really helped is that it supports anywhere from 1 to 4 human players, making it a great social and competitive game. The solo player mode has enough challenge with bonus unlockables to give you incentive to play through too. Once you start adding extra human players, that’s when it really stands out – there’s nothing more competitive than seeing 4 players locked in a tied game with 10 seconds left on the clock!

I also had the opportunity to run a demo of it for a few hours at PAX Aus 2014 and the Freeplay Fete 2015 and the response was equally as positive. Many people who had C64s in the ’80s were shocked but happy to hear that there were new games being developed today. I’m hoping that this adds to the support for other developer’s games in the C64 community – it’s a hobby purely done for the enjoyment and nostalgia rather than any possible financial reward.

Jam It – it will be a slam dunk!
JamIt_comingJuly12

ARG: When will Jam It be officially released and where can we get our grubby mits on this awesome game?
LW: It will be available to purchase as a digital download on July 12 2015 at itch.io ($2.99USD) – with the digital download you can play it using an emulator (needs to be installed on your PC/Mac/console/handheld) or on your C64 if you have a suitable hardware add-on.

The download package will include a pre-configured copy of the VICE C64 emulator for Windows so you can get started straight away. Anyone who is still unsure about emulation can just drop me a message via the contact form on our site at Throwback Games and I’ll try my best to assist.

The great thing about VICE is that it can emulate the C64 Protovision 4 interface adapter so you can run 4 controllers. Instructions for how to do this are included with the game.

Keep an eye out on the following sites for a direct link to purchase the game when it becomes available: Throwback Games, Facebook and on Twitter.

There is also a Commodore 64 cartridge, disk and tape release in the works. These are almost ready and release dates will be announced very soon after the digital download. Keep an eye on the above sites and also: Psytronik (disk/tape) and RGCD (cartridge).

Whet your b-balling appetite!

ARG: Any future projects you could reveal to us here?
LW: If Jam It miraculously sold amazingly well (i.e. in the hundreds of copies), then I might consider making a conversion for modern systems just to make it more accessible to a wider audience. I also like the idea of writing a comprehensive ‘making of’ package including key versions of the game with features that never made the final cut.

I have a couple of C64 prototype games sitting there, one being a tennis game, which again, supports 1-4 players, so it would make a good follow up to Jam It (ARG: Oh man, yes please!). The other is a split screen motorbike racing game, similar to Excite Bike for the NES, but with the added bonus of 2 human players to race against each other (ARG: I think I am going to faint!). You can do flips to build up bonus turbo boosts and it has the working title of ‘Motorman’.

There’s a lot of ideas but the issue is having time more than anything else. I don’t think I could justify quitting my day job to make C64 games at the moment!

Leigh’s next BIG gaming projects for the C64?  – Tennis and Motorman!
JamIt_Tennis

JamIt_Motorman

As we shoot our last hoop with Leigh, we say our goodbyes and wish him all the best with the Jam It release. We reckon the game will be a slam-dunk success on the C64!

If you have a C64 or if you prefer to play via emulation, do yourself a favour and grab Jam It – it is jam packed with awesomeness! Seriously, for a game this damn good, you would expect to pay ten times the asking price of $2.99USD! Buy it now so Leigh can quit his day job and make more brilliant games!

JamIt_Leigh_HDRimage source: Throwback Games

Filed Under: Retro Gaming Culture Tagged With: C64, Jam It, Leigh White, New C64 games, retro computing, Retro Gamer, Retro Gaming, Throwback Games, video game

He-Man and the Masters of the Universe Minicomic Collection

July 8, 2015 By ausretrogamer

MOTU_Title

As a kid growing up in the early ’80s, I spent my time playing with action figures, in particular, Mattel’s awesome Masters Of The Universe range. The MOTU figures came with pack-in minicomics (mini-story books), which I loved reading as soon as I busted them out of the packet. I loved “The King Of Castle Grayskull” mini-story book that came with my original He-Man!

Fast forward thirty plus years, and guess what, I still get giddy with excitement when I see any reference to the classic Masters Of The Universe series. To my delight, there is going to be a hardcover MOTU collection book which will feature sixty-eight U.S. story releases, including all mini books/comics from the ’80s Masters of the Universe line, the ’80s Princess of Power line, and the ’80s and ’90s He-Man line, plus an introduction to the minicomics in the current Masters of the Universe classics toy line!

With over 1000 pages of minicomics and interviews with the original comics creators, do yourself a favour, pre-order the “He-Man and the Masters of the Universe Minicomic Collection” book now! It will definitely take you back so you can relive the illustrated adventures that fueled your imagination!

 

Filed Under: Announcements Tagged With: He Man, He-Man and the Masters of the Universe Minicomic Collection, Masters Of The Universe, MOTU, MOTU books, MOTU Collection, retro toys, retrogaming, Skeletor, vintage toys

Press Play On Tape: Colour Clash

July 7, 2015 By ausretrogamer

PPOT_eps4_TitleAs the weather cools down outside, the PRESS PLAY ON TAPE dudes, Alex and Daz, rug up and settle in with a hot cuppa and invite Andy Godoy (UK podcaster of the Retro Gaming Daily Show Podcast) to talk about Sir Clive Sinclair’s ZX Spectrum.

The gushing for the rainbow striped black beauty is overwhelming, as we reminisce about the 8-bit British powerhouse and reflect on the many games, good and bad. Andy tells us about the magazines that all Speccy owners couldn’t go without, and he reflects on the schoolyard arguments of which micro was better as the 8-bit war intensified on those British school grounds! Alex procrastinates about his publisher of choice for this month, settling for the Darling’s Codemasters!

Settle in and take a listen, your ears will thank you for it.

PRESS PLAY ON TAPE podcasts are available on iTunes and Podbean

 

Filed Under: Podcasts Tagged With: 16-bit, 8-bit, Codemasters, podcast, press play on tape, press play on tape podcast, Retrocomputing, retrogaming, zx spectrum

The Magic Of Sega: 3D Arcade Classics For Your 3DS

July 6, 2015 By ausretrogamer

Sega3D_AllBefore Yu Suzuki embarked on the Shenmue saga, he created some of the most technically impressive and enduring games for Sega. During that golden age of arcade machines in the 80s, you would have been hard pressed not to have played on at least one Sega arcade machine – there was the into the screen blaster, Space Harrier, the Top Gun dog-fighter After Burner II, the superb Super Hang-On, the Blue Thunder channeling Thunder Blade, the rail shooter Galaxy Force II (Deluxe Edition), and of course, the sublime driving game with that awesome radio with cool tunes, Out Run.

Sega3D_games

The conversions of these arcade games on our beloved 8 and 16-bit systems weren’t much chop, I mean, they were ok, but let’s face it, there was a vast chasm between the technically superior arcade hardware and the less-refined home based systems of yesteryear. Fast forward 30 odd years and you have home systems more powerful than a cabinet ten times the size! Imagine if someone told you in 1989 that you would have an arcade perfect version (Ed: actually, even better than the arcade!) of Space Harrier, After Burner II or even Out Run in the palm of your hands? Surely you would have had them committed. Well, before you call the psych ward, that day has come – If you are yearning for some vintage Sega arcade gaming nostalgia on your Nintendo 3DS handheld (Ed: Who would have thought that we would ever say Sega and Nintendo in the one sentence!), then rack up some Nintendo eShop credits and have yourself a blast!

Get some Out Run into ya!
Sega3D_OutRun

Have some Sega fun on your Nintendo!
Sega3D_screenshots

source: SEGA Blog

Filed Under: Retro Gaming Culture Tagged With: !Arcade!, After Burner II, Nintendo 3DS, Out Run, Retro Gamer, sega, Sega 3D Classics, space harrier, Thunder Blade

Exotically Cool Commodore 64 cases

July 2, 2015 By ausretrogamer

The ingenuity of the Germans is second to none! Deviant artist, Thomas Boisse is no exception to this rule! Thomas (aka: Ernie76) has created a number of beautiful and very cool Commodore 64 case paintings, which you can check out below for your viewing pleasure.

With all of these awesome cases, it is difficult to pick a favourite. If we were pressed to choose one, it would be the Ghosbusters case – oh those keys! Which case would you pick as your favourite?

The Great Giana Sisters
C64case_Giana

The Last Ninja
C64case_Ninja

Airwolf
C64case_Airwolf

Bubble Bobble
C64_Bubble

Back to the 80s
C64case_80s

P.P. Hammer
C64case_PPHammrt

Ghostbusters
C64case_Ghost

Maniac Mansion
C64case_Maniac

Donkey Kong
C64case_DK

Source: Ernie76 on Deviantart




Filed Under: Retro Gaming Culture Tagged With: 8-bit, Art, C64, C64 case mods, C64 case paintings, Commodore 64, DeviantArt, diy, Ernie76, homebrew, retro computing, Retrocomputing

Conquering Oz Comic-Con Melbourne 2015

June 30, 2015 By ausretrogamer

OzComicCon_logoOz Comic-Con Melbourne 2015 has been conquered – and wow, what a weekend it was! The Melbourne Convention and Exhibition Centre was brimming with artists, cool exhibitors (including Beta Bar, Gametraders Highpoint, Little Lands, Classic Comics, Hammerspace Games, and The 501st Legion), awesome cosplay, a full program of speakers / panels / workshops (across 5 stages!) and, of course,  photos and autographs with the plethora of TV and film megastars (e.g. Bruce Campbell, David Wenham, Jewel Staite, Jason Momoa, Amber Benson, David Hewlett).

Look out for the next Oz Comic-Cons in Brisbane (19-20 September 2015) and Sydney (26-27 September 2015), but in the meantime let’s re-live Melbourne’s pop-culture extravaganza in fifty photos – we hope you feel like you’re there!

The crowd gathers for Oz Comic-Con Melbourne 2015!
OzComicCon_1

Got our media passes – let’s go!
OzComic_5

Ms ausretrogamer & ausretrogamer excited to be in attendance!
OzComicCon_4

Make it so Number 1
OzComicCon_2

Eat your heart out, Khaleesi
OzComicCon_3

Rocket! Yeah!
OzComicCon_6

The merchandise was too enticing!
OzComicCon_7

Jon Snow comes back to life
OzComicCon_8

Comics galore at the Classic Comics stand
OzComicCon_9

Shut up and take my photo!
OzComicCon_10

Cosplay from all over the universe
OzComicCon_11

Button mashing time!
OzComicCon_21

Foxy!
OzComicCon_12

Let’s get the credit card ready!
OzComicCon_13

For your next cosplay event
OzComicCon_14

The Gaming Zone was abuzz!
OzComicCon_15

Even The Joker found time to play some games
OzComicCon_16

A proud Whovian in a beautiful self-made TARDIS dress!
Join the Doctor Who Club of Victoria

OzComicCon_17

Gaming merch!
OzComicCon_18

The Great Wall Of Pop!
OzComicCon_19

Cels for sale!
OzComicCon_20

Hulk smash pins!
OzComicCon_22

Arcade and pinball represent, baby!
OzComicCon_23

Look Bones, it’s Batman!
OzComicCon_24

I’m a Mawg. Half-man, half-dog. I’m my own best friend.
(Note: The ears moved on this awesome costume!)

OzComicCon_25

Warcraft heroes taking it easy
OzComicCon_26

Hey Jabba, how much do you want for that carbonite Han Solo?
OzComicCon_27

Say Death Star!
OzComicCon_28

Star Wars Legion: 501st Terror Australis Garrison
OzComicCon_29

Rebel Pilot and Co-Pilot in training
OzComicCon_30

Refuel with one of these retro energy drinks!
OzComicCon_31

Let’s see how big this phone box is……
OzComicCon_32

The silence is deafening at this disco!
OzComicCon_33

If it bleeds, we can kill it!
OzComicCon_34

Great Wall Of Mugs!
OzComicCon_35

Old-school style!
OzComicCon_36

We’ll take them all, thank you.
OzComicCon_37

Grab this hero for hire
OzComicCon_38

Hi Mr Campbell, can I have your autograph?
OzComicCon_39

Release your inner lead foot
OzComicCon_40

The Brits have invaded!
OzComicCon_41

A LEGO Marvel Comics extravaganza!
OzComicCon_42

Don’t mess with me
OzComicCon_43

Na na na na na na na na Brickman!
OzComicCon_44

To the Batmobile!
OzComicCon_47

Lego Super Mario under Lego Abbey Road 
OzComicCon_45

Donkey Kong terrarium by Little Lands
OzComicCon_46

Super Mario Sisters!
OzComicCon_48

Get your retro on! – Quarries Of Scred by Noble Kale (Hammerspace Games)
OzComicCon_49

Till next time……..
OzComicCon_50

Filed Under: Retro Gaming Culture Tagged With: Cosplay, event, expo, Oz Comic Con, Pop culture

  • « Go to Previous Page
  • Page 1
  • Interim pages omitted …
  • Page 142
  • Page 143
  • Page 144
  • Page 145
  • Page 146
  • Interim pages omitted …
  • Page 199
  • Go to Next Page »

Primary Sidebar

Follow Us

FacebookInstagramYoutTubeTumblrFollow Us on RSSFollow Us on MastodonFollow Us on BlueskyFollow Us on Threads

Search

Shout Us A Coffee!

Recent Posts

  • Ping Pong + Space Invaders = Bit.Pong
  • Yippee Ki‑Yay! The Ultimate Die Hard Pinball Machine Is Real
  • A Wall of Retro Memories – Curated by the One and Only Ms. Ausretrogamer!
  • Voice Acting in the ‘Arkham Trilogy’
  • ROGUEish Brings Dungeon-Delving Delight to the Commodore 64

Ad

Footer

© 2012 – 2025 – ausretrogamer (The Australian Retro Gamer E-Zine). All rights reserved. Where appropriate, all trademarks and copyrighted materials remain property of their respective owners.

Terms & Conditions | Disclaimer

Advertise | About | Contact | Links

Please see our Privacy Policy for details on how we treat your personal information.

Support This Site

If you like what we do, you can shout us a coffee on Ko-fi :-)

Copyright © 2025 · News Pro on Genesis Framework · WordPress · Log in