Great tool. I love this tape tool and had loads of fun creating special tape loaders for specific TND games and other tools out of it, especially the Alpacalypse loader. There is one feature missing, whether or not it is important I don't know. Before loading each file, there should be at least a 2-5 second gap with no pulse between each file on tape. When I did some .tap files without using a disk to tape function, I had to use audio based software to create the gaps manually the re-convert to a TAP image. Do you think TTB can save this extra task and feature the gap option in the near future?
Richard of TND
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No problem. I don't think there will be any more updates on the version 5.0 of the Tape Master Pro utility. I think I pulled out most of the stops there with some features people asked me (nicely) for. Such as the picture draw option, support for hi-res bitmaps as well as multicolour bitmaps, a chance to listen to loading music for longer with a "press space/fire" prompt at the top left of the screen (game file size permitting) and finally an option to allow fade specific music players via their volume control address or SID $D418 volume values. Not all music players support JSR volume control for fading out. Personally, despite needing to relocate music to $E000, for playing in the load - I think this is one of the best versions of Tape Master Pro V5.0 on the Commodore 64.
It has been a very long while (nearly a year) since I last submitted an entry for the RPI+Phaze 101 game jams. I'm very pleased to have developed this masterpiece.
To respect the rules of the "Simon Says" game jam. I have decided to not release the game for download or play online until after the live stream featuring the game jam has taken place. Public download is estimated to be some time in the early-mid April 2025.
I can confirm however, that this game has been submitted to the organizers of the compo. I also look forward to seeing the entries get streamed live when announced.
I have been working on my own version of this game this week. The BASIC code is more or less complete for the main game engine. What I am currently looking into now is enhancing the program with additional graphics, and add title music to the game. PBASIC in CBMPRGStudio V4.5.0 has been extremely helpful for me :) The final result will be launched on deadline day.
The first Mike Mech was good. This game is also good, but a lot harder than its prequel. I like how you transformed Mike Mech 2 into a form of a multi-screen arcade platformer. The game play and the sounds are good, but I do miss music in the title screen. Anyway, it is a nice game, and I have to say "well done". I will definitely be playing this game again some time. :)
I have the original on a C64 compilation tape by Imagine (Taito's Arcade Hits) and loved Bubble Bobble. The game is fantastic. Looking at the new graphics you have made, the game looks even nice and possibly close to the arcade. Also it still shows the game still keeps its charm with the C64's game play mechanics unchanged.
Nice shoot 'em up paying homage to the games of the early 1980s. The sprites are cool. Each level I played so far (up to level 3) has had a new feature which increases the difficulty of the game and includes one or two surprises. The biggest surprise for me were those pesky rockets that flew across the screen. The loading bitmap is cool.
What would be nice is to have something like an arcade style attract screen with a title screen logo, a hi score table. Also add some in game sound effects. Unfortunately I didn't like the music. Despite this, you have made a great effort making this game in TRSE. I have not even had time to master TRSE.
I just checked this game out. Nice attempt at making a Tetris game. Also I am very happy to hear that your dream come true to make a Tetris game. It is also quite an original idea where you added a 5x5 tetronimo feature into the game. This makes the game more challenging. Well done. Another great game for my Ultimate 64 and theC64. :)
Title screen and enhancements: Created using The SEUCK Title Screen Maker and SEUCK School tips. I haven't been involved in the making of this game, but I give the thumbs up for these releases anyway. It is nice to see the creativity come in place, and seeing my resources making good use. :)
Awesome game. Nice original take on pinball/plinko machines. Cool music and sounds. It will take a while for me to get used to this game, but I love it. Well done.
Edit: I just tried running this game on the Ultimate64, but it seems that the game is not compatible with it. So I'll have to stick to VICE / theC64 for now until this problem can be solved. It is still a great game. :)
Yes, that's right. It uses SEUCK Redux, which makes games created from SEUCK, Sideways SEUCK (either version) look and feel much more incredible. The projects take some time to develop, but results are really pleasing. Alf and I love SEUCK Redux, and it is even better that I can code additional things into it, like new IRQs, enhancement ideas, etc. It is generally a programmers' tool based on ACME Cross-Assembler :)