Downloads
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Publication DateSunday, 21 Aug 2016Original AuthorArtur Rojek (zear)Project PageInspired by "Missiles!", Homing Fever is an addictive obstacle dodging game.
The goal of Homing Fever is to avoid missiles and stay alive as long as you can.
Game options can be adjusted by editing a config file located at:
$HOME/.homingFever/game.cfg -
Publication DateSunday, 21 Aug 2016Original AuthorBZFlag TeamPort AuthorJoshua Bodine (macsforme)This is a multiplayer game where you drive a tank around and shoot at enemies. There are a variety of game modes with different objectives, from free-for-all to capture-the-flag and more. Superflags give your tank additional abilities to give you an advantage in combat, but some are bad flags that temporarily impair your ability to fight. The radar gives you a 2D view of the entire map and shows you where the action is.
NOTE: An Internet connection is required to play the game. -
Publication DateSunday, 31 Jul 2016Original AuthoropenMSX TeamPort AuthormthProject PageMSX emulator with high accuracy and lots of features.
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Publication DateSunday, 06 Mar 2016Original AuthorScummVM TeamPort AuthorEugene SandulenkoProject PageScummVM is a set of game engine recreations. It supports many of point-and-click adventure games from LucasArts, Sierra, Westwood, Coktel Vision, Revolution Software and others. You will need to have the original game data to play, however there are 7 freeware games available from the ScummVM web site.
Please be advised that currently games with a resolution above 320x240 are disabled due to the limited screen resolution on the GCW Zero. -
Publication DateMonday, 28 Dec 2015Original AuthorArtur Rojek (zear), Joe Vargas (jxv)Project PageShisen-Seki (四川石) is a game of Shisen-Sho - a classic japanese logic game utilizing Mahjong stones.
The goal of Shisen-Sho is to remove all stones from the board. Do so by matching pairs of stones with the same face.
You can only match stones if they can be joined by 3 or less lines. Each line must be either horizontal or vertical and can't cross other stones on the board.
Not all games are solvable.
Game modes:
* Classic - classic Shisen-Sho rules.
* Gravity - after clearing two matching stones, remaining stones in the column will move down and fill the empty space.
Authors:
* Programming & fonts - Artur Rojek (zear)
* Graphics - Joe Vargas (jxv)
License:
* Source code - MIT License
* Graphics - CC0 1.0 Universal
* Fonts - CC0 1.0 Universal
* Music/Sfx:
* "White Lotus" by Kevin MacLeod (incompetech.com) - Creative Commons: By Attribution 3.0; Changes: Trimmed and converted to OGG
* "Short wind sound" by remaxim -CC0 1.0 Universal; Changes: Tempo changes
Changelog:
v0.2.0 (2015/12/24)
* Original game release -
Hase is a Worms-inspired, turn-based artillery game, that comes with a twist - the gameplay takes place in space, where each piece of the level has it's own gravitational field, influencing the missile trajectories and player movement. This time however, it's not earthworms, but hares, who take place of the troopers shooting each other, making use of 16 creative weapons.
Hase comes with a local Hot-Seat mode, allowing for multiple people sharing the same console play against each other or AI opponents. The game features also an Online mode, letting you play with other GCW Zero users around the world.
So go ahead, try Hase for GCW Zero and join the striving community of avid rabbit-shooters. -
Publication DateWednesday, 18 Nov 2015Original Authorbird_may_nike, alekmaulPort AuthorGameblablaProject PageGameblabla's Oswan is a WonderSwan/WonderSwan Color emulator based on Oswan.
It was especially made in mind for GCW0 and has several features such as support for savestates, different input layouts and more. -
Publication DateSaturday, 07 Nov 2015Original AuthorRetroguruPort AuthorArtur "zear" RojekProject PageFruit'Y is a puzzle game heavily inspired by the Kaiko classic “Gem'X”, known from the Commodore Amiga 500, Commodore 64 and Atari ST.
In this game, you help a little Sheran morph fruits on the left side of the screen in order to reproduce the composition on the right side and proceed to the next level. -
Publication DateSunday, 20 Sep 2015Original AuthorZizProject PageMeteoroid3D is a stereoscopic 3D shooter in the spirit of Asteroids.
Feature list:
* Stereoscopic graphics with settings for red-green, red-cyan, red-blue or yellow-blue glasses. Of course you can play without 3d glasses, too, but then you will not enjoy the incredible DEPTH of the game! (Furthermore it is really easier to hit the meteoroids with 3D glasses...)
* 3 different kinds of meteoroids. There are not only different in size, they are also different in points you get and in the number of sub meteoroids they will split!
* Endless world - if you reach the end, another identical world will appear!
* Awesome public domain music from Kevin MacLeod
* Incredible realistic laser animation and sounds!
* High end particle effects!
* Total unconfusing 3D map!
* Of course C4A support from the very beginning. -
Publication DateSunday, 12 Jul 2015Original AuthorSanti Ontañón VillarPort AuthorArtur "zear" RojekProject PageSuper Transball 2 is an enhanced version of TRANSBALL 2, which is the sequel of TRANSBALL, a remake of the classic THRUST game (but mainly inspired in ZARA THRUSTA for the Commodore Amiga 500).
In each level the goal is to find the white sphere, and carry it to the upper part of the screen. This may seem easy at the begining, but as the levels become more and more complicated, to reach the top of the screen can be extremely difficult...
Story:
The future, the sun does not shine anymore and the only energy source are 'the spheres'. The spheres contain enough energy for a planet to survive. they are charged with the energy of other stars.
As the humans are highly dependent on the spheres, an oportunist civilization has stolen all the charged spheres from the earth expecting to colonize the planet. As a last chance, the last energy has been transfered to a scout ship and sent to recover the spheres...
You command this ship, you are the last chance for the survival of the human race... -
Sissi is a client for IRC - Internet Relay Chat.
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Publication DateFriday, 12 Jun 2015Original AuthorRaven SoftwarePort AuthorJohnnyonFlameProject PageA fantasy game set in a dark world, Hexen 2 is an FPS game presented to you by Raven Software and published by iD Software, and is the third installment in the Serpent Riders trilogy.
Installation instructions:
Copy the data1/ folder from Hexen 2 CD into ~/.hexen2 on your GCW Zero, then make sure to delete any .cfg files from the new data1/ location.
uHexen2 is compatible with both the full and shareware versions of the game. -
Publication DateSunday, 17 May 2015Original Authorcxong, Nebuleon, Gab1975 and othersProject PageFalling Time, a simple arcade game where you control a ball and fall through gaps as long as you can, before the top of the screen catches up to you!
Formerly known as ativayeban.
Features:
* Local multiplayer, left hand vs right hand!
* Award-winning music
* Chipmunk 2D physics
* D-pad, analog or G-sensor control (use up/down to switch)
* Eggplants
Thanks to Nebuleon for the original concept, Gab1975 for the graphics, and everyone who helped! -
Publication DateSunday, 17 May 2015Original AuthorJeremy (Remjey) FarnaudProject PageA classic number puzzle game in the form of a incomplete grid of numbers with missing values that you must discover using a set of rules that ensure there is only one valid solution.
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Publication DateSaturday, 16 May 2015Original AuthorLancer-X/AsceaiPort AuthorArtur "zear" Rojek (w/ patches by Nebuleon & David Knight)Project PageMERITOUS is a top-view dungeon crawl action/adventure game.
As MERIT, a PSI user, your task is to investigate the Orcus Dome, an ancient underground shrine.
In your way are the shadowy creatures that wander the shrine. Using your PSI circuit, you must cut through any that come between you and your goal.
Default controls:
* D-PAD/JOY - Move around. To walk through doors, simply walk up to them and push against them.
* A - Charge your PSI circuit.
* L - View the map (you can then use the D-PAD/JOY to scroll around the map.
* R - View the help file.
* START - Activate a trigger tile that you are standing on. START is also used for various other things, such as for reading in-game dialogue.
* SELECT - Pause/Exit the game.
Changelog:
2015/05/16 - release #1
* Adjust the game interface to the 320x240 resolution.
* Optimize the save format (Nebuleon)
* Remove music files due to ambiguous license status
Bugs:
Such a vast game like Meritous is very difficult to debug and test properly. Below is a list of known issues, to be addressed in future releases:
* Boss room doors on the minimap view have corrupted graphics.
* "Complete Map" artifact doesn't seem to be working.
* Different zoom levels of the minimap are not available.
If you have found any other issues in the game - please let me know. -
Publication DateThursday, 14 May 2015Original AuthorLocomalito and David LaraPort AuthorDmitry SmaginProject PageThis game is about a medieval French monk who is hiding in an old church not knowing that ancient evil lies beneath it. Graphics and gameplay are done in the style of classic ZX-Spectrum exploration games, although a version with modernized graphics is available.
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Publication DateSaturday, 28 Mar 2015Original AuthorDominique Roux-SerretPort AuthorDavid KnightProject PageRi-li is a game in which you control the path of a wooden engine around a track by changing points. The aim is to pick up all the coaches around the track without collision.
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Publication DateSaturday, 28 Mar 2015Original AuthorKeith WilkinsPort AuthorDavid KnightProject PageHandy for the GCW0 console is based on the original Dingux port by d_smagin with several enhancements.
Handy supports zipped roms, savestates and hardware scaling. It can display numerous border images and scanlines.
Handy requires a Lynx bios image to run. Instructions on where to put this are in the manual or they will be displayed on screen if no bios is found. -
Publication DateSaturday, 21 Mar 2015Original AuthorJoe ZbiciakPort AuthorDavid KnightProject PagejzIntellivision is an Intellivision emulator with support for user created overlays and virtual keyboard. There is also a configuration utility which expands the list of compatible games to almost every title available for the system.
HOW TO PLAY
You will need an intellivison bios rom set in order to play any games. These are legally obtainable from the Intellivision Lives! CD for Windows/Mac for example, which also contains a selection of games. Place them in the $HOME/.jzintellivision/bios folder which autocreates on the first run. The names of the bios files should be:
grom.bin
exec.bin
(and also optionally)
game.rom
ecs.bin
Game roms can be placed anywhere, the rom chooser will remember the last used rom location.
CONTROLS (Available to view from the menu)
D-pad: Directional disc
A: Top fire button
X: Left fire button
Y: Right fire button
B: Enter
L: Show keyboard
R: Show numberpad
SELECT: Menu
START: Toggle player 1/2 controls -
Publication DateSunday, 15 Mar 2015Original AuthorToys For Bob, UQM teamPort AuthorsoulsourceProject PageFor the past decade, Earth and the rest of the Alliance of Free Stars has fought the Ur-Quan and their Hierarchy of Battle Thralls. In the course of the War, the Earthlings discovered a factory world by the 'Precursors' - an impossibly advanced that disappeared tens of thousands of years ago. This colony, Unzervalt (aka Vela I), lost all contact with Earth shortly after landfall.
You are Captain Zelnick, a human that was born on Unzervalt and who possesses a remarkable knack for Precursor technology. You were the one who worked out how to activate the Precursor installation.
It was a factory for building starships. However, Unzervalt is mineral-poor, and there were not enough materials available to construct a complete vessel. Your task is to command this craft, the Vindicator, and return to Earth to tell them of the abandoned colony. Also, if the War with the Ur-Quan continues, you must fight for Earth and the Alliance as best you can.
The default key mappings:
In the menu:
A, Start: Select
B, Select: Back
Y: Delete
X: Backspace
Select: Skip cutscene
D-Pad: Move or type
Navigation:
Select: Menu
D-Pad: Move
Lander:
A: Weapon
B: Depart
D-Pad: Move
On the starmap:
L/R: Zoom
Y: Search
Battle:
A: Primary Attack
B: Secondary Attack
Select: Escape
Text Input:
D-Pad Up/Down: Select character
D-Pad Left/Right: Move Cursor
A: Confirm Input
B: Cancel Input
Shoulder Keys: Switch Upper/Lower Case.
This port was possible, since the games source code is available under the GNU General Public License (http://www.gnu.org/copyleft/gpl.html), and this port is released under the same license conditions as well.
In accordance with the GPL, the complete source code of the game with all modifications which were done in order to adapt it for the GCW Zero is included in the .opk file (sourcecode.tar.gz). The keyboard mappings are not part of the source code, but are defined within the uqm-0.7.0-content.uqm file, which is part of the game content.
The game content is released under Creative Commons Attribution-Noncommercial-ShareAlike 2.5 (https://creativecommons.org/licenses/by-nc-sa/2.5/). The original files can be found at http://sc2.sf.net/ and the only difference of the files in this OPK are the keybindings. Of course the same license applies.
The list of people involved in the creation of the game is available at http://sc2.sourceforge.net/team.php.
Installation of Addons:
The official addons (voices, 3DO music and remixes) can simply be put in the ~/.uqm/addons folder (if the folder doesn't exist, feel free to create it) and enabled/disabled in the game settings menu.
For unofficial addons a little manual work is required. These need to be unpacked in the ~/.uqm/useraddons folder (so that their .rmp files are directly in the useraddons folder, not a subfolder of it), and the paths in the .rmp files have to be edited to point to "useraddons" instead of the addon name. -
Publication DateWednesday, 11 Mar 2015Original AuthorTeam FB AlphaPort AuthorDmitry SmaginProject PageFB Alpha is an arcade emulator supporting many hardware platforms like CPS1, CPS2, NEO-GEO, PGM, Cave and many others. Romset is compatible with Mame 0.159
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Publication DateTuesday, 10 Mar 2015Original AuthorJustin "dorkster" JacobsPort AuthorcongusbongusProject PageFreeBlocks is a puzzle game similar to Tetris Attack. Line up the blocks by color and attempt to reach the highest score!
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Publication DateSaturday, 07 Mar 2015Original AuthorCarl Reinke (Mindless)Project PageThe goal of the game is simple: bounce the ball to the exit.
The exit is marked with green circles; exiting anywhere else will result in doom for the ball.
The ball can jump off walls if it is pushed in the opposite direction as it hits the wall.
The rest is simple enough. -
Publication DateSunday, 08 Feb 2015Original AuthorZizProject PageGlutexto is a simple text editor that allows you to create and modify text files on your GCW Zero such as configuration files.
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Publication DateWednesday, 31 Dec 2014Original AuthorArtur "zear" RojekProject PageTriple Trapled is a remake of "Triple Traple" by ABA Games.
Instructions:
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* Connect 3 blocks of the same color to break the chain.
* Multiply your score by the number of additional blocks destroyed with the chain.
* Use the blinking block to remove a single block of any color.
* Every 5 seconds the game speed increases.
* Game ends when the number of stacked blocks on the level reaches 50.
Copyright:
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* Author: Artur Rojek (zear)
* License: MIT (see LICENSE.txt)
Special thanks:
* Kenta Cho - original game idea
* Nebuleon - game testing
* Senquack - game testing
Changelog:
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2014/12/31, v0.9
* initial game release -
Publication DateFriday, 26 Dec 2014Original AuthorUbyte, Fishybawb, Clach04Port AuthorHi-BanProject PageOhBoy is a port of the gnuboy Gameboy emulator with a basic menu system.
Ohboy features include support for savestates, loading zipped roms, palette files, border images, different scalers and more.
More info can be found here: Dingoonity forums -
Publication DateWednesday, 24 Dec 2014Original AuthorRetroguruPort AuthorArtur "zear" RojekProject PageGiana's Return aims to be a worthy unofficial sequel of "The Great Giana Sisters" - an alltime classic Jump'N'Run game made in the late eighties mainly by Armin Gessert, Manfred Trenz and Chris Hülsbeck, which gained massive attention as "Super Mario" copy, but still had its very own charm and fan base.
Story:
Evil Swampy and his followers have stolen the magic ruby, which made it once possible for Giana and Maria to return from their dream. Many creatures are after this ruby, but does it really have power, or was it just a coincidence?
As this is not bad enough, Swampy fell in love at first sight with Giana's sister Maria and shamelessly kidnapped her. She simply has been at the wrong place at the wrong time.
You take over the role of Giana, get back the magic ruby and most important of all, save your beloved sister Maria and get home save! Good Luck!
Legal:
Giana's Return is 100% FREEWARE and does not cost you a single cent, should you have paid for it please let us know so we can take legal steps and help others to avoid a possible trap. You are not allowed to distribute the download on any medias or online places without written permission. Official mirrors are available and listed on the official homepage - Please respect this! Contact information is available at it's official page!
"The Great Giana Sisters" is a registered trademark. The Team behind this game does not intend to break any copyright, but to bring a high quality fan sequel free of charge to all Giana fans out there. Permission has been granted from the actual owners.
No one of the original team was involved in the creation of this game, besides Armin and Manfred giving feedback on (for now) pretty old betas. -
Publication DateSaturday, 06 Dec 2014Original AuthorThomas René Sidor, Kristian JensenPort AuthorArtur "zear" RojekProject PageThe aim of this program is to simulate different particles (such as sand, water, oil or fire) interacting with each other.
Freedom is given to the player to experiment with the different materials in a sandbox environment.
Keymap
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SELECT: Exit game
START: Clear screen
Joystick: Move cursor
D-PAD left/right: change brush type
D-PAD up/down: decrease/increase pen size
A: paint w/ selected brush type
B: limit cursor speed to 1px/frame
Y: set the brush type to eraser
X: turn on/off emitters (applies to screen top only)
L/R: decrease/increase emitters density (applies to screen top only)
Usage
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Select a brush type from the panel on the bottom part of the screen and draw while pressing
the A button. Use the B button to perform more accurate cursor movements. The particles falling from the top of the screen can be disabled at any moment by pressing the X button, or decreased/increased with L/R shoulder buttons.
Brush types (from left to right):
Group 1 (particles):
* water
* sand
* salt
* oil
* fire
* acid
* dirt
Group 2 (emitters):
* water spout
* sand spout
* salt spout
* oil spout
Group 3 (solids):
* wall
* torch
* stove
* plant
* ice
* iron wall
* void
Group 4:
* eraser
The authors
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Thomas René Sidor (Studying computer science at the university of Copenhagen, Denmark) (Personal homepage: http://www.mcbyte.dk)
Kristian Jensen (Studying computer science at Roskilde University, Denmark)
Artur Rojek - GCW Zero port
Acknowledgements
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CCmdLine - command line parser by Chris Losinger (http://www.codeproject.com/cpp/ccmdline.asp)
SDL - Simple DirectMedia Library (http://www.libsdl.org)
Origins
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The SDL Sand game (The Falling SDL-Sand Game) is a C++ implementation of the original 'World of
Sand' (and later 'Hell of Sand') game implemented in JAVA. SDL Sand uses the SDL (Simple DirectMedia
Library - http://www.libsdl.org/) library for screen output. Therefore the implementation can
possibly run on every platform supported by SDL.
The aim is to create a faster implementation of the game and possibly extend its features.
Links
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Project link: http://sourceforge.net/projects/sdlsand
The originial World of Sand from DOFI-BLOG (http://ishi.blog2.fc2.com/blog-entry-158.html)
The later version - Hell of Sand from DOFI-BLOG (http://ishi.blog2.fc2.com/blog-entry-164.html)
A Falling Sand Game forum (http://www.fallingsandgame.com/)
Falling Sand Game hosted (http://chir.ag/stuff/sand/)
License
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SDL Sand is released under GPLv2 license. See included LICENSE file for details. -
Publication DateSaturday, 06 Dec 2014Original AuthorThe Olde Battleaxe (philhassey, pekuja, tim, drpetter, trick)Port AuthorNebuleonA fun little platformer made by The Olde Battleaxe for PyWeek 4. (Original site. This port is based on the version 1.1 Deluxe.)
You're a seahorse, and you have to go to the Moon! There are enemies in your way, which you must defeat, and landscapes that will end up confusing you...
You shoot bubbles from your... face... and those bubbles destroy enemies and turn them into bubbles, which you can ride to raise yourself to new heights. Three bubbles from your face are enough to defeat most enemies, or one if you have hair, but there is one thing that your bubbles cannot defeat alone...
Controls are explained in-game (see Help).
GPLv2 license. -
Publication DateWednesday, 03 Dec 2014Original AuthorRobert KooimaPort AuthorDaniel 'senquack' SilsbyProject PageTilt the floor to roll a ball through an obstacle course before time runs out. Neverball is part puzzle game, part action game, and entirely a test of skill. It is similar to the Gamecube/iPhone game 'Super Monkey Ball'. It is GPU-accelerated and fully supports the GCW Zero's tilt G-Sensor.
Neverball is also two games in one: it includes Neverputt, a miniature golf game with many unique levels, built on the physics and graphics engine of Neverball.
Screenshots: Neverball
Screenshots: Neverputt
Official forum release thread for comments, requests, and issues.
Original game's website
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PORT FEATURES:
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* Support for G-Sensor tilt control
* Many new controls settings added
* 'Finesse Mode' enables finer movement control
* Camera rotation acceleration
* In addition to all the official v1.6.0 levelsets, it includes three excellent levelsets from community map-creator Reshaun Francis
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CONTROLS:
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Neverball:
Move: DPAD / Analog-stick / G-Sensor / ABXY
Toggle 'Finesse Mode': Select + L Trigger
Change camera mode: Select + R Trigger
Rotate camera: L / R Triggers
In-game menu: Start Button
Toggle G-Sensor On/Off: Hold Select for 2 seconds
* NOTE: Finesse mode does not affect movement with A/B/X/Y buttons, and this is intentional.
Neverputt:
Aim: DPAD or Triggers (fast rotate)
Aim faster: X / Y buttons
Putt: A / B buttons
In-game menu: Start button
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INSTALLING ADDITIONAL LEVEL SETS:
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Use FTP to copy the .ZIP level pack file to your /home/.neverball/ folder. Be sure your FTP client is set to treat files as BINARY and that any option to show hidden folders is ON. In FileZilla, go to Menu->Server->"Force showing hidden files".
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INSTALLING ADDITIONAL LEVEL SETS:
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v1.1: Second GCW release December 4th 2014
* Fixed joystick handling bug in original Neverputt code that prevented going back to title screen when final scores were displayed
v1.0: Initial GCW release -
Publication DateTuesday, 02 Dec 2014Original AuthorUAE team, ChuiPort AuthorNebuleon, Artur "zear" RojekProject PageUAE4ALL is an Amiga 500 emulator based on UAE 0.8.22 core.
Version: GCW Zero Release 1.
List of authors and contributors:
* UAE authors (see ./docs/CREDITS)
* Chui - original UAE4ALL author
* Nebuleon & Zear - GCW Zero port and improvements
* Hi-Ban - new UAE4ALL logo and minor graphical changes (Hi-Ban's contributions licensed under Creative Commons Attribution-ShareAlike 4.0 International)
Important note:
This version of the program is a *port* of the original emulator.
The authors of this port are NOT maintaining the emulation core.
For any issues related to the emulation performance, please contact the *original* UAE/UAE4ALL authors.
Before first use:
Provide a valid Amiga 500 Kickstart bootstrap firmware and copy it to the following location:
(FTP)/home/.uae4all/kick.rom
UAE4ALL will refuse to launch without this file present.
Launching programs:
UAE4ALL will work with disk images in "adf" and "adz" format.
1) Copy appropriate files to a location of your choice in the GCW Zero filesystem
2) Launch UAE4ALL emulator
3) Select "Load disk image" option
4) Choose "Load DF0 image" (Floppy Drive #1) or "Load DF1 image" (Floppy Drive #2) to load a disk image to the appropriate drive.
NOTE: Bootable disks need to be loaded to DF0.
5) Point the file selector to a directory location with the disk images and select the image you want to load.
NOTE: This directory location will be stored as a default directory for future UAE4ALL runs.
6) For bootable images, select "Start Amiga" or "Reset Amiga" to boot a new image. For non-bootable images, select "Return to Amiga" and follow instructions of the currently emulated program.
Adjusting the frame rate:
Setting the frameskip value to "auto" will limit the emulated program speed to 50 frames per second. Use this option for programs meant to be run on PAL Amiga machines. Most Amiga programs were designed for this frame rate.
Setting the frameskip value to "0" will limit the emulated program speed to 60 frames per second. Use this option for programs meant to be run on NTSC Amiga machines.
Controls (during emulation):
D-PAD/analog joystick - control amiga joystick (if mouse emulation turned off) / amiga mouse (if mouse emulation turned on)
A - joystick button #1
B - joystick button #2
Y - mouse button #1
X - mouse button #2
L - enable/disable mouse emulation
R - enable/disable on-screen-keyboard
START - super throttle
SELECT - emulator menu -
Publication DateThursday, 27 Nov 2014Original AuthorQuasistPort AuthorJohnny On FlameProject PageIn this wire-frame stylized game your task is to construct various kinds of shooting towers in order to protect your base against the waves of geometric-shaped enemies. Don't let too many of them reach it, otherwise it's a game over!
Choose wisely from the 5 varieties of the towers: Minigun, Anti-air, Artillery, Slowray and Sniper. Each has a different effect on the incoming foes, diverging in the fire-power, reload rate and the construction cost.
Construct the Plants to increase the money flow. -
Publication DateMonday, 17 Nov 2014Original AuthorEnigma TeamPort Authorsenquack (Dan Silsby)Project PageInspired by the classic game Onyx, Enigma is really a huge collection of puzzle games, and each of its 550 unique levels challenge the intelligence, dexterity and sheer willpower of its players anew. Enigma is simple to learn, challenging to play, but hard to master. Players of almost any age can enjoy it. It contains hundreds of levels. And if that isn't enough, it's also completely free. If you like puzzle games and have a steady hand, Enigma will probably keep you busy for hours on end.
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IMPORTANT NOTE :
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Because of copyright laws, Enigma for the GCW Zero does not include the five official level-packs based on the original Oxyd game. Installing them yourself is easy, however. Run the game once so that it creates a folder in your home directory:
$HOME/.enigma/ (Using FTP, this will be /home/.enigma/)
Download the latest Windows .ZIP binary release from here: Enigma downloads page
Extract it to a folder on your computer and, using FTP, copy the following five folders into your GCW Zero's /home/.enigma/levels folder:
data/levels/enigma_esprit/
data/levels/enigma_oxyd/
data/levels/enigma_oxydextra/
data/levels/enigma_oxydmagnum/
data/levels/enigma_peroxyd/
NOTE: if using FTP, you want to be sure you have any option to show hidden folders turned ON, or else you won't be able to see the /home/.enigma/ folder. Also, make sure BINARY TRANSFER MODE is turned on.
Your $HOME/.enigma/levels/ folder should now look something like this:
auto/
cross/
enigma_esprit/
enigma_oxyd/
enigma_oxydextra/
enigma_oxydmagnum/
enigma_peroxyd/
externaldata/
legacy_dat/
Now, start up Enigma and you will now see the Oxyd levels under the "Deja-Vu" level-pack category.
BTW, if you ever create or download any additional levels, they should go into the auto/ folder shown above.
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PLAYING THE ORIGINAL OXYD LEVELS:
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Enigma is able to read the original Oxyd family of games' data files! If you own the original games, you can copy the .DAT level files into your $HOME/.enigma/levels/legacy_dat/ folder. The level sets will then show up in the "Dongleware" category.
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MORE ABOUT THE GAME:
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The object of the game is to find and uncover pairs of identically colored 'Oxyd' stones. Simple? Yes. Easy? Certainly not! Hidden traps, vast mazes, laser beams, and most of all, countless hairy puzzles usually block your direct way to the Oxyd stones. Enigma's game objects (and there are hundreds of them, lest you get bored) interact in many unexpected ways, and since many of them follow the laws of physics (Enigma's special laws of physics, that is), controlling them isn't always trivial ...
The original goal of the Enigma project was to keep the spirit of the Oxyd game series alive, after its publisher decided to leave the gaming business in 2002. Fans of this famous game will experience deja-vu. However, over the years, Enigma has absorbed ideas from countless other popular games, and added its own unique twists to each of them.
To learn fully how to play the game, you are encouraged to read the excellent official user's manual and also visit the official Enigma home page
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PORT FEATURES:
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The original game is meant to be played with a mouse. Because of this, I have taken pains to make it as playable as possible on our handheld gaming system that lacks a mouse. The marble can be controlled with either the Analog Stick, the DPAD, or the internal G-sensor. In order to play with the G-sensor you must first enable it in the game's settings. Playing using the DPAD would be a bit like cheating, and I discourage you from doing so.
In addition to the default movement speed, you can move with three additional speeds: Speed #1 is mapped to the B button, Speed #2 to the X button, and Speed #3 to the Y button. You may change these speeds in the options menu, under "Controls", along with a few other options, like enabling or calibrating the G-sensor, or changing deadzones.
-------------------------------------------------
CONTROLS:
-------------------------------------------------
There is a handy in-game list of the control mappings. Select "Help" from the main menu and then select "GCW Zero Controls". -
Publication DateSaturday, 15 Nov 2014Original AuthorJoe Vargas (jxv)Project PageHow clever of a speller are you? Play Finite to find out. Compete with your friends or an AI.
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Publication DateSunday, 09 Nov 2014Original AuthorKenta ChoPort AuthorDaniel Silsby (senquack)Project PagerRootage is a popular 'SHMUP' originally released as freeware by Japanese programmer Kenta Cho in 2003. You must avoid bullet barrages and use your laser to destroy the enemy battleship. The closer you are, the more damage you cause. You get a new ship after 200,000 points and then every 500,000 points.
My GCW port is a highly-optimized OpenGLES conversion that runs at 100% full speed. It also features several new options the original game lacked:
* Optionally rotated-and-zoomed playfield
* Completely customizable control scheme
* Trainer "cheat" modes (high-score saving is disabled when in use)
* Laser can be turned on by default
* Music and "bullet-time slowdown" can easily be disabled
* Bullet-shape outlines can be turned on or off (good for 320x240 resolutions)
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MODES OF PLAY:
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1.) NORMAL MODE - This is the standard game mode. Your ship is slower when firing the laser. You have a limited number of bombs that clear enemy bullets.
2.) PSY MODE - This mode is inspired by the "Psyvariar" family of games. When your ship grazes a bullet, the gauge fills up. When the gauge is full, your ship becomes temporarily invincible. Use this short period of time to graze as many bullets as possible and become invincible again... This technique is also called 'scratching'. The 'special' attack is used to "scratch" on a wider area, but it slows down your movement.
3.) IKA MODE - This mode is inspired by the legendary game "Ikaruga" for Dreamcast … Gamecube. Your ship can switch between red and blue colors. Your ship absorbs bullets of the same color but others destroy it. Absorbed bullets are automatically changed into lasers that damage the enemy.
4.) GW MODE - This mode is inspired by the "Gigawing" family of games. Your ship can reflect all bullets around it. This is achieved by keeping the 'special' button pressed until the gauge becomes empty. The reflector can only be engaged when its gauge is full. You must wait for the "OK" mark. -
Publication DateSunday, 26 Oct 2014Original AuthorcxongProject PageArcade kung fu minigame made in pygame, for PyWeek: https://pyweek.org/e/Slappa/
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Publication DateFriday, 24 Oct 2014Original AuthorAngelo Mottola (coding, gfx), Drozerix (music)Port AuthorDmitry SmaginProject PageIn this game you control a small crab and your target is to kill every monster on the current level. Since you have no weapons, you must push bricks that form the walls of the level. When the brick hits some obstacle it releases a bonus. Not every wall is movable so beware!
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Publication DateSaturday, 04 Oct 2014Original AuthorJan HubickaPort AuthorDaniel Silsby (senquack)Project PageKoules is a fun … silly physics-based homebrew game released in 1995 by Jan Hubicka for Linux. It is one of the first arcade-style games ever released for Linux and I've always liked playing it. So, I decided to bring it to the handheld masses.
You are the big yellow ball with eyes. You must knock out the other balls that come towards you (Evil Koules fighters). Small blue balls give you extra mass, while small green balls give you extra acceleration. Yellow balls give you tons of both. White balls steal all your power-ups. Gold balls allow you to steal power-ups from other balls. There are 99 levels and as you progress, the game introduces new elements and gets quite a bit harder. I suggest playing on the "HARD" difficulty for maximum fun, once you pick up the basics.
Don't worry, the game will explain the new elements to you as you move along.
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CHANGE LOG:
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v1.0: First release (GCW version):
* Adapted from my previous GP2X/Wiz ports:
* Added g-sensor/analog stick support
* Two-player-on-one-device support
* Added music by DST @ nosoapradio.us (Creative Commons 3.0 License)
* Added cool randomly-generated plasma background
* Adjusted volume of two sound samples that were too loud
* Fixed major bug in original game regarding fread()/fwrite() of rc files.
* Made HARD difficulty mode the default mode.. MEDIUM difficulty is too slow and easy.
* Adjusted NIGHTMARE difficulty mode to actually be playable.
* Adjusted HARD difficulty mode so that your player has a bit less mass (hard was also too easy).
* Fixed various bugs, especially in menu.c
Pre-v1.0: Initial SVGALIB->SDL conversion also by Dan Silsby (senquack)
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TIPS:
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Instead of charging at everything you see, try to trick enemies into chasing you and dodge them at the last second. You can get them to crash into walls and the red/green holes that appear. Use the green "magnetic holes" for moving in a slingshot effect.
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CONTROLS … TWO-PLAYER MODE:
----------------------------------------------------
START: Pause
SELECT: Exit to main menu
L+R TRIGGERS: Re-calibrate g-sensor
In one-player mode: you move with either the D-PAD or the A/B/X/Y buttons, your pick. G-sensor and analog stick control can be enabled from the main menu. If the g-sensor fails to work, that is a bug in the firmware currently being worked on. If you power-off your unit and hold the reset button for 30+ seconds that should get the g-sensor working again.
In two-player mode: two people play on one device, either deathmatch or cooperatively. Player 1 uses the DPAD and Player 2 uses either the A/B/X/Y buttons (GCW held horizontally) or the analog stick (GCW held vertically). -
Publication DateFriday, 03 Oct 2014Original AuthorJoosa Riekkinen, Erik Lindroos and othersPort AuthorArtur "zear" RojekProject PageLiero is a simple game. Pick your five weapons, and unleash your inner fury. The game is always played one versus one on a map of your choice.
To shoot is of course easy enough to figure out, but if you want to step up your game, you need to figure out things like how to swing yourself to safety with the ninja rope, to use timed weapons for area denial, to hunt without being hunted, to ambush, hit and run, and control that darn guided missile.
If you can do all these things, you may one day become a true champion, as the players in this video attempt. -
Publication DateThursday, 28 Aug 2014Original AuthorExophase, Gradius, Takka, Normmatt, Nebuleon, othersPort AuthorNebuleon, JohnnyonFlame, pcercueiProject PageReGBA is a GBA emulator for the GCW Zero. It is ultimately based on gpSP for the Playstation Portable by Exophase and contains improvements made over the years by Takka and Nebuleon.
It features audio with under 60 ms latency, optional full-screen scaling, remappable controls on the GCW Zero buttons (but no joystick support yet), an open-source and freely redistributable GBA BIOS replacement by Normmatt, SRAM saving, saved states and fast-forwarding. All settings can be overridden per game.
The focus of this emulator is on performance. As such, its compatibility may not be perfect. It does, however, run many popular commercial games and homebrew titles.
Unified menu means that this emulator's menu can be entered with Start+Select or by flicking the Power switch upwards without pressing other buttons.
Source code and bug reports: https://github.com/Nebuleon/ReGBA
Manual: http://wiki.gcw-zero.com/ReGBA (also available for reading on the GCW Zero) -
Publication DateThursday, 28 Aug 2014Original AuthorSnes9x team (anomie, zones, Nach, byuu, Mkendora, etc.)Port AuthorPaul Cercueil, Nebuleon, hi-banProject PageIMPORTANT: This version is unable to read PocketSNES August 2013 (Snes9x 1.39)'s saved states, but can read its SRAM (.srm) files. If you have older saved states, you can use the older version of PocketSNES or, before installing this version, load the saved states in PocketSNES August 2013 and let the game save its SRAM.
PocketSNES is a Super Nintendo/Super Famicom emulator for the GCW Zero. It is ultimately based on Snes9x 1.43 and contains some minor core optimisations by Nebuleon.
It features audio with under 60 ms latency, optional full-screen scaling with a fast scaler or an approximate bilinear scaler, SRAM saving and saved states. All settings can be overridden per game.
Unified menu means that this emulator's menu can be entered with Start+Select or by flicking the Power switch upwards without pressing other buttons.
You can read its manual at http://wiki.gcw-zero.com/PocketSNES and on your GCW Zero.
Source code is at https://github.com/Nebuleon/PocketSNES under the Snes9x non-commercial use license. -
Publication DateSunday, 27 Jul 2014Original AuthorPatrick AaltoPort AuthorPatrick AaltoProject Pagezerox86 is a PC emulator for the Game Consoles Worldwide (GCW) Zero handheld game console. Its purpose is to allow you to run old DOS games on your GCW0. It is based on the DSx86 PC emulator for Nintendo DS game console.
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Publication DateThursday, 03 Jul 2014Original AuthorRetroguruPort AuthorArtur "zear" RojekProject PageXump - The Final Run is a simple multi-platform puzzler by Retroguru. Initially released by Psilocybin Development in 2005 the game has been improved in almost every aspect you can imagine. New graphics, new levels, new music, new options, new everything...
Help Holger to clean up deserted space fields. As this is a very dangerous task for a human being a headbot named Xump will be the one who has to suffer.
Your main task is to clean all dissolveable tiles on several single-screen levels by simply stepping on them, one by one. Few fields are secured with mines and need a double tap. Mines can be blown up when passing by or deminded by Xump when staying on this specific field for a short moment. Certainly the mission sounds easier than it will be. -
Publication DateFriday, 20 Jun 2014Original AuthorRetroguruPort AuthorArtur "zear" RojekProject PageSqrxz requires fast reflexes and is a simply mindblasting Jump’n’Run puzzle game with high frustration factor originally made in 1996 by Marcus Vesterlund (Maze) and John Holmvall (Hojo) for DOS and Windows 9x.
Sqrxz (2010) is a remake of a game with the same name and has been created by Rodolphe Boixel (Thor), Shahzad Sahaib (Kojote), Simon Butler and Brendan Ratliff (Syphus). Minor support came from Marcus Vesterlund himself who also gave permission to redo his game. Denny Müller (Mulle) supported the team with a WordPress-Theme for the official page and Rabia Sahaib (Mahek) made three more levels.
A remake should be usually bearing improvements, so does Sqrxz 2010. Beside the “classic” graphic mode, there is a new mode with “deluxe” graphics. The main gameplay was modified in a way that you need to collect all items to open the door at the end of each level, which makes some levels harder than they actually already were. Extended “fun” is guarantueed with additional three levels, unseen before. Each level does have it’s own chiptune and adds up to the retro feeling. A Top 10 highscore table will hold all your records. For the ones who like hidden features, there is even a small easter egg! -
Publication DateSunday, 15 Jun 2014Original AuthorFceux teamPort AuthorDmitry SmaginProject PageNES/Famicom emulator based on Fceux 2.2.2 with gui from well-known Fceu320.
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Publication DateTuesday, 20 May 2014Original AuthorKuniPort AuthorAlekmaulProject PageIn Spout, your goal is to guide your ship as high as possible through a vertical cave of sorts without crashing. The path is blocked though, and you must destroy the walls and ceiling to clear your way. Sounds easy, but there's a catch to the game, you don't have a gun to blast your way through - instead you must use the exhaust from your ship to erode away any surroundings that hinder your way, which can result in some tricky maneuvers. There is also time limited check points that adds a bit of urgency to the gameplay.
The map is randomly generated so it's always a fresh challenge, and the game is great for a quick play because of the simple premise, and because it's just plain fun. -
Publication DateTuesday, 20 May 2014Original AuthorZizProject PageYour goal is to finish all the levels. In order to finish a level, kill a given amount of enemies. Collect snow-coins to get bigger, because you will lose:
* 3 snow-coins, if an enemy hits you,
* 2 snow-coins, if you shoot,
* 1 snow-coin, if you jump
* all snow-coins of your big belly, if you use the ball attack
If you lose all your snow-coins you die and have to restart the level. So economize your snow!
If you find a broom, use it! You make double damage and don't lose the snow, but you need to be on a very close distance to your enemy. -
Publication DateTuesday, 20 May 2014Original AuthorZizPort AuthorArtur "zear" RojekProject PageFeatures:
* 5 languages (English, German, Italian, Dutch, Norsk)
* Genuine tube based puzzle game idea
* 3 game modes with 2 difficulties
* Fancy 3D graphics
* Trophies
* Great music from Nick May or custom background music
* Cool sound effects (also from Nick)
* Explosions. Explosions everywhere!
* C4A support -
Publication DateThursday, 24 Apr 2014Original AuthorRetroguruPort AuthorArtur "zear" RojekProject PageMany friends of hardcore action games demand it and we have listened to all voices. The fourth part of the (now) quadrilogy Jump'n Think series Sqrxz brings you onto a cold, icy island. Shiny marbles, evil penguins and ghosts, underwater creatures and much more to expect.
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Publication DateTuesday, 22 Apr 2014Original AuthorAkira Higuchi, Masanao Izumo, Simon Peter, Florian Schulze, Jeremy Sheeley, Erik Auerswald, David OlofsonPort AuthorKuwangerProject PageKobo Deluxe is an enhanced version of Akira Higuchi's game XKobo. A 2D 360 degree shooter, the objective is to destroy the core of all structures in each stage to advance while avoid the hectic barrage of projectiles.
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Publication DateTuesday, 25 Mar 2014Original AuthorNebuleonProject PageIn this game, inspired by Flappy Bird by Dong Nguyen, you are a bee, and you have to steer yourself between columns that are made of bamboo.
Controls are easy: any face button (A, B, X, Y) allows the bee to rise, and you can press A to start a new game. You can play this game with just one hand, for example on the bus or train, or if you do not have two hands for any reason. -
Publication DateSaturday, 15 Mar 2014Original AuthorDan Silsby (Senor Quack)Project PageTile World is an open source emulator of Chip's Challenge, able to
emulate both the original Atari Lynx version as well as the Microsoft
Windows version. Chip's Challenge remains a popular game even today,
despite having been introduced in 1989. Thousands of unique levels have
been created by fans.
My port for the GCW features many additional features Tile World lacks,
including hand-shrunk graphics, alpha-blended sprite shadows, automatic
handling of configuration files, automatic loading of last levelset played,
and an over-30-minute musical soundtrack (by the chip musicians Am-Fm and
Chaozz).
After you've run the program once, the CHIPS.DAT file from the original game
can be copied into the GCW's $HOME/.tworld/data/ folder. There is no need
to do anything more, configuration files will be automatically created. This
is a lot easier than playing with the original Tile World! -
Publication DateMonday, 30 Dec 2013Original AuthorAndrew AndersonProject PageYou are a young blockling who must stack blocks to reach the exit!
Features:
* 8-bit Color!
* Multi-Level Undo
* Custom Levels -
Publication DateSunday, 29 Dec 2013Original AuthorRichard "TerminX" Gobeille, Pierre-Loup "Plagman" Griffais, Philipp "Helixhorned" Kutin and othersPort AuthorArtur "zear" RojekProject PageEDuke32 is an awesome, free homebrew game engine and source port of the classic PC first person shooter Duke Nukem 3D.
Created by Duke4.net community leader Richard "TerminX" Gobeille and a team of elite ninja programmers including NVIDIA software engineer Pierre-Loup "Plagman" Griffais and Philipp "Helixhorned" Kutin (based on work by Todd Replogle/Ken Silverman/Jonathon Fowler/Matt Saettler), EDuke32 is the undeniable king of Duke Nukem 3D ports.
EDuke32 is licensed under the GNU GPL and the BUILD license.
Source code of the port available at: https://github.com/zear/eduke32
Special thanks to hi-ban for the "missing data" image. -
Publication DateTuesday, 24 Dec 2013Original AuthorTobias Glaesser, Bill KendrickPort AuthorDmitry SmaginProject PageSuperTux is a classic 2D jump'n run sidescroller game in a style similar to the original Super Mario games, covered under the GPL.
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Publication DateSunday, 15 Dec 2013Original AuthorZizProject PageA Manager for the Compo4All online highscore system from skeezix. Use it to create an account for submitting scores or looking at online highscores.
An Internet connection is required!
List of compatible titles:
* Puzzletube -
Publication DateSunday, 08 Dec 2013Original AuthoralekmaulProject PageYou are trapped in Mazezam!
You have to escape on the right by pushing rows of blocks left and right. You can retry a level by pressing SELECT, but this will cost you a life...
Good luck! -
Publication DateWednesday, 27 Nov 2013Original AuthornotazPort AuthorpcercueiProject PagePicodrive is an emulator for the SEGA Megadrive, 32X and MegaCD consoles.
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Publication DateSunday, 24 Nov 2013Original AuthorRetroguruPort AuthorArtur "zear" RojekProject PageSqrxz 2 is a Jump’n'Run which requires a sharp mind and fast reflexes, high frustration is guaranteed.
Another day another journey... As living on planet Earth and its surrounding solar system seemed boring Sqrxz decided to check out another location in the universe. Just in case and to be extra careful he took a pocketful of emeralds with him to keep him in ready cash, but after starting his exciting journey he realised all his emeralds are suddenly missing! Retracing his steps Sqrxz notices mysterious creatures popping up all over the place to hinder him in his search… Oh what troublesome days... Help poor Sqrxz get back all his emeralds! -
Publication DateSunday, 24 Nov 2013Original AuthorDan HammerPort AuthorArtur "zear" RojekProject PageSabre is a flight simulator focusing on the older jets and piston-engined fighters of the Korean War / Cold War era.
Featured is the classic North American F-86 SabreJet, which engaged the nimble MiG-15 in the skies over Korea.
Also included are the F-84 ThunderJet, the F-51 Mustang, and the Yak-9.
All of the planes in the game are can be flown by the player as well as the computer pilots. -
Publication DateWednesday, 06 Nov 2013Original AuthordjdronPort AuthorArtur "zear" RojekProject PageChess game based on the Stockfish v1.8 engine. Designed with mobile devices in mind.
Controls:
* D-PAD/analog - move highlighted cell (select piece or cell to move)
* A - take piece/make move
* B - cancel move
* SELECT - enter menu -
Publication DateSunday, 03 Nov 2013Original AuthorLogicowPort Authorsenquack, Surkow, hi-ban, Artur "zear" RojekProject PageA cat and a princess (actually, and a ball) are going to escape a castle in this epic platformer title.
The game involves puzzle elements, which the characters need to solve by working together. -
Publication DateFriday, 11 Oct 2013Original AuthorDaniel 'Syn9' Kennedy, music by David TurnerPort AuthorDmitry SmaginProject PageThe Griffon Legend is an action RPG with screen-to-screen map. It features an original storyline and design made in 16-bit style RPG's of SNES/GENESIS era. The map contains several locations with villages, woods and castles, as well as multiple enemies to defeat and secret spells to learn.
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Publication DateSunday, 06 Oct 2013Original AuthorGregory Montoir (Cyx)Port AuthorElwingProject PageAbout:
REminiscence is a Flashback engine reimplementation. As a cinematic platformer, Flashback features gameplay similar to that of 1989's Prince of Persia. Each level spans a large number of non-scrolling screens, nearly all of which feature multiple levels of altitude �" requiring the player character Conrad to jump, grab onto ledges, climb, use elevators, and drop onto lower levels. Conrad exhibits realistic human running speed and jumping ability, as well as realistic weakness �" he will die if he falls from too great a height.
Conrad also carries a pistol with unlimited ammunition, a force shield (which absorbs a certain number of shots before needing recharging), and a portable force field (which can act as a barrier to deflect enemies' laser shots).
As Conrad progresses through the game's seven levels, he is increasingly presented with spatial puzzles, requiring the player to discover how to guide him toward his destination. Late in the game, Conrad receives a teleportation device, and is able to progress by throwing the device into areas that he would otherwise be unable to reach.
Game data:
Flashback is not a free game, to be able to play it with this new engine you need
the game data. This port should support all the file formats supported by Cyx's
REminiscence.
* Required data:
The DOS PC game data, both the floppy and the CD-ROM versions are supported.
*optional datas:
The Amiga mod files can be added to get music during the cinematics.
The SegaCD speech file (voice.vce) for in-game speech.
Installation:
REminiscence by default will create a folder for the data and the savefile if it did not exist before. Thus you can either:
1) copy the opk on the GCW0
2) run the opk once
3) copy the datafile in "/usr/local/home/.REminiscence/data"
4) start the opk again and enjoy the game
or:
1) copy the opk on the GCW0
2) create the folder and copy the datafile in "/usr/local/home/.REminiscence/data"
3) start the opk again and enjoy the game
Key Mapping:
This port offers two different key mapping layouts:
Type A:
Arrow Keys move Conrad
A use the current inventory object
B talk / use / run / shoot
X draw gun
Y display the inventory
Start display the options
Type B:
Arrow Keys move Conrad
A draw gun
B use the current inventory object
X talk / use / run / shoot
Y display the inventory
Start display the options
you can change the mapping used through the main menu, in the "info" submenu.
Credits:
- Gregory Montoir of course and all the people who helped him with the original REminiscence.
- Hi-Ban, who provided great icon to replace the copyright infringing icon I had before.
- All GCW0 team for their nice toolchain, their testing done, the GCW0 itself and the nice repo. -
Publication DateThursday, 03 Oct 2013Original AuthorArtur "Zear" Rojek, Andreas "Harteex" Bjerkeholt, Thorin "Topy" Hopkins, Daniel "Danik" KvarfordtProject PageUMG is an oldschool platformer. By oldschool we mean 80s, Grey Brick style, but without the blur. "So what" you might say, seeing as everybody seems to be doing that right now. We don't do gimmicks, physics engines, or flashy colourful graphics. Actually, we don't do colours at all. Instead our focus is on gameplay. There are a lot of potentially good platform games out there that fail miserably due to badly thought through leveldesign, annoying gimmicks, or because the jump height of your character is just a few pixels off what you think it should be. So our biggest focus is on getting it just right. If you fail at UMG, you will know it is because you made a mistake, not because of the game not doing what you expected it to.
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Publication DateFriday, 13 Sep 2013Original AuthorBill Kendrick (http://www.newbreedsoftware.com/)Port Authordarth_llamah (with help from mth, pcerceui and JohnnyOnFlame)Project Page"Vectoroids" is a clone of the classic arcade game "Asteroids" by Atari.
Your objective is to maneuver a space ship within a field of asteroids, and shoot them into smaller and smaller pieces, eventually destroying them completely.
Keybindings
D-pad left/right, Joystick left/right: turn the ship
D-pad up, Joystick up: throttle
A: shoot
X: respawn
Select in game: quit to menu
Select in menu: quit to gmenu2x -
Publication DateSunday, 01 Sep 2013Original AuthorMark Snellgrove, Mark Harman, Judebert, Artur "zear" RojekPort AuthorArtur "zear" RojekProject PageFrom the author:
"Apricots is a game I've been writing in my spare time.
Despite the name, it has nothing to do with apricots.
It's a game where you fly a little plane around the
screen and shoot things and drop bombs on enemy targets,
and it's meant to be quick and fun." -
Publication DateMonday, 12 Aug 2013Original AuthorDOSBox teamPort AuthorDmitry SmaginProject PageDOSBox emulates CPU:286/386 realmode/protected mode, Directory FileSystem/XMS/EMS, Tandy/Hercules/CGA/EGA/VGA/VESA graphics, a SoundBlaster/Gravis Ultra Sound card for excellent sound compatibility with older games...
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Publication DateTuesday, 30 Jul 2013Original AuthorPedro Ruiz (OperaSoft)Port AuthorDmitry Smagin, Alexey Pavlov, Mark Braga (music)Project PageYou control a tank-like robot which can be divided in two: you rotate caterpillar and head-cannon, and the head part can fly off on its own. However, the head can only survive separately for a short amount of time, and your restart position is dictated by the
location of the body, even if the head has moved forward through further screens. -
Publication DateSunday, 14 Jul 2013Original AuthorGregory MontoirPort Authorjoyrider (dingux), mth, Dmitry Smagin (adaptation for GCW0)Project PageUsage:
Select+start = menu
Game Gear uses the start key, while Master System uses the B key to start. DPAD, B/A are the ingame keys and with the Y button you can take a screenshot. L is quicksave and R is quickload.
Originally ported to Dingux by dosfish, modified by joyrider (aka Willems Davy).
Adaptation for GCW0- mth with additional patches by d_smagin
Icon by starvingartist (http://starvingartist.deviantart.com/)
Compilation and packaging- darth_llamah -
Publication DateTuesday, 09 Jul 2013Original Authorclach04Project PageThis is a PyGame based test tool. Currently tests:
* buttons
* first analog joystick (stick 0), on GCW0 analog nub
* second analog joystick (stick 1), on GCW0 motion sensor, NOTE requires gsensor OPK to have been installed and started
* simple screen test
* sound
Button testing automatically stops after 10 seconds if no button/joystick has been moved in the last 10 secs and audio testing starts.
Analog stops testing after 10 secs of no joystick movement or by pressing SELECT (Escape). Deadzone can be adjusted in analog test mode with D-pad (cursor keys) and A, B, X, and Y buttons.
Sound can be tested alone by running with a parameter, e.g. "python hardware_test.py sound". -
Publication DateTuesday, 09 Jul 2013Original AuthorRobinson TechnologiesPort AuthorJohnny On FlameProject PageReleased in 1998 by Robinson Technologies, the game became a cult hit ever since. Guide Dink Smallwood, pig farmer turned hero in his quest to become a man in this Zelda-esque game and defeat the greater evil!
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Publication DateTuesday, 09 Jul 2013Original AuthorJordan TuzsuzovPort AuthorHarteexProject PageBiniax 2 is a game of logic and reaction.
The 3 game modes allow you to play against the time, pure tactical play or challenge with a friend in a multiplayer game.
Biniax series are also child-friendly games: no kills, no violence, no weapons. -
Publication DateTuesday, 09 Jul 2013Original AuthorJiri SvobodaPort AuthorArtur "zear" RojekProject PageBlock Rage is falling blocks game with a 2-player hoseat mode, detailed graphics and animated plasmatic backgrounds. It is a remake of the awesome DOS classic Xixit.
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Publication DateTuesday, 09 Jul 2013Original Authorthe Freedoom projectPort AuthorJohnny On FlameProject PageThe Freedoom project aims to create a complete Doom-based game which is Free Software.
Explore an abandoned base full of zombies and other monsters. Kill them all or die trying.
This particular port uses the Odamex engine. -
Publication DateTuesday, 09 Jul 2013Original AuthorFlatmushProject PageNot availableMove across the board and uncover the fields. A number on a tile informs you about the amount of mines hidden in the adjacent tiles. Flag the tiles you think have a bomb on them. Unmine the whole board to win.
It's the old classic! -
Publication DateTuesday, 09 Jul 2013Original AuthorHarteexProject PageSameGoo is a game of the SameGame concept. The goal is to get a high score. Selecting an object will clear that object and all connected objects of the same color.
You cannot clear a single object, it must be connected to at least one other.
If a gap occurs between columns of objects, then the right-most ones will be moved left.
The more objects you clear at once, the higher score you will get. You will also get a 1000 score bonus for clearing the whole board. -
Publication DateTuesday, 09 Jul 2013Original AuthorRetroguruPort AuthorArtur "zear" RojekProject PageSqrxz 3 is a Jump'n'Run which will please the hardcore gamer amongst you. You need fast fingers and a fast brain.
Sqrxz and his girlfriend were on a romantic adventure journey in a jungle somewhere here on our planet. All of a sudden Yve gets kidnapped by an evil power and Sqrxz is forced to collect dozens of shiny little rings to free her. The old ruins he has to explore are anything else than safe. Traps are spread all over the place… and… Sqrxz is not alone!
Original Sqrxz made by Marcus Vesterlund and John Holmvall. -
Publication DateSaturday, 06 Jul 2013Original AuthorJeff LaitPort AuthorArtur "zear" RojekProject PageTo understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I … II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes … well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.