Introduction
/ Aim of the compo / The Prize / Compo
Rules (Updated 20/1/2015) /Questions and Answers/
Example Games
/ Entries Showcase(12)
/ Results
/Prizes + Extras Showcase
Proudly presents:
Submissions have now closed
Votes have now closed
RESULTS ARE IN
PRIZES ARE NOW AVAILABLE TO DOWNLOAD
SIDEWAYS SEUCK COMPO 2015 commences Mid-August 2015 :)
WANT SOME MORE???
BONUS TREAT !!!
THE EASYFLASH S.E.U.C.K COMPO SPECTACULAR
As
a bonus treat I am very pleased to announce something special for the
SEUCK gaming fans, by the way of an Easy Flash CRT image for VICE,,
which consists of nearly every single SEUCK compo entry from all SEUCK
compos which TND had run between 2010-2015. These also include the
enhanced prizes versions of each game. You;ll surely be able to tell
the difference between each entry. Hope you will enjoy this treat
courtesey with TND.
Click the Disk icon to download your .CRT and enjoy the SEUCKs
Enjoy!
Imagine
going back in time to 1987. The shoot 'em up Construction Kit by Jon
Hare and Chris Yates of Sensible Software was officially published back
then, through Palace Software, then later re-released by Gremlin
Graphics. There was also a toolbox release for those of you who bought
the Light Fantastic package back in the early 1990's. This was the
version I had for my Birthday during Christmas day.
Background information about the tool:
The
Shoot Em Up Construction Kit,, or as we call it S.E.U.C.K is a
fantastic utility in which allows you create your very own shoot 'em
ups. Unlike some game makers in the past, such as Gary Kitchen's Game
Maker, Arcade Game Construction Kit, which were full of multi-load
options. SEUCK had a a large series of options to allow you to create
and develop your own C64 shoot 'em ups, but only with limitations. You
didn't need programming knowledge to create your games either. The
games could only use a vertical scrolling and still timed landscapes.
The front end editor allowed you to use either still colours or
scrolling raster bars. The char editor allowed you to customize your
own char set to design your own text chars or make hi-hires logos and
construct those on to your SEUCK game title screen.
There has
been a huge cult of SEUCK games hitting the world since the birth of
the editor. Many games were pretty rushed and played terrible. There
had been communities of SEUCK lovers, who support the editor, and also
a minority of individuals who dislike SEUCK.
In 2008, Jon Wells
created the Sideways scrolling Shoot 'Em up Construction Kit, in which
used the original SEUCK engine and scrolled the the background
horizontally, instead of vertically.
The SEUCK compo was first
launched in 2003, and since the relaunch of the previous competitions.
The SEUCK compo has become a success. Yet again we are doing it yet
again.
Here is a small showcase of some good examples of SEUCK games produced
from previous SEUCK competitions.
Officially released SEUCK
/ Sideways SEUCK Games from previous SEUCK Compos.
Double or Nothing by Alf Yngve
Double
or Nothing was a clever SEUCK creation, in which used a hack in which
linked two players to one joystick. Whether or not the authors of SEUCK
left this as an easter egg or not is questionable, but with the use of
POKE 16578,2 you can get pretty cool results. Alf used this feature in
Double Or Nothing. It features one individual trapped into two
different realities of war. The player was either battling against the
war of robots, or a war against a series alien monsters. Both realities
eventually merge into one where the real nightmare takes place.
God Slayer by Jeffery
Oullette
Sadly
this game never reached the top 3 games. God Slayer had some really
nice graphics, pretty good game play, and felt sort of like a SEUCK
version of the Zelda games. The graphics stood out well, and everything
was nicely set out. This game was defeated by Pour Le Merite by Bamse,
in the very first Sideways Scrolling SEUCK Compo, that was launched
back five years ago.
Pour Le Merite by Sonny Top (Bamse)
Five
years ago, Sonny Top wrote this game which had won the competition. The
graphics were pretty simple and the game play was pretty good. The game
was inspired a true classic US Gold title, "Blue Max" by Bob Pollin.
You had some missions in which needed to be completed before you were
rewarded the Blue Max award. The three battles also consisted of a
rescue mission. The prize ended up awarding the player invincibility
and machine gun auto fire for any people rescued. This game was loved
by
many SEUCK fans
Forgotten Forest by Alf Yngve
Yet another Alf Yngve release that had won one of the previous SEUCK
compos. This game was inspired by the Forbidden Forest games by Cosmi
Software/US Gold. Instead of having a bow man, you had a mean man,
armed with a flamethrower. The game itself was really creepy, and had
you not only trying to survive, but torching out the enemies. This game
later made a bonus appearance on Psytronik Software's Shoot Em Up
Destruction Set 2 in 2013, as there was enough space to add one more
game to the compilation.
Dodo's Deep Doo-Doo by Carl Mason
This was an entry for the SEUCK Compo 2013, and it never got
finished until November. An 85% version was released in the game compo,
but due to time restrictions, the full version of this game was to be
delayed. It made it to 2nd place in the compo, and what a fun game it
is as well. You played a little Dodo, which had to escape from the
traps and blunderbusses, and reach to safety. The 100% is available
from the SEUCK Compo 2013 page under the EXTRAS section. Very cute and
good fun ;)
Action Def by Christian Siege
Something
completely different had hit the SEUCK world. This time is was a fun
SEUCK-style platform(esque) game which did quite well in one of the
previous SEUCK compos. Sadly the game turned out to be too short, but
it was a kind of preview any how. You played Action Def who has to make
his way safely to the end of the game. In his way were various
obstacles, some of which could be pretty amusing. Especially the flying
laundry in the wind. The concept was pretty good. It however got
defeated by Forgotten Forest and Heroes of Midgard.
and finally ...
Stormbird by Anthony Burns
Probably
one of my all time favourite SEUCK compo entries past and present. This
was a top quality vertical shoot 'em up by Anthony Burns, written back
in 2011 for the Vertical Scrolling SEUCK Compo. The game personally
felt like a SEUCK remake of SWIV but without a jeep. The game was all
gray scale and consisted of lovely backdrops. The game is very fast
paced, and was loved by quite a lot of gamers. It also came second
place, as the game Il Mago (The Mage) had scored most of the
points and had won the competition. I hope to see a sequel maybe with a
bit more colour, and a tank or something like that as player 2. :)
... and that's your lot.
The aim of this competition
is to create your very own shoot 'em up / or whatever type of game you
want using the normal SEUCK, or the Sideways Shoot Em Up Construction
kit. (Visit the official
Sideways
scrolling SEUCK web site for the Sideways SEUCK. The
vertical scrolling SEUCK for C64 is easy to find to buy from EBAY as
tape or disk.
To enter this competition. All you need to do is design and create your
own good quality looking game, using either the Sideways Scrolling Left
version of SEUCK
by Jon Wells, or the original SEUCK itself by Palace
Software. Your game doesn't always have to be a shoot 'em up, as SEUCK
can do other types of
games as well as just a shoot 'em up. Your game can be anything, as
long as it is created using the tool. Mods/POKEs added to the game are
valid in the competition this year also. It is however pointless to
write a new front end and add extra power up routines, as that would
have been the main prize :o)
Want some SEUCK mods,
here are some tips from Richard
While I was working with Alf Yngve on some games in
the past, I came across some interesting things, that could be done
by aid of some simple pokes. If you have an Action Replay cartridge
handy, then here are the POKES which you can type in to modify your
game
settings. This will also work in the editor itself.
1 want 2 players and use
1 joystick
POKE
16578,2
Results can be pretty much interesting if your have
more than one player linked to the same joystick. I first noticed this
trick, but Carl Mason came up with this clever aspect first.
Should any compo entries use 2 players at the same time, I'll be very
happy to add shared score routine. - Make sure extra lives at every
10,000 points milestone is disabled as that will cause some
complications.
Peek-A-Boo, Hide and Seek
POKE 17424,0 (IN FRONT) 255 (BEHIND)
POKE 17426,27 ;REPLACE $D020
POKE 17427,208 ;WITH $D01B, AS NOT NEEDED
This will allow the game hide sprites behind certain background chars
(the main char colour most of the time). This would be handy for games,
which require STEALTH type of action. I.e. hiding behind trees,
crawling underneath nets, tunnels etc.
Hires / Multicolour
POKE 17968,0 (Hires sprites) or 255 (Multicolour sprites
(Default)).
The game, itself is alway multicolour, but the pokes given
can give you Hi-Res sprites only, as well.
Decorate my score panel
POKE
17765,255 (Multicolour) 0 = Hires
This will make the score panel multicolour. Setting it as '0' will
restore it back to single colour.
I want BIG aliens (NEW
FOR 2015)
Want massive sprites? Go to the VICE M/C monitor and edit:
A 4503
> 4503 JSR $0800
> 0800 LDA #$FF
> 0802 STA $D017 ;Expand X
> 0805 STA $D01D ;Expand Y
> 0808 JSR $5C94 ;Play SFX
> 080B RTS
... Would be worthwhile to reduce the status panel sprite size, and
disable multicolour. Try this :)
> 080C LDA #$00
> 080E STA $D01C ;NO multicolour
> 0811 STA $D017 ;Expansion X
> 0814 STA $D01D ; Expansion Y
> 0817 RTS
... and to link this routine to work 100% would be:
A 4566
>4566 JSR $080C
This will reduce the size of the score panel back to its correct state.
Should the routine $080c - $0817 been added.
More SEUCK Tips:
For more tips, please visit the
SEUCK Vault web
site, and have your action replay handy :)
Picking a
winner for the competition
As usual. We'll be building an online vote sheet and the
winner will be the game that scores the most points.
The
winner of the SEUCK
competition 2015 will receive an enhanced version of their SEUCK game,
which will feature various enhancements. Such as music, new front end,
high score table/detection (memory space limited), power ups / smart
bombs (make sure you make
collectable objects if you want power ups), and a loading picture drawn
by a selected C64 artist. Unlike the last 3 compos - only the WINNER
will get their game enhanced. The other entrants will have a new front
end bolted on to their game, with a possibility of high score detection.
Last year's winner was
"Double of Nothing" by Alf Yngve
Latest revision: 12th March 2015
Although the competition is for any version of SEUCK or the Sideways
SEUCK. There are some general rules for this competition, which are as
follows:
- Entries
can only be on .D64, .T64, .TAP and .PRG images. Files may be zipped
before sent. (.P0x is also allowed and will be converted)
- Entry
formats are
Commodore 64 version
only. PAL is the expected format, but if you use a NTSC version of
SEUCK. You are still welcome to submit your entry. It can easily get
PAL fixed for PAL users.
- Please
include a short
story and some game instructions for your game (Either in your email or
as a .txt file
or as a C64 note file done with any C64 Note Writer). Some people had
submitted SEUCK games to TND with no instructions in the past,
which made me make up the game instructions.
- Your
game may be modified with enhancements, if you like, except for power
ups, new front end, intro + ending sequence, hi-score tables, in game
music, etc - as that is what the prize is. Avoid using SEUCK redux.
- Loading pictures are welcome, but not essential.
- Music is allowed to be
added to your game, as long as it is ONLY the front end. The game must
use only sound effects in game. You are welcome to choose a demo tune
or one of my tunes for the front end of your SEUCK game. High Voltage
SID collection is a great source for C64 music - but please avoid
commercial game tunes.
- Your old games are welcome
as an entry to the competition - but must not have been previously
released in the compo or online before.
- Please
include your original work file (Save ALL Data) it could be useful for
the future. If you have no work file (ie lost it), then I can easily
fix that for
you after the competition.
- Your entries MUST
be exclusive to this compo page. Please don't upload it elsewhere, i.e.
CSDB, POUET, etc. until after it appears on to this page.
Please don't USE other
people's work and call it your own. We have had some issues where some
other people's work was ripped from older games and used into a SEUCK
game and author declared it as their own game.
- Do
not use graphics from previously released commercial games. All work
must be your own or with friends. You are welcome to use existing
graphics from your previous games if you want to.
- Obscene content
(Nudity, sex, etc) is not allowed.
- Use of bad language or
swear words are not permitted.
- Maximum number of entries
= 4 (Just incase you are just TOO keen ;))
- Do not use your
game to attack another individual, group, etc if it can harm anyone.
- Do not use names
or sources from copyrighted themed material, i.e. Licensed TV programs,
video games, movies, books, etc. Remakes of classic arcade games are
welcome, as long as the names are different and the graphics are your
own work. Inspiration to them are accepted.
- Entries are E-mail based
only.
- Compressing SEUCK games to
a runnable file is preferred, but not essential. You can compress the game any way you like.
- Try to vary the enemy
attack waves in a pattern form, to make things more interesting if you can.
- Do not add too many
enemies to one part of the screen. This will cause a slow down with
SEUCK, and could result to lower votes.
- Please
avoid submitting your entries after the
31st
Marchl 2015. Thursday 30th April 2015. 12:00am Midnight.
- DO
NOT use the pre-developed demo game SFX or assets (Slap + Tickle, Blank
SEUCK, Transputer Man, Outlaw, Celebrity Squares) for the in game sound
effects or graphics.
- At the end of the competition before releasing the final
package, you will be given a choice of really cool tape loaders for
your games.
- Should any compo
entries use 2 players at the same time, I'll be very happy to add a
shared score routine. - Make sure extra lives at every 10000 is
disabled as that may cause some complications.
SEUCK
Compo Rules - Questions and Answers
Q1. If I wrote a SEUCK
game and wanted to update the game - before it
gets uploaded on to the SEUCK compo page. Will I be too late?
A1. No, you won't be too late. If your game hasn't yet been uploaded to
the SEUCK Compo 2015 page then we will upload your later version on to
the compo page. Sometimes there may be times where delays for an
entrant is possible. Mainly due to work life, etc.
Q2. If I wrote a SEUCK game and wanted to update the game but the game
has already been uploaded on to the SEUCK compo page. Will I be too
late?
A2. Unfortunately you will be too late, but we can reserve
the updated version of your game for until after the competition has
finished. Or submit it to the contributors page for you.
Q3. If I write a SEUCK game, and add music to the game. Am
I allowed to enter it into the competition?
A3. Yes, you can - as long as the music is for the title only. In game
must be sound effects only. I won't want people voting for the music.
This is a game competition after all ;)
Q4. Are we allowed to add additional enhancements to our games. For
example 2 players being controlled by the same joysick, players respawn
at the same place they died?
A4. Yes, because not only is it a SEUCK competition. By request from
other people, it is also an innovating SEUCK compo as well. So add as
many pokes / tweaks in to the game as you like. Don't get too
carried away, otherwise the prize wouldn't be worth having if you game
is fully enhanced. ;)
Q5. Am I allowed to use SEUCK Redux for the compo entries?
A5. No that is not allowed. You are welcome to send me a SEUCK Redux
version of your game, but it must not be for the compo. The redux
versions can be submitted to the TND contributors page if you like.
Q6. I just released my game on to my web site, and want to
submit it to the compo. Am I allowed to do this?
A6. You should add your entry to your web site *after* the
compo entry has been uploaded. Otherwise the entry will not be accepted.
Q7. I write a new SEUCK game, but want to add my own intro/cracktro
with my name/group for the entry. Is this allowed?
A7. You can, but we would prefer it if you didn't.
Q8. May I opt out of having music added to my submission for the compo?
A8. Yes, please let us know if you want no music added to your game
after the compo has finished - although many SEUCKers have been much
more happier with music added to their games.
Q9. I write a game and want to submit it via Snail Mail. Is this
possible?
A9. Sorry, but Email entries only.
Q10. I write a game and saved in .tap using SEUCK. What concerns me
however is that the game does not load on my real C64, using the
blue/yellow stripes on my C64C - even on 1541U2 or DC2N. Will
our submission still count if the .tap works on Emulators, not real C64?
A10. I get the same problem with this loader system on my C64C as well.
Don't panic. It seems that this loader doesn't work on some
C64's.
We will remaster the tape to work on C64C with a different high speed
loader system.
Q11. I have already written an old game in the past and never released
it. Would I be allowed to submit the game to the SEUCK competition?
A11. If not released before in the scene or gamebase 64. Yes, you are
welcome to submit your old game for the competition.
To submit your entry, please email with an attached .D64 /
. T64 / .TAP (Or Zipped version) it to
richardbayliss.c64@gmail.com
or
richard-bayliss@blueyonder.co.uk
Good luck :)
Click disk icon to download compo entries
ENTRY
#1
GIGABLAST
Game Design, Graphics and SFX by Alf Yngve
Music by Richard Bayliss
SEUCK Version: Standard version
Mods: Sprite expansion hack, linked joystick control, exclusive title
music
To kick off this 2015 competition
comes Alf Yngve's first entry. This is a Xevious inspired vertical
scrolling shoot 'em up using the original SEUCK. It features a powerful
title tune inspired by Xevious Resurrection and mixed with the Bomb the
Bass / Megablast tune done in the style of Matt Gray. It features
stylish graphics, and is a real tough blaster - well, for me it is. To
me, this is probably one of Alf's best creations to date. The game uses
giant sprites mod, and there's not much by the way of SEUCK slow down
syndrome either. Excellent stuff.
MISSION DIRECTIVES:
You have been selected to test the GIGABLAST -- a
devastating new superweapon.
Fly the aircraft and drone across the robotic testing field, and take
out as many machines as possible.
INSTRUCTIONS:
You control a ship firing lasers, plus a drone which drops
Gigablast plasma bombs.
Your ship or your drone will be awarded an extra life for every 10,000
points scored.
When you come across laser barriers, be careful! They can destroy your
ship, but the drone will only be stopped by it.
Whenever a green arrow appears on the ground, a hostile force-field
will prevent normal flight. You have to pull your ship forward to break
out of the field.
HINTS AND TIPS:
- The Gigablast plasma bombs are slow. If you time their
firing, they can cause more precise destruction.
- The closer the drone comes to an enemy, the faster it can inflict
serious damage.
- Some enemies are worth a lot more points, but they are harder to beat.
- If an enemy gets past your ship, it can shoot you in the back.
- When you come across a large boss robot, shoot the weaker parts
before you aim for its core segment.
- Avoid the laser barriers at all costs!
- Try to keep the drone alive for as long as possible, it will be
invaluable later on.
- On later levels, avoid crashing into tower blocks. (Hint: They cast
large shadows...)
- Look out for the mystery bonus item... and the invisible Red Robot!
ENTRY
#2
S.F.S. (Special Forces Soldier)
Game Design, Graphics and SFX by Shaun Pearson
Music by Charles Deenen/Maniacs of Noise
SEUCK Version: Standard version
Mods: Music in title screen
The second entry for the 2015 SEUCK compo comes from
Shaun Pearson. Special Forces Soldier was inspired by Rambo - First
Blood PT2 and Commando. It features stunning graphics and plenty of
commando style fun. The front end consists of a Galway inspired
atmospheric tune. This game also comes with production notes and a
poster.
INSTRUCTIONS:
Your
mission:To rescue a commando captured by enemy forces. Play the part of
Jon A Troubled Special Forces Soldier. Take on the enemy armed with
only a machine gun.
ENTRY
#3
Snatch McBlagger
Game Design, Graphics and SFX by Alf Yngve
Music by Richard Bayliss
SEUCK Version: Horizontal Scrolling SEUCK
Mods: Music in title screen, Sprites behind background, bugfixed map flicker
Extras: Docs + Raw version, work file included
Alf Yngve comes up with a second entry for this
year's SEUCK competition. This time it is called "Snatch McBlagger". It
is one of these ladders and platform games, in which consists of an
amusing and fun game concept. Alf also adds a nice sprite/behind
background feature, in which hides various game characters and objects
behind the background at times. This game features plenty
of clever stealth movement -like tricks. It reminds me a bit of
Colorclash Software's Action Def slightly :)
ENTRY
#4
Shoot or Die
Game Design, Graphics and SFX by Tommy Nine
Music by Richard Bayliss
SEUCK Version: Standard SEUCK
Mods: PAL fixed, Music in title screen.
Extras: Docs + Raw version, work file included. NTSC Original also included.
NOTE: Uses same tape loader, but loader should work on NTSC although looks very odd during loading.
Here's a game, which qualifies as an entry, as it has
been unseen elsewhere. "Shoot Or Die" was written back in 1988. The
game gives you this kind of retro feeling of what it was like to have
created SEUCK games back in the 1980's. There's no specific plot, but
there's some colorful scenes which really caught my attention.
Difficulty level is quite high, but this game is jolly good fun. I
enjoyed playing it through.
INSTRUCTIONS:
No
specific instructions provided so I'll have to make some up. It is 1988
You went to a newsagent, and purchased a Commodore 64 game from
an unknown software label. After you got home, excited you decided to
load it up. First the file was found, then the loading stripes
appear, then the game loader sucks you into your C64 - while the game
was still loading with all those loading bars, cycling different
colours.
Loading has finished, you hear a fuzzy de-crunch noise.
Then suddenly you find yourself trapped inside a capsule. In order to
break out of the capsule and get back to freedom. Your mission is to be
part of the computer game. Your mission is to go through the game world
and shoot down any enemy in sight and meet its creator. Should you
succeed in a battle against the computer game, you will be free and the
game complete. Should you be defeated, you will stay trapped in the
C64's world forever. Can you escape, SHOOT OR DIE!?!?!?!
ENTRY
#5
Abyssonaut
Game Design, Graphics and SFX by Anthony Stiller
Music by Richard Bayliss (Additional support by Scarzix/Offence)
SEUCK Version: Horizontal Scrolling SEUCK
Mods: Music in title screen.
Extras: Docs, work file + Pre-built TAPE version
This is a new game, written by Anthony Stiller, Author of Reset
Magazine's "Sopwiths and Pterradons". It is a game, which reminds me of
CRL/Power House's "Aquanaut". It is a horizontal scrolling shoot 'em up
in which involves rescuing endangered whales from the poachers who have
been putting nets over the poor guys. There' also some nice features
inside the game which involves assorted fish. There's also a big fight
at the end of the game, which you'll need to play through in order to
find out what the final fight is :)
INSTRUCTIONS:
6 days ago: Deep Sea Research
Station Crouch End 01 reports that core drilling has uncovered
"samples of [REDACTED] far beyond our expectations."
4
days ago: Reports from Deep
Sea Research Station Crouch End indicate an increase in magnitude of
localised seismic activity that "has caused a section of the
trench wall to fall away, revealing a great [REDACTED]."
3
days ago: Reports,
occasionally confusing, speak of a malady that has struck down some
researchers in the station causing hallucinations and severe
paranoia.
2
days ago: Garbled and
sometimes completely incoherent reports come flooding in from Crouch
End. Panic, terror and insanity seems to have taken a hold of the
entire research station. One communique speaks of marine creatures
trapped, driven mad, mutated, and worse.
1
day ago: All contact with Deep
Sea Research Station Crouch End 01 is lost
Today:
You get the call.
As
a Deep Sea Reconnaissance and Rescue Operative aka ABYSSONAUT, you
have volunteered to brave the crushing depths and violent creatures,
free any helpless marine life you find and discover what has happened
to the Crouch End Research Station. You head out at once, plunging
into the ocean on your DSRRO Manta class seascooter.
How
to Play
At
the title screen press the fire button to start the game.
Control
your Abyssonaut using a joystick in port 2. Unlike most
side-scrolling shooters ABYSSONAUT scrolls from left right.
During
play, pressing fire unleashes one of the high explosive-tipped
harpoons currently loaded into your twin harpoon launchers. Your
harpoon launchers reload after a harpoon has either exploded or
reached maximum effective range. As per DSRRO safety regulations only
two harpoons can be 'hot' at a time.
GOOD
LUCK!
ENTRY
#6
Naait Raaider
Game Design, Graphics and SFX by Fritske/Royal Belgian Beer Squadron
Music by Richard Bayliss, SFX by Sensisoft
SEUCK Version: Standard SEUCK
Mods: Music in title screen.
Extras: Work files + tape image (Mastered with Thunderload 7)
The next entry for the 2015 SEUCK compo is 'Naait Raaider'.
Written by Fritske of Royal Belgian Beer Squadron, and The Sid Station
(http://c64radio.org). This time, it is a top down car blaster inspired
by a classic TV show in the 1980's called 'Knight Rider'. Anyway,
here's what Fritske had to say about his game:
"Sadly it only has 3 levels but it loops at the end back to level 1. It's total crap, had this cool idea till
i stumbled upon the limited colours you can use and then motivation slowly slipped away.
but i finished it anyway in the long term."
INSTRUCTIONS:
All cars in the vicinity are under the influence of the evil car C.R.A.P. (naait raaider's evil twin brother) and your only choice is to
destroy them all before they reach the city and start killing all humans by running them over..
ENTRY #7
T-UFO
Game Design, Graphics and SFX by Errazking
Music by Richard Bayliss
SEUCK Version: Standard SEUCK
Mods: Music in title screen. new raster colours and direction
Extras: Work files, loading picture (linked to the game) + tape image (Mastered with Thunderload 7)
Here's entry LUC0KY #7, and for those who like to have a quick blast, here's T-UFO, written by Eraazzking. This is a still screeen shoot 'em up in which features a
hydraulic steam engine tank, which has to fight against the fleet of aliens from outer space. Nice in game graphics, good fun to play as a score attack game.
INSTRUCTIONS:
The world is being attacked by waves of UFOs. As Chiron pilot you must defend the planet from this terrible threat through five continents ...
ENTRY #8
Shamai - Return of the Myths
Game Design, Graphics and SFX by Minimoog and Kondzio
Music by Richard Bayliss
SEUCK Version: Standard SEUCK
Mods: Music in title screen. new raster colours
Extras: Work files, + tape image (Mastered with Thunderload 7)
Entry 8 comes by the way of a spooky hospital adventure by a group from Poland called Slavia. It is a game in which you must control your hero around each
ward of the hospital, collecting certain objects, and fighting against the monsters.
INSTRUCTIONS:
In the USA nobody expected anything unbelievable to happen. But one day in an abandoned hospital built before the War,
a very unusual incident took place – from remains and ashes of dead people arose an ancient, powerful Indian shaman Mato Wanartaka. The
only person capable of fighting the new threat – a real Indian shaman – was called to the place of events. He is one of the most
powerful shamans presently known, but fighting against a reincarnated demon could be harder to do than anything done before. Mato Wanartaka
summons other demons from hell to disturb the order established by white people – invaders and aliens. Will the real shaman defeat
evil forces? Will he cope with rising danger together with his black-haired assistant? See for yourself, lead the fate of your
characters and keep USA safe and sound.
ENTRY #9
META14
Game Design, Graphics and SFX by Errazking
Music by Baron Ashler
SEUCK Version: Standard SEUCK
Mods: Music in title screen
Extras: Work files, loading picture linked to enhanced game + tape image (Mastered with Thunderload 7)
The 9th entry comes by the way of something completely different to what you usually get in SEUCK games. There's no shooting involved this time. Errazking shows us that it is also
possible to build sporting events using SEUCK. The game is pretty good fun for a gruelling cycling challenge. Nice to see different things made in SEUCK now and then :)
INSTRUCTIONS:
The evil Moriarti sabotaged preventing you turn your bicycle handlebars. Try to reach goal in this classic race of the Basque Country.
Entry #10
Payback Time
Game Design, Graphics and SFX by Canzha Lahgher
Music by Richard Bayliss
SEUCK Version: Sideways Scrolling SEUCK
Mods: Music in title screen
Extras: Work files + tape image
This next entry is an alien invasion type of game. It was created using the Sideways SEUCK. The game may be really short with only one level, but it is mighty tough to play. The story line
feels different, compared to what you'd normally expect in a video game. Perhaps that is why this game is called 'Payback Time'.
INSTRUCTIONS:
You are an alien from another planet. You have just arrived on to Earth. The main purpose was to explore the planet to see what it's really like. As you got lower, and lower to the Earth's
surface. A crack team called their militants to come and thwart your plans to invade planet Earth. It is war time. Fight against the militants, mutilate people and animals and also make
Earth your brand new home.
ENTRY #11
The Ocean Ninja
Game Design, Graphics and SFX by Slavia
Music by Richard Bayliss
SEUCK Version: Standard SEUCK
Mods: Music in title screen
Extras: Work files + tape image
Slavia comes with a second entry written exclusively for the TND SEUCK compo 2015. This time it is by the way of 'The Ocean Ninja'. This is a static screen score attack game,
in which is pretty much challenging. The player is limited to move where it can, on a giant raft. There are enemies coming after you as well. This game is very hard, and I really like it a lot. :)
INSTRUCTIONS:
Asia in danger! Old
books and forecasts say: “The best ninja only in the Asia won’t
be lonely, with evil fight he must – it has been written in the
forecast!” (what a poetry!) The best ninja in Asia – Ho-siu –
has to fight with ALL the evil appeared in his country (Japan). Lead
his moves and bring him glory!
RULES:
The main and only
rule is to shoot EVERYTHING and not to die. Game is bottomless, so
get as high score as you can.
ENEMIES:
There are 4
different enemies:
Ninja (jumping
in different direction), 100 points
Shuriken
(faster than ninjas), 200 points
Snake (slow and
big, only vertical), 100 points
Arrow (the
fastest enemy), 300 points
And
one bonus – vial, 1000 points.
COMMENTARY:
“The Ocean Ninja”
is a game styled on video games of second generation such as Atari
2600 or 2500. Very ascetic graphics, sfx, gameplay and rules reflect
the light of very old games, I hope.
ENTRY #12
Scoff
Game Design, Graphics and SFX by PieVSPie/Commodore is Awesome
Music by Richard Bayliss
SEUCK Version: Standard SEUCK
Mods: Music in title screen
Extras: Work files + tape image
Want some sweeties? ... Well ... PieVSPie is proud to deliver some to you. This time it is by the way of scoff. A funny single screen sweeties eating contest. Nice logo, not bad graphics
and here's a thumping sound track on the title screen to get you in the mood. Don't eat too much sweeties, they're bad for your teeth! :)
INSTRUCTIONS:
An eat 'em up adventure !
The aim of the game is very
simple,you have to fly your character 'Chomp' around the play area and
eat as many of the delicious sweeties that appear.
What could be more satisfying than filling your face full of sugary treats !
HERE ARE THE RESULTS AND THE SCORES
1. Abyssonaut by Anthony Stiller - 171 points
2. Gigablast by Alf Yngve - 158 points
3. T-UFO by Errazking - 157 points
4. Snatch McBlagger - 156 points
5. S-F-S by Wile Coyote - 141 points
6. Shamai by Slavia - 134 points
7. META14 by Errazking - 130 points
8. Shoot or Die by Tommy Nine - 116 points
9. Ocean Ninja by Slavia - 113 points
10. Scoff by PieVSPie - 99 points
11. Naait Raider by Fritske - 87 points
12. Payback Time by Canzha Lahgher - Disqualified! (Fake entry)
Congratulations
go to Anthony Stiller, for first place position. He wins the full works
of 'Abyssonaut', with new front end, hi-score table, power ups, and in
game music. A tape loader with loading picture, cover inlay. Also well
done to Alf Yngve and Errazking for making 2nd and 3rd place in the
competition. Both win just a new front end with no additional power
ups. As for the rest of you who entered the compo. Sorry you didn't
make the top three, but maybe later on this year when I launch the
Sideways SEUCK compo, you'll havbe better luck. Huge thank you to
everybody who participated in the compo.
PRIZES / EXTRAS SHOWCASE
CLICK DISK TO DOWNLOAD
After
a few weeks or so, and final testing of the games and bug fixing to
each one is complete. We are very happy to present to you the finish
production of the SEUCK Compo prize package. The prize package consists
of 3 disk sides of all of the SEUCK compo entries, and also tapes files
with tape inlay for Abyssonaut. All of which are specially for your
1541Ultimate 2, SDIEC, DC2N (TAPE ONLY),etc.
The Disk Version
The
disk version contains all of the programs that have been compiled into
3 .D64's. These consist of the original compo entries, and also the
three prize versions of each game, which consists of a loading picture
with music. META 14 on this disk has been changed to play in game
music, as well as front end music. Also displays brand new colour bars.
Each program can be accessed from the disk menu (Which I originally
made back in 2006 for issue 52 of Commodore Scene magazine's cover disk
- which sadly never happened at the end.). Also a results program
added, as well as the 3 prize versions. NOTE: Before loading each
program, make sure the correct D64 is attached.
The Tape Version
The
tape (.tap) package consists of a cover inlay, 2 versions of
Abyssonaut (Loading pictures), Gigablast, and T-UFO, with a smart
loading system. Remember that should a tape loading error occur. Rewind
the tape slightly, and press PLAY again. Thunderload consists of a load
error checksum routine and will automatically STOP the tape. The
tape loader system also uses a PRESS SPACEBAR sprite will appear after
loading has finished. So you can enjoy the rest of the music,
during/after loading or press spacebar to run the game.
Abyssonaut
Consists
of two different loading pictures. One by Errazking (Side 1) and
another by Ben Chandler (Side 2). Loading music is the same. The game
consists of a brand new front end with a high score detection routine,
with colour washing, get ready, game over, and two game end modes.
There's also in game music, jingles and power ups, faster player,
quicker harpoon, super speed + harpoon, which will enhance the game
slightly more more. The enhanced game was constructed using SEUCK Redux
source and extra coding.
Gigablast
Consists
of a loading picture by Errazking, with new front end with some nice
effects behind the logo., Shine's nice 2x2 charset, a Matt Grayesue
style Megablast inspired tune on the title screen. Fixed scoring
panel with linked scoring, linked boss deaths, in game screen explosion
and also player and drone are more separated at a different speed.
T-UFO
Loading
picture from Errazking. Brand new front end, with own made logo for new
title screen with disco music, swinging logo, colour washing and a
smooth 1x2 scroll text message. Charset of course was by Nuckhead from
CSDB's The Oldschool C64 Font Creation competition.