MAGS 2008-07: Retrofest!

Started by Klaus, Tue 01/07/2008 08:23:23

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Klaus

What is MAGS?
MAGS is a monthly competition for all amateur adventure game makers. The idea is to use AGS to create a game in under a month, following the rules set by the previous winner.

For more information please visit the Official MAGS website.

Why should I enter MAGS?
We're not here to tell you that you should enter MAGS, but merely allow it as a creative opportunity to help you work to a deadline, improve your skills, and generally as a good kick-start for the new comers (a.k.a n00bies).

MAGS is the perfect opportunity to make a game, and the wonderful prize is to announce the next month's rules, and all competitors get the game placed on the MAGS website.

MAGS is meant to be fun and is aimed at everyone, despite their skill. If you have poor art skills work on graphics, and vice-versa, as the voting is based on "favourite" games, and not the most artistic, you may get help for the competiton, but should try not get anyone else to do any part of the game for you.

You are not allowed to (re)use material already created before this competition, you game must be completely new! An exception goes for sounds and music where you can also use free material that is available to the public.

Please do not just enter the competition with a rushed entry (a game created in just some hours or a few days)!

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Topic: Retrofest!

Let's go back in time with this month's guidelines set by last month's winner ProgZmax:

Rules:

1.  In order to give all entrants the greatest chance of completing a game you are asked to emulate a more simplistic graphical style, like CGA, EGA, AGI, C64, Apple IIe -- or any other retro system -- even Atari! (anything up to and including the NES in terms of complexity is fair game).  These were used for some of the classic adventure games like Maniac Mansion, King's Quest, and many more.  Low colors and simplistic graphics should allow you to focus on the most important part of any game:  the fun.

2.  You must have fun while making this game.  If you did not enjoy making it, we will not enjoy playing it!

3.  You must adhere to the limitations of the style you are emulating.  For example, if you use AGI/C64 then everything must be drawn with a 2x1 pixel.  Some systems have tough color restrictions per sprite as well, so pick an older system that most appeals to you and remember that this competition isn't about the most beautiful sprites or backgrounds but about gameplay and fun!

4.  Make it clear which format you are emulating upon submission, just in case there are people who have not seen it before.

5.  Any genre of game is acceptable.  Jump n' runs, rpg, adventure, action, you name it (as long as you can complete it in a month).  Even text adventures are fine!

If you need some help finding palettes/examples of the style you're after, a quick google image search will find all of what I've mentioned above (and more).

That's all.  Now make some FUN games to play!

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All games need to be in by July 25th 27th.

Please post a download link of your game entry to this thread, best with a screenshot. Thanks and good luck.

Shane 'ProgZmax' Stevens

And to help get you started, here's a program that will let you generate old style sounds for your game!

http://www.cyd.liu.se/~tompe573/hp/project_sfxr.html


Brad Newsom

#2
Okay, I have to enter this. ProgZ, push me to actually do this one! I MUST GET AT LEAST ONE MAGS done!

All updates will be held in this post.

Platform: PC
Color/Palette: 1981 4bit CGA w/ Dithering
Resolution: 512x320
Genre: Scifi/Adventure
Control Style: Point n' Click & Arrow Keys
Audio Type: Emulated System Sounds

Title:
Description:

Update 01: I changed my story and title to something more serious. Originally I wanted to do something humorous and spoofy, but I changed my mind and wanted to do something more special. Something artistic and portfolio worthy.

Update 02: Change the resolution to fit the actual display abilities. Converted Logos into CGA resolution and palette.

Akatosh

#3
Just to make sure before I start on my Original Gameboy-esque game: "Not more complex than NES" means that if the console was released later, but with less power in terms of graphic, it's OK - right?

Shane 'ProgZmax' Stevens


LimpingFish

Oh man, I'd love to do something for this. My snail-like pace must be overcome!

Therefore, you may see something from me this month. Here's hopin'! :D
Steam: LimpingFish
PSN: LFishRoller
XB: TheActualLimpingFish
Spotify: LimpingFish

Alarconte

Very interesting, hope I can participate this month with something little!
"Tiny pixelated boobies are the heart and soul of Castlevania"

Galactic Battlefare Capital Choice Part 1 , finished, releasing soon
GBF CC Part 2, WIP

DoorKnobHandle

What, oh what, did I do to deserve this, cruel fate?

Eh, I have a lot of exams for my bachelor-degree this very month. I have recently worked with NES-restrictions and I would LOVE to work on a little something, but it's just not possible this month. Of course, needless to say, due to three months summer-vacation, the following months would have ALL worked great up to October.

An 80's guy would say: "*sigh*, *sigh* to the max".

Storygamer

#8
Now this is interesting.  I've had a cool idea for a game for a while now that I think would fit this--simplistic graphics and all that.  Only problem is, I'm not exactly sure which "system" for it to be an emulation of.

Graphically, pretty much everything in the game is squares and lines.  The squares do have some lines inside them, though--hold on, going to do a quick example and post it...



There.  That right there would probably be the most complicated sprite in the entire game, if I choose to use it.  What system does that emulate?   ???

EDIT: Just thought of something.  I always envisioned this game as being at 640x480 resolution and having some pretty high-quality ambient-electronic music.  I guess those features would disqualify the project even if I do it all in a month, right?

Someone let me know if I'm wrong.  I don't think I'd want to do this game without those features.

Brad Newsom

Quote from: Storygamer on Fri 04/07/2008 07:59:36
Now this is interesting.  I've had a cool idea for a game for a while now that I think would fit this--simplistic graphics and all that.  Only problem is, I'm not exactly sure which "system" for it to be an emulation of.

Graphically, pretty much everything in the game is squares and lines.  The squares do have some lines inside them, though--hold on, going to do a quick example and post it...



There.  That right there would probably be the most complicated sprite in the entire game, if I choose to use it.  What system does that emulate?   ???

EDIT: Just thought of something.  I always envisioned this game as being at 640x480 resolution and having some pretty high-quality ambient-electronic music.  I guess those features would disqualify the project even if I do it all in a month, right?

Someone let me know if I'm wrong.  I don't think I'd want to do this game without those features.

Graphic Calculator, Old Nokia Cell phone...

scotch

Calculators and phones are rather low res, although they would at least do the LCD greens. Can't think of a system that'd fit that perfectly but perhaps you could adapt it to a vector machine like the Vectrex, or similar early arcade systems. That way you have high res line art while still emulating an 8 bit system. With a green overlay your thing should work.

Eggie

#11
I'm off college.

There's no reason for me not to do this...

Oooohhh...

I want to make a game that only uses purple! I love games that only have purple! Why purple?! Who cares; purple's awesome!

I want to give it copy proection too! I DON'T CARE IF IT DOESN'T MAKE SENSE TO HAVE COPY PROTECTION ON A FREE GAME IT'S MY PROJECT AND IT'S WHAT I WANT!!!

Neil Dnuma

Yeah, copy protection! And insanely slow "loading..."-screens :)

Shane 'ProgZmax' Stevens

Just don't forget the 'fun' requirement!

Eggie

I'm already not having fun. I just can't get this background looking crappy in the right way.

Brad Newsom

Quote from: Eggie on Fri 04/07/2008 21:09:14
I'm already not having fun. I just can't get this background looking crappy in the right way.

Its easy to make something crappy, but making it look like crap in a good way is absolutely hard.

The Suitor

I was just thinking about making a retro game! Now I have the perfect excuse  ;D

Storygamer

I think I'll actually back out.  Still want to make the game, but I want some good high-quality music, which would basically disqualify it, I think.  And really I suppose I'm going more for "simplistic" than "retro".  The game idea's really not intended to emulate any particular older system--it's just an intentionally simplistic design.

nihilyst

Quote from: Storygamer on Sat 05/07/2008 08:31:43
Still want to make the game, but I want some good high-quality music, which would basically disqualify it, I think.

As far as I understood it, the only thing you HAVE to emulate is a retro style of graphics.

Brad Newsom

Quote from: nihilyst on Sat 05/07/2008 15:40:33
Quote from: Storygamer on Sat 05/07/2008 08:31:43
Still want to make the game, but I want some good high-quality music, which would basically disqualify it, I think.

As far as I understood it, the only thing you HAVE to emulate is a retro style of graphics.

As far as I am aware, #3 says you should adhere to the limitations of the style you are emulating. Audio possibly can be apart of that. Can you confirm ProgZ?

Eggie

#20
This is dumb, this is so dumb. I didn't even want to make a new thread for it, it's so dumb...

Here's my entry...The Shawshank Redemption
The classic 1983 adaptation of the film from 1994. Created for The Atari, I believe.
It has ghosts!
http://www.datafilehost.com/download-466b6466.html




Yeeeaaah... I'm sorry, everyone.

EDIT: Hmmn, also
QuoteYou are not allowed to (re)use material already created before this competition, you game must be completely new! An exception goes for sounds and music where you can also use free material that is available to the public.

Please do not just enter the competition with a rushed entry (a game created in just some hours or a few days)!

Shane 'ProgZmax' Stevens

I'd rather people stayed as close as possible to the limitations of the system, that is why I made it so there were so many options available :).  If you absolutely can't make music with square waves and such I guess you can use higher quality methods.

Mazoliin

QuoteYou are not allowed to (re)use material already created before this competition, you game must be completely new! An exception goes for sounds and music where you can also use free material that is available to the public.

Does this count for plug-ins and modules to?
If so, then I'm screwd :-\

Shane 'ProgZmax' Stevens

I think those have always been allowed.

Mazoliin

*phew*

Then I can continue on my entery. Would be a shame if I didn't finish it, 'cause you can't beat that retro graphic ;)

Zyargeikunn


Nagania

me being a snail, i don't think i'm going to get a game done this month.  but i will try my hardest for next month! (if the theme takes my fancy)

anyway, I'm kind of busy with my current game in progress.... mwahaahaa!!!
Nagania Games - Work on my first ever game, Sketch, has begun!  Check out my website, www.freewebs.com/nagania

derboo

Does it have to imitate a real existing machine, or is it also OK to define some specs that would have been doable in the mid-80s?

And can we use software renditions of would-be hardware? Like we have blocky sprites but a beautiful hi-res background that always stays the same cause we say it would really be an overlay?

Shane 'ProgZmax' Stevens

It needs to be an existing machine as the rules stipulate, of course.  Not sure why people try to bend and warp rules so much :).

MAKE ME SOME GAMES!

derboo

#29
What about the second question? There where a lot of Machines that used overlays (Game&Watch, Vectrex, many 70s arcade games), though they weren't part of the software.
Or as another example something like "this is based on the original pong hardware, so it's supposed to have paddles as input device, but instead we use the mouse wheel"?

How serious should we take micromanagement such as memory constrains and the like? For Example, can a NES-Imitation get disqualified / regarded inferior if it displays more than 4 sprites without flickering?

Shane 'ProgZmax' Stevens

Those overlays were typically static images and not actually displayed by the hardware but I don't think there's a problem with using them.  Sticking with the proper resolution and colors of the system (audio faithfulness would be nice but isn't a necessity) is pretty much the only rule being enforced.

I don't think focusing on memory limitations would even be realistic when using a separate engine like AGS so it's not an issue.  I'm not really going to answer any other questions about this because I think some of you are reading too much into this and wasting time you could be spending MAKING GAMES! :)



Akatosh



Maybe it's time to hurry up indeed.  :P :=

Rocco

#32
Great Rules this month, unfortunatly i discovered them to late  >:(  :)

Rocco

Quote from: Klaus on Tue 01/07/2008 08:23:23
Rules:

3.  You must adhere to the limitations of the style you are emulating.  For example, if you use AGI/C64 then everything must be drawn with a 2x1 pixel.  Some systems have tough color restrictions per sprite as well, so pick an older system that most appeals to you and remember that this competition isn't about the most beautiful sprites or backgrounds but about gameplay and fun!

ok, if i can make an entry in time, it would be a C64 style game.
but i dont understand the above rule exactly, the only thing i know is that the c64 uses 320x200 with 16 colors.
what you mean by drawn with a 2x1 pixel?

scotch

C64 has various graphic modes, but most games use pixels that are double wide, so the screen is 160x200 instead of 320x200, stretched horizontally. The reason is that you can only use 2 colours in each 8x8 area in full resolution mode, whereas you can use 4 in half resolution mode, which makes things a lot easier. Example, notice there is never a single dot of colour in the background, always two next to each other. You can mix and match high res sprites and double wide sprites if you like, but it looks a bit odd. AGI on PC also used this system to save memory.

You don't need to be completely strict, people rarely are in retro theme games, because it's a bit tedious making graphics for the actual system restrictions, but the stretched pixels are a simple signature of C64 graphics.

Rocco

thx, that means i use 160x200 and when im finished i stretch the pic to 320x200, right?

Shane 'ProgZmax' Stevens

The results will look much better if you draw natively for that resolution; ie, use a 2x1 brush for all your art.  Otherwise you will most likely end up with images that look horizontally stretched.  As far as color usage, there were so many modes for the later c128 model that you could virtually have as many on-screen colors as you want (up to the 16 maximum) as long as you broke the sprites up into parts.  IFLI mode, for instance, allowed for up to 6 colors in each 8x1 cell.  This is why I often ignore the sprite color limitation of the c64 because there were so many ways around it (barring the inherent memory limitations of the system, that is).  You are free to limit the colors as much as you like, though.

Rocco

but on this screen, ->
there are also 1x1 pixels, i guess.   ???



Akatosh

Quote from: scotch on Tue 15/07/2008 16:36:16
You don't need to be completely strict, people rarely are in retro theme games, because it's a bit tedious making graphics for the actual system restrictions

So mind if I ignore the Gameboy's limit of 40 sprites maximum at a time? It's being a real, genuine pain in the ass...

scotch

Rocco: You are able to have at least 8 sprites on the screen, so smart people used the spare ones for detailing, that is what seems to be going on there (Last Ninja is a relatively graphically advanced game). Sprites can be set to single pixels or double wide pixels regardless of the background display mode.

I don't think anyone cares how many GB sprites you use, Akatosh.

Rocco

ok i guess i can deal with this, big thx.  :)

ps: can we extend the deadline  :P

Neil Dnuma

Quote from: ProgZmax on Tue 15/07/2008 17:46:46
The results will look much better if you draw natively for that resolution; ie, use a 2x1 brush for all your art.

Will you have to always make sure you're drawing on even x-coordinates with this? Or can you make sure the program takes care of that?

In Photoshop (and probably other applications as well), there is an opportunity to set pixel aspect ratio to 2:1. This way, you can draw at 160x200 with no distorted side effects. To finish up, you reset the pixel aspect, and stretch the image 2x horizontally for AGS use.

Shane 'ProgZmax' Stevens

In Pro Motion I use the Lock Grid feature to draw only on even pixels, so with my 2x1 brush I'm always safe.  I'm sure other programs allow this?  If not then I suppose you could try drawing your images squashed so when you double the size they look normal.

JuuL

#43
Yes! Finally I have redeemed myself. After two years of regularly saying that I would make something and not finishing anything, I have learned my lesson: I didn't post anything and worked on the game instead. And it worked. I just sent my game to my beta-testers 5 minutes ago. It's a short and weird game, but I finished it!  ;D
It's 320x200 pixel EGA's 16 colour standard palette, by the way. So I guess that should quilify it for this competition. And I actually did have fun making it.

Alarconte

Eggie, your Shawshank game is the most infernal "old-style" game I played Ever....
...


...


...


Congratulations xD


I'm thrilling to see the rest of entrys ^_^

Finally I do nothing 'cause I was working in (AT LAST!!) the final parts of my demo xD
"Tiny pixelated boobies are the heart and soul of Castlevania"

Galactic Battlefare Capital Choice Part 1 , finished, releasing soon
GBF CC Part 2, WIP

voh

I've chosen the Game Gear as my system, but I want to do a point & click adventure with it. Now, the Game Gear of course doesn't have a mouse or touch screen. Since Monkey Island allowed both the mouse and the cursor keys to be used (MI is used as an example, all older SCUMM games which primarily used point&click have it) would it be allowed to use a mouse interface?
Still here.

Shane 'ProgZmax' Stevens

Sure.  Since ags does not (yet) have directinput externalized so people can add support for other control methods, using the keyboard/mouse to 'simulate' a gamepad is fine, though you might want to use the arrow keys to move the cursor instead for a more authentic feel :).

voh

Thanks, at least I know that if time runs short I can default to mouse-controls. If I've got the time and skills (which I doubt) to make cursor keys work, I'll definitely do it :)
Still here.

Klaus

So we're close to the deadline...

Quote from: Rocco on Tue 15/07/2008 18:56:34
ps: can we extend the deadline  :P

Do you need some more time now (let's say about 2 additional days) or can we start the voting tomorrow as announced (in about 27 hours from now)? The question of course goes to all of you - not only to Rocco :)

zabnat

I vote for the additional 2 days :)
It could be vital time for my entry.

Rocco

#50
I agree, vote for 2 day extension.  :)

JuuL

#51
Here it is - my first completed MAGS game:
PHILOSOPHERS LIKE HOT COCOA

Download here!

(The link takes you to a free upload site with advertisements that may not be suitable for viewing at work. Sorry for the inconvenience... does anybody know a better site to use?)

There isn't much to say about the game except that it's based on a true story, that it's rather wierd and that it's probably only interesting to the six people actually appearing in it. But I enjoyed making it and learned a lot about AGS while doing it.

edit: I'll be far away from the internet for the next week so I will not be able to answer questions or fix problems with the download if there should be any (or to make the rules for next months MAGS if I should win, which I don't think I will... if, however, I did win against all odds my suggestion for the rules would be a Boss Battle version of the january rules). I wish you all good luck with your games.

Brad Newsom


Radiant

Well, here's my entry...



Vector Vendetta

Since the contest said that any genre of game would work, I opted for a fast-paced shooting game. Around 1980, several arcade games like Asteroids and Battlezone used vector graphics rather than bitmaps, which was considered state-of-the-art based on CPU performance back then. So here is the first AGS game that uses a grand total of zero sprites.

Using your mighty triangular ship, defeat the evil polygons of doom! It starts out easy, but on later levels you'll be quickly overwhelmed by swarms of enemies!

* Twelve different enemies, from lowly Wonk to nasty BFG.
* Thirteen powerups and special weapons, from teleportation to nukes.
* Retro soundtrack.
* Keeps track of high scores.
* Enjoy!

Please tell me if you find the game too easy or too hard; I'll tweak the difficulty around if people prefer it that way. Games are always easier for who wrote them :)

Klaus

Just to let you know: You get about two more days time for development. So take your time and check out here for the exact final deadline from time to time...

Akatosh

#55
Yay, thanks! Now I might even have an entry.  ;)

Well... technically, I do now... but it crashes after exactly 7 seconds... and you can only play that long if the numerous glitches neutralize each other anyway... and it doesn't have sound or music... but it does exist! :P

/EDIT: Now it's working, but both score and lives drop like crazy and it's somewhere around two frames per second. Funny.

/ANOTHER EDIT: Now it's running fluid, but you still lose score and lives all the time and you can fall through the ground. I think I seriously messed something up somewhere.

Rocco

thanks klaus, i wouldnt get finished without the time extension.  :)

Akatosh

#57
About to be finished. Beta testing is underways, and the whole thing is being polished.  Should be ready in the first half of tommorrow (GMT +1). Watch this space.

/EDIT:


Crash! Evade! Destroy!

Rocco

Here comes my entry



Super-Pitstop-Racing

Its an C64 Game (supposed to)  :)
Pitstop really hits me ages ago. -> http://s64.emuunlim.com/gameinfos/pitstop/pitstop.htm
Specially the opportunity to make pitstops during the race was fascinating.

I tried to make a racing-game like that, so this game is a mixture between
Pitstop and Super-Sprint, with the feel of the good ol C64-days,
when 16 colors were enough, and imagination does the trick.

Use the cursorkeys for racing,
the mouse for the pitstops.

And dont forget:
Its not enough to step on it like hell.  ;)

* Keep an eye on your tires,
* Watch your fuel consumption,
* Be sensitive for the track surface
* Avoid damage on the car.

Otherwise you will see many exhaust pipes.  ;D






zabnat

#59



A new world
like never seen before.


Epic tales
from strange places.


Battle mythological monsters
to save the world!


Oh wait. No. I regret to inform that I am so lame that I couldn't really finish this. I have tons of excuses (did another ron game in between, started working on this when the half of the month was already gone, etc...) but they don't matter. But hey, at least this is so close to finished that there is no reason not to finish it after the competition. But it seems I would have needed even couple of more days to actually finish it.

This is a Game Boy look-a-like if somebody didn't guess (yes Akatosh, I shamelessly robbed your platform ;)). I always pondered if making art in only four colors would be a challenge and I can tell you that it really is ;D. On the genre side this is supposed to be a japanese style rpg.

In the meantime I give you a small demo of it. Get your bugsprays ready, this has not been tested  ;D

Retroron: Demo

Klaus

Okay - two days are gone, still not all announced games are posted here... So let's set the final limit:
Please submit your entries within the next 10 hours (see timestamp of this message), then the voting will begin.

Shane 'ProgZmax' Stevens

Yay, lots of entries so far.  Since I set the rules this time I feel obligated to comment on each one, which I will do when all are submitted.

Brad Newsom

#62
Damn it, this isn't working. I'm out. :( Unless I can fix it in t-6.

Klaus

#63
Okay - so no more announcements turned into entries... Let's start the voting:

For voting please visit the MAGS site or make your choice right here:

Vector Vendetta by Radiant
The Shawshank Redemption by Eggie
Super-Pitstop-Racing by Rocco
Retroron Demo by zabnat
Philosophers like hot Cocoa by JuuL
Crash! Evade! Destroy! by Akatosh

Please vote only once and be sure to have played all games before sending your voice! Good luck to all participants.

zabnat

Funny how only one of six games is a point & click adventure game that AGS was designed for ;D

Some comments on the games:
Vector Vendetta
Very solid game. Can't find anything to complain.
Ghost Fight The Shawshank Redemption
Well, it did bring smile to my face couple of times. Though the only thing in common with Shawshank Redemption in the actual game is escaping the jail.
Super-Pitstop-Racing
This really gave me the feeling I was playing a C64 game. Pretty solid gameplay though it was a bit annoying when you suddenly get stuck in the sand and all hope is lost. I also would have liked to see the other cars drive more smoothly.
Retroron Demo
Well, my ambitious attempt to make a Game Boy JRPG with AGS in two weeks that failed. You can't really do much in the demo and there is no ending so does it even qualify as a game?
Philosophers like hot Cocoa
A point & click adventure with slow moving character and EGA palette. It really feels retro. Game is very short though. Only one puzzle?
Crash! Evade! Destroy!
The other Game Boy game. Gameplay seems a little glitchy at times but still pretty fun.

Good job everyone.

Radiant

Quote from: zabnat on Mon 28/07/2008 11:35:17
Funny how only one of six games is a point & click adventure game that AGS was designed for ;D

We could always rename it "Arcade Game Studio"  ;)

Rocco

The Shawshank Redemption
If someone have to define Retro, then its this game  :), "You doing awesome"
Vector Vendetta
Great Music, great programming, great entry
Retroron Demo
Awesome Graphics, good fighting system, very cool Demo with ultrahigh potential - I hope you go on with this game.
Philosophers like hot Cocoa
An adventure, well i have seen to many of them around here, so i didnt finish it, but i liked the personal speech at the beginning.
Crash! Evade! Destroy!
A little funny platformer, but the timelimits were to low for me mostly.

My own Game:
Hadnt enough time to finetune the opponents, and the difficulty of the game.
I know that the area where the car slows down near the trackboundaries, can be frustrating.
Without that maybe the game is easier and more fun.
But i have also not enough feedback to know how the players get along with the game.

The Opponents are powered with the Character Control Modul from Strazer, so they drive somehow angulary.
I guess the AGS Performance is to low, to calculate all 4 cars.
I tried to start the game with AGS 3.xx and the game stucks with the players car only on the screen.
I switched back to 2.72 and it runs fortunatly smooth enough to play it.

overall great entrys

Shane 'ProgZmax' Stevens

As promised, I have some comments to make on these games!


Vector Vendetta

First of all, I liked the intro effects and vector 'feel' of the game, as well as the Gradius-like powerup structure.  However, the automatic shot feels all wrong for a retro game which relies so heavily on precision, so manual shot (with an option to hold down the button to repeat fire or tap rapidly for faster shots) would be welcome here.  Also, the grid cursor was more confusing than helpful, and a standard crosshair seems more appropriate.  Overall, I definitely think it has a nice retro feel to it!

Philosophers Like Hot Cocoa
I liked the look of this game and the general design of the gui, but the extremely short gameplay definitely left me wondering why it was so short for a month of development.

Super-Pitstop-Racing
One of my favorites of this competition.  The title screen was awesome and I'm a big fan of the old overhead racing games.  That said, the vehicle controls are really unwieldy at this stage and could use some tweaking, especially for turns.  The car turns like a tank, and it makes the race harder than it should be (though this could be a design choice).  The vehicles and map design looked particularly good, so nice work!


The Shawshank Redemption
I laughed playing this a few times, but I don't think anyone will argue that this is not a 'joke' entry.  The gameplay is extremely limited and it's almost impossible to get hit by a ghost unless you want to. 


Retroron Demo
I found myself wondering why Dr. DeeVee Ess was speaking japanese (or why he looked anime style), and then I remembered that this was your style choice, a japanese rpg.  I will say that anime style is not something I'm fond of, but I think you've done a great job here and the visuals, particularly the backgrounds, are solidly designed with the limited palette and everything is easy to identify (which is much more difficult than it seems).  The combat was also amusing, so great work!


Crash! Evade! Destroy!
At first the rules at the beginning of the level confused me, but once I understood what 'crash' (collect would have been a better word here) and 'destroy' meant, the game was rather fun!  I noticed that sometimes the objects would get stuck on the platforms and just spin there, which made it easy for me to avoid/collect/destroy, but it also adds to the retro charm.  Nice job!


Overall, I'm really impressed with the turn out and I'm glad I could inspire so many people (even those who did not yet finish their entries) to make nice retro games.

If you had fun making your games, you are all winners.  Yay!

voh

My idea for MAGS has turned into a full-fledged game design. So while I may not have been a real part of this, thanks for the much-needed inspiration :)
Still here.

Klaus

Many thanks for all your comments on the games. For the voting: It is over now!
The winner is way above all the other participants and got about 55% of all votes.
So who is it!?

The winner this time is Super-Pitstop-Racing by Rocco !

Congratulations to Rocco and also many thanks to all participants for bringing back the retro feeling! :)

Rocco

Wohooo victory,
thanks and congratulation to the other developers that participated to make some retrogames.  :)
A great big thanks to everyone who voted!
It was a cool theme, and it showed nicely how good AGS works as Game Maker for all types of games. 

Akatosh

Congratulations! I think you really deserved the win.

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