Latest news/Blog
Saturday, January 21, 2012 - MSX Fair
Monday, January 2, 2012 - Happy New Year!
Thursday, December 8, 2011 - AstroDodge Reviewed
You can read the review here: http://www.rgcd.co.uk/2011/12/astro-dodge-philips-videopacmagnavox.html
Saturday, November 26, 2011 - New Videopac/Odyssey2 game released: Mayhem
I am proud to officially present to you my new game for the Videopac and Odyssey 2 game systems, called: Mayhem.
In this game you are controlling Wizzy, a young wizard, to collect coins while avoiding the bewitched wood. The game is playable on all Videopac, Videopac+ and Magnavox Odyssey2 systems, but also includes additional support for high resolution backgrounds on Videopac+ systems, and digitized speech through the voice module. As with Astrododge, players can also submit their highscores and achievements online through the use of a code.
For more information about the game, go to the Mayhem page.
Saturday, November 12, 2011 - Introducing Mayhem in Germany
Saturday, October 1, 2011 - New Videopac/Odyssey2 game released: Astrododge
I am proud to officially present to you my first game for the Videopac and Odyssey 2 game systems, called: AstroDodge.
In this game you are controlling a nice multicolored spaceship, having to dodge the hordes of asteroids coming towards you. The game is playable on all Videopac, Videopac+ and Magnavox Odyssey2 systems, but also includes additional support for high resolution backgrounds on Videopac+ systems, and digitized speech through the voice module.
More than that, players could also submit their highscores and achievements online through the use of a code, something has not been seen in any videopac/Odyssey2 game before.
Check out the trailer below:
Game features:
- Playable on Videopac and Odyssey2 consoles
- High resolution background on Videopac+ consoles
- Digitized speech using The voice add-on
- Animated multicolor sprites
- Internet highscore uploading
- Online rewards system
- Hidden gameplay mode
Friday, August 19, 2011 - New vectrex game released: Shifted
Shifted is an action puzzle game that requires quick thinking and quick responses.
You have to shift columns up and down to make combinations of gems on the centre row.
The higher the combination, the more points you will earn.
The game is easy to pickup and play, and according to my betatesters becomes more and more
addictive each time you play it. In addition to the survival mode where you have to gain points
and survive as long as possible for a highscore (which you can upload to the internet), there
is also a survival mode in 3 different difficulty settings, where you are faced with different
challenges each round (20 challenges on easy, 30 on medium and 40 challenges on hard), which allow
you to unlock additional rewards and gameplay modes.
Wednesday, August 17, 2011 - AstroDodge for the Videopac / Odyssey2
Sunday, July 3, 2011 - Virtual Boy Sneak Preview

Friday, July 1, 2011 - Debris Revisted highscore winners
1. RayXambeR (France) 61210
2. e5frog (Sweden) 56360
3. Desfeek (US) 52100
Astrododge: e5frog 2490 points
For the full top-10 of scores, see: www.revival-studios.com/highscores
I would like to thank all contenders for their effort!
Saturday, May 21, 2011 - Collection: Collection database project
Tuesday, May 10, 2011 - Collection: Reorganizing the Collection room
Monday, April 16, 2011 - Chip-8 Hires versions of AstroDodge, Trip8 demo and Worm V4
Wednesday, March 20, 2011 - 3D engine for the Vectrex up and running


Thursday, February 24, 2011 - Retro fair Apeldoorn on March 6, 2011
Tuesday, February 1, 2011 - Debris Revisited highscore contest
With the release of Debris Revisited, Revival Studios is proud to announce a highscore contest for Debris Revisited.When is the deadline?:
The deadline for this competition is set at July 1st 2011.
How does it work?
- Just play a game of Debris Revisited, and get a good score.
- Once you have a good score, display or write down the 16-letter highscore-code.
- Go to http://www.revival-studios.com/highscores and enter your name & code.
For your reference, the highest score at the time of writing is around 30000 points.
Good luck!
Monday, January 10, 2011 - Chip-8 Hires
Saturday, January 1, 2011 - Looking forward
Sunday, December 26, 2010 - Merry Christmas
Thursday, December 16, 2010 - Debris Revisited

Friday, December 10, 2010 - More Knightmare
Tuesday, November 16, 2010 - Knightmare Remake

Friday, November 5, 2010 - Debris Revisited announced
The game sold out quickly after its announcement and while I received much
positive feedback on it, there were features that I wanted to include but
couldn't at the time. Due to the large amount of graphic and music data,
Debris took up almost every byte of the 32K available.
Now to celebrate its fifth anniversary, I am happy to announce Debris Revisited.
Ideas I wanted to include in the original and feedback given by players have been
mixed with additional features to create a new version of Debris that will hopefully
please all.
New aspects to Debris Revisited include:
- New levels and enemy attack patterns
- Internet high score uploading
- Lives and level progress indicators
- More challenging boss fights
- Intelligent respawning upon death
- Improved gameplay
- New bonus game Astrododge
- Unlockable content
Besides the features above, there are also a lot more subtle changes that will improve
the gameplay in general.
So whether you'd like to try the new Debris, have a crack at the online scoring, or
couldn't get in on the action the first time around... here is your chance!
A trailer of the game is online at: http://www.youtube.com/watch?v=lG2Oh6R5RGw
Debris Revisited is scheduled to be released this December.
Exact details on date and price to follow.
Friday, October 22, 2010 - Videopac Grid designer
Friday, October 15, 2010 - Colorclash Slim highscore competition
How does it work?
- Just play a game of Colorclash Slim, and get a good score.
- Once you have a good score, display or write down the 16-letterhighscore-code.
- Go to http://www.revival-studios.com/highscores and enter your name & code.
For your reference, the highest score at the time of writing is around 3500 points
The winner is the one with highest score on 1-1-2011 and will receive a free copy of my next game.
Good luck!
Sunday, September 27, 2010 - new vectrex releases
Revival Studios has announced 2 new vectrex game releases, to be launched at the Retro spelcomputer event held in Apeldoorn/The Netherlands on October 3rd 2010.V-Hockey:
V-Hockey is a top-view ice hockey game with arcade overtones, as your lone player (and goalkeeper) fight for control of the puck and attempt to score more goals than the opposition.

Features:
- One and two player modes
- Three levels of computer difficulty
- Vecvox support
Price: 19,95 EUROS , For further info, go to: http://www.revival-studios.com/?page=112
Colorclash slim:
Colorclash is a fun action game people can just pickup and play.
The player has to shoot the various gems that are falling down from the top of the screen. The gems are marked with symbols and the player has to match up the symbol on his ship with the symbol on the gems. The player has to clear a number of gems each level.

New Features:
- Both Vector and Bitmap modes included
- Internet Highscore uploading
- Atari paddle support
- Various smaller fixes
Original Features:
- Fun pickup and play type game
- Small learning curve
- Vecvoxx support
- Free bonus game: xudoku
Price: 19,95 EUROS . For further info, go to: http://www.revival-studios.com/?page=36
Besides these 2 new releases Revival Studios will also offer earlier vectrex releases like the 3d scape cart and Vectoblox and showings of new games in development.
Both these games, as well as other revival studios games can also be bought online at www.revival-studios.com , starting today. Shipping&Handling for online orders are 5 euros per game. Orders can be placed by mailing to sales (at) revival-studios.com
For more information about these and other vectrex games, check out the revival studios website.
For more information about the retro spelcomputer event in apeldoorn, go to: http://www.bonami-spelcomputer-museum.nl/
Monday, September 20 , 2010 - Chip-8 pack update
Another update for the Chip-8 program pack over at www.chip8.com. This pack contains the largest CHIP-8 program collection on the web. New update includes the Trip8/SuperTrip8 demo, new ETI660 hybrids, 2 new demos (chip8/superchip/megachip) and a few new test programs.Wednesday, September 15 , 2010 - Trip8 / SuperTrip8 demo
I've packed up and put another Chip-8 / SuperChip production online. This time it is a demo i started back in 2006 and basically tried many different effects that would work on the original interpreter, before settling on the final demo's in 2008. You can find more information about the demo's, as well as a download link, in the Chip-8 section of the website.Tuesday, September 14 , 2010 - Micromen
I found this while searching on Clive Sinclair and watched it today. Micromen is a TV-Drama set in the 80's about Sinclair and Acorn and their battle for the BBC computer contract. Its like the british version of Pirates of Silicon Valley.Monday, September 13 , 2010 - Worm V4 (Chip-8)

Saturday, September 11 , 2010 - Chip-8 pack
Updated the Chip-8 program pack over at www.chip8.com. This pack contains the largest CHIP-8 program collection on the web.Tuesday, September 7 , 2010 - Meggy Jr : Colorclash (8x8 LED game)

Despite having little room for pretty graphics, and having to make minor changes in gameplay, i think the game works suprisingly well on this system.I've included both the .hex file with uploading tools for the original hardware, as well as a simulated version for Windows PC's.
Monday, September 6 , 2010 - Meggy Jr : Cavity (8x8 LED game)

Monday, August 2 , 2010 - CHIP8 / SuperChip / MegaChip8 stuff online
Sunday, July 19 , 2010 - Demo's from the vault
I've added my old demoscene stuff from the early 90's to the 'Other platforms' section of the website. This includes Magicboy Robot 2, a collection of stuff from my Logic Design days and the first intro release from 1993.Saturday, July 11 , 2010 - My first ZX81 programming

Monday, July 5 , 2010 - Chip8 / SuperChip / MegaChip backlog

Monday, June 28 , 2010 - Jonathan ' Joffa ' Smith RIP
For those unfamiliar with his work, have a look at the great documentary ' Commercial Breaks ' , a documentary about Ocean software and Imagine Software. It
Monday, June 7 , 2010 - CML 1.4 ported to Wii
I'm currently working on a commercial project that needs a Wii port as well, so last weekend i ported over the latest version of the Core Media Library to the Nintendo Wii.Friday, June 4 , 2010 - Track editor + 3D racing game example


Saturday, May 29 , 2010 - CoreMediaVideo converter/player

Saturday, May 21 , 2010 - Image compression
I was asked to compress image/video streams for sending through multiple screens using
10mbit network switches. This way a single videostream could be transfered to multiple terminals to form a single image.
In our test-setup it was an array of 4x4 screens, each 4 screens connected to 1 network switch.
The server end will send a total of 16 packages each update.
Preferably each packet should not exceed a 64kb package-limit, while maintaining high resolutions.
Having only briefly worked on image/movie compression on the gameboy (using indexed color tables) i figured it would be
nice to dive into this challenge without any reading/pre-perceptions on the subject. Hopefully this will lead to an
new or unique approach to image/movie compression.
Sunday, May 9 , 2010 - Core Editor

Friday, April 16 , 2010 - Website redesigned
Wednesday, March 17, 2010 - CMLGUI
I haven't released the GUI extension with the last version of the library because it was still missing some essential components at
As i'm currently prototyping a contra-type game in 3D, i needed an simple editor to sketch out the levels. I decided to write it in CMLGUI and finishing the library in progress. With a bit of luck it might make the 1.4 release of CML.
Tuesday, March 02, 2010 - Finishing up Core Media Library 1.4
Some of the things i've been working on lately are:
- Corefile/Corepacker: Support for file packing inside EXE/Binary
- Fixing Scaling/Rotating for Bitmap/Sprites
- Better thread handling (less stress on CPU).
- CoreNet beta (network support for WIN32)
- CoreVideo (webcam support for WIN32)
- Extensions: Resource browser, Virtual Keyboard, etc.
- New and updated examples
- Minor bug fixes
A new beta has now been sent out to testers, allowing me to implement their feedback in the next major release of the library. The website should be updated too.
Thursday, February 18, 2010 - MeggyJr development
I've recently discovered the MeggyJr console. This is an opensource/homebrew handheld with a resolution with no less than 8x8 pixels. Quite a challenge for designing games!
With a console on its way, i already developed a simulation environment for the console which allows me to prototype MeggyJr games in C with the Core Media Library.The environment also runs original code already written for the system.
I've currently started development on a bunch of games for the system, so as soon as it arrives, i should be able to test it on the real thing and create videos/downloads for it.

Thursday, January 14, 2010- Accidental Sabbatical
It is safely to say that it has been a while since my last post.
I've been busy the last year with work and a slightly unhealthy PS3 trophy addiction :S This has resulted some sort of accidental sabbatical year.
This ment that i had a whole bunch of (finished-) stuff/products lying around that i just didn't get around to releasing. This includes a bunch of Chip8 work and a couple of vectrex products.
Right now i'm back to work, so expect more posts here from now. This includes updates for new stuff i'm working on as well as past promises.

Thursday, January 01, 2009 - Happy new year
So whats in the pipeline for 2009? Let me see...
These are the items that are on my to-do list for 2009:
- Release of megachip emu + devkit
- Release of various CHIP-8/Superchip stuff
- Photos for my collection stuff
- (Delayed) release of Colorclash slim and V-hockey for vectrex
- Release of CML1.4 with CoreNET and CoreVideo extensions.
- Completion of my current MSX/Colecovision works (demo+hokey pokey)
- Completion of VexOS
As always, i'll keep you posted on any progress/releases.
Thursday, October 16, 2008 - Eurocon 2008
Like last year, I had a great time there. The retro-fair was great too and visited by many people.
I was able to show my new products there (v-hockey, colorclash slim) as well as some of my older stuff (vectoblox, 3d scape, munchkin plus). I also met some nice people there (including a fellow coleco developer).
Anyways,
Friday, August 15, 2008 - Vexos Basic
As a result, i managed to resolve the musicplayer issues, but i still have troubles finding a proper packing routine for the songs. Songs are generally 50-100kb in size, and need to be compressed to ideally about 16kb or less. Current packing methods (i tried 3 different methods so far) give me about 20-40kb for each song, making a lot of songs unsuitable for the vectrex (with about a 24kb limit for data).
As for VexosBASIC, i've been able to do a bunch of updates, these include:
- RECT and CIRCLE draw functions
- DRAWSHAPE function to draw vexosbasic shapedata (which can be exported by vectorpaint)
- DRAWBITMAP function
- CHECKCOLLISION function
- Handling of DATA segments
- Various small fixes
With these last updates, everyone should be able to make proper games for it. In theory you should be able to create almost every type of game you like now.
VexosBasic is now open for people willing to beta-test.
And if you create something nice with it, i will feature it on the upcoming vexosbasic website.
Friday, July 25, 2008 - Update on projects
I also like to take the opportunity to update you on my upcoming vectrex projects (new and existing projects).
COLORCLASH SLIM:
=================
This is a cheap release for colorclash that will be available regularry like the other releases on the website.
The game has been updated with new features:
- Option to swtich between bitmap and vector display modes
- Atari paddle/spinnerama controller support
- Internet highscore uploading
- Various smaller fixes.
The game will be available on slimcart for 19 euros and for free download very soon. Also, for those who are interested, there are about 7 limited editions left. contact me if you are interested.
VECTOBLOX:
===========
Still available for sale and will get a free rom release together with colorclash slim release.
V:HOCKEY
=========
This is a topview one on one hockey game, both for single and multiplayer. The game is currently in beta-test with some people to make sure the game is fun and challenging.
I will announce this game very soon.
VEXOS - THE VECTREX OPERATING SYSTEM:
=======================================
I'm still working hard on this. The heart of the OS , the basic compiler and interperter is running nicely for some time now together with the rest of the OS. Back in january i had some issues with the chip music replayer, for which i had to alter my music replayer for better support, and a good mix of memory/RAM usage and romspace needed for a tune.
Also, i spent some time making content for the OS (music, vector animations, basic games and programs,etc.).
Upon release i'm opening a webpage dedicated to the OS that will refresh with content regulary, much like the Playstation store.
So i have to work a bit in advance here ;-)
I'm hoping for a relase at Eurocon 2008
Untitled racing game:
=================
A topview racing game with 5 tracks + bonus tracks to be unloacked.
The game is nearly finished and entering beta-test stage withing 1 or 2 weeks. Any suggestions for the title (not too long of a title) can be mailed to me.
This game will be released at Eurocon 2008.
D:2 (DEBRIS 2)::
==============
This baby has been in the pipeline for quite a while.
Upon releasing debris, being my first game release, i was quite frustrated that i wasn't able to put as much in as i wanted.
On the one side there were still things for me to learn about the system, on the other side i couldn't fit all my ideas onto a 32kb rom.
So for Debris 2 i started from scratch in 2006, with a targeted release at christmas 2006. I was well under way , but in the summer of 2006 my HDD crashed and i couldn't recover the sourcecode.
I restarted the project in 2007, focussing on getting all the graphics, design and music ready and trying out several ideas to see if they are technically doable.
Right now i can announce that i've completed the first preview to be sent out for feedback to a few people. It contains the basic game structure, some of the endboss fights and bits and pieces of a 3D vector background rendering technique that i developed for this game.
Unlike the first debris, in the sequel i'm blending 2D bitmap graphics with 3D line-vector graphics for the backgrounds.
Target release is this christmas, but i will update you on its progress in the meanwhile.
Sorry for the long message, but i had a lot to update you about in my months of absense.
I'm hoping to see/meet some of you at Eurocon this year.
Wednesday, March 12, 2008 - Vectrex article on Gamasutra
Click here to read the article
It also mentions my vectrex games and upcoming Vectrex OS (vexOS).
Tuesday, February 19, 2008 - CML 1.3 on PSP/PSPslim
After a bit of delay/slacking, the PSP version of CML finally gets its 1.3 update.
It now also runs on the PSP slim.
10mbit network switches. This way a single videostream could be transfered to multiple terminals to form a single image.
In our test-setup it was an array of 4x4 screens, each 4 screens connected to 1 network switch.
The server end will send a total of 16 packages each update.
Preferably each packet should not exceed a 64kb package-limit, while maintaining high resolutions.
Having only briefly worked on image/movie compression on the gameboy (using indexed color tables) i figured it would be
nice to dive into this challenge without any reading/pre-perceptions on the subject. Hopefully this will lead to an
new or unique approach to image/movie compression.
