[HN Gopher] C64 Blood Money
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       C64 Blood Money
        
       Author : mariuz
       Score  : 123 points
       Date   : 2025-10-23 08:41 UTC (14 hours ago)
        
 (HTM) web link (lemmings.info)
 (TXT) w3m dump (lemmings.info)
        
       | mkl wrote:
       | From the domain, I was hoping for Lemmings info. They have it! It
       | is here: https://lemmings.info/lemmings-gamehistory/. In its own
       | submission: https://news.ycombinator.com/item?id=45679873
        
         | Razengan wrote:
         | Man I'm still waiting for a modern (2D) Lemmings remake or
         | spiritual successor :')
        
           | Bairfhionn wrote:
           | Last I checked it wasn't even really possible to buy Lemmings
           | anywhere. I think Sony owns the license nowadays.
           | 
           | Companys remake every game that has some nostalgia but not
           | Lemmings.
        
           | mrighele wrote:
           | A spiritual successor would be Zombie Night Terror [1].
           | 
           | I find it even better in some ways (atmosphere, dark humor,
           | gameplay). Highly recommended.
           | 
           | Edit: it has also an editor and community made levels.
           | 
           | [1] https://store.steampowered.com/app/416680/Zombie_Night_Te
           | rro...
        
       | dingdingdang wrote:
       | Blood Money was a good game - way too hard for me as a child but
       | it had an atmosphere and soundtrack that gave it it's own
       | following at the time and place in my memory banks as an
       | extremely well crafted game. Thanks to OP for the article,
       | appreciated!
        
         | the_af wrote:
         | Yeah, it was _hard_. Then again, many C64 games were hard, but
         | I remember my brother and I really struggling with Blood Money.
        
         | Aldipower wrote:
         | It is even harder for me now. I found such games easier as a
         | child.
        
         | bluescrn wrote:
         | Blood Money is way too hard now. Even when playing on an
         | emulator and cheating a bit with savestates!
         | 
         | Was super-impressed by the visuals of the Amiga version at the
         | time, those jellyfish animations and huge claws on the 2nd
         | stage.
         | 
         | (Never played the C64 version back in the day, but it does look
         | surprisingly impressive, quite faithful to the Amiga version, a
         | whole lot of stuff moving around at a good speed)
        
           | rkomorn wrote:
           | I don't know if I'm just at an age of gaming incompetence
           | senility but all the NES and many of the SNES games I've
           | played with emulators lately have been so much harder than I
           | remembered.
        
       | 1313ed01 wrote:
       | Parts 2 and 3 are password protected, with no obvious hint how to
       | obtain a password. For patreons only or something like that?
        
         | dep_b wrote:
         | Would like to read them as well
        
       | Razengan wrote:
       | Games like Blood Money, Xenon 2, Mr. Heli gave me a lifelong
       | craving for shoot em ups with shops: Games where you want to hone
       | each run to get the most money possible and experiment with
       | different upgrade loadouts, making for an inherently repayable
       | experience.
        
         | thom wrote:
         | Yeah, played both of these on the ST, absolutely loved blowing
         | up weird alien squid things and collecting loot.
        
         | bluescrn wrote:
         | The problem with these games was that you tended to lose all
         | your upgrades if you die, and later levels were essentially
         | unplayable if you lost all those upgrades. So you really only
         | had one life.
         | 
         | And you'd quickly figure out a fairly optimal upgrade sequence
         | and stick to it.
         | 
         | Still, I enjoyed them back then too. X-Out was another one,
         | with a particularly interesting shop/ship configuration system
         | for its time.
        
       | fidotron wrote:
       | Many people have this illusion that home computer games were
       | written on the systems they run on, but the more serious
       | devs/publishers had setups like the one here with a host PC.
       | 
       | There were stories of Sinclair game devs using CPCs in a similar
       | way simply because they couldn't stand the Sinclair keyboards.
        
         | warpspin wrote:
         | While some of the professional development probably was on host
         | systems, not all of it was.
         | 
         | Especially since the release of Turbo Assembler in 1985,
         | serious development on the C64 was quite comfortable.
         | 
         | Years later in the 90ies, Fairlight enhanced Turbo Assembler
         | with REU support, which made development on the machine itself
         | ridiculously comfortable. Basically the only thing missing I
         | can recall was there was no concept of version management back
         | then.
         | 
         | Of course, this came too late for professional development but
         | it's basically what the demo scene ran on till cross assembling
         | from PCs came in vogue.
        
         | bluedino wrote:
         | I remember reading a story about writing games in the 80's, and
         | the programmers were all using some powerful timeshare system,
         | but during the workday it slowed to a crawl as everyone
         | compiled their code.
         | 
         | It was far more productive to just write/run code on a
         | dedicated Atari/C64 or whatever the target system was.
        
         | bluescrn wrote:
         | The C64 was being actively developed for for a decade or more,
         | and Blood Money came in 1990, towards the end of that period.
         | The Amiga was reaching its peak popularity by then.
         | 
         | By that point, more powerful development machines and tools
         | will have become much more affordable/available than in the
         | early 80s.
        
         | pengaru wrote:
         | Ron Gilbert (of Maniac Mansion / DOTT / Monkey Island / SCUMM
         | fame) speaks to this in an interview he gave at Handmade Con,
         | you can find it on youtube.
         | 
         | IIRC he says they used UNIX workstations to develop Maniac
         | Mansion/SCUMM for the C64. Complete with hot loading of levels,
         | presumably they had a similar hardware interface to what's
         | shown in TFA for manipulating C64 memory contents from the UNIX
         | box.
        
         | bitwize wrote:
         | "AAA" publishers of the period definitely used larger systems,
         | all the way up to VAXen, but smaller devs worked on the systems
         | themselves because that's all they had. If you buy some
         | teenager's game for PS10 at the chemist's, that teenager can't
         | afford a large powerful system to develop with.
         | 
         | I seem to recall an interview with Paul Urbanus in which he
         | noted that the graphics for Parsec on the TI-99/4A were
         | designed _on_ the TI-99 /4A, which to him proved the machine as
         | a tool for serious creative work.
        
       | mrighele wrote:
       | Any good suggestions for tools for writing C64 programs in Linux
       | and running them in Vice ? I only found a couple of guides that
       | cover Windows, alas.
        
         | michalpleban wrote:
         | I am using ca65 / cc65 for all my Commodore programming. Should
         | run under Linux just fine.
        
           | mrighele wrote:
           | Thanks a lot, I will check it out.
        
           | rzzzt wrote:
           | Prog8 requires 64tass (for which a .deb package exists it
           | looks like) and a Java runtime:
           | https://github.com/irmen/prog8
           | 
           | TRSE should also work on Linux: https://lemonspawn.com/turbo-
           | rascal-syntax-error-expected-bu...
        
         | s-macke wrote:
         | Take oscar64 [0]. So far the best C compiler for the C64 with a
         | lot of extra options, good library and a good documentation.
         | 
         | [0] https://github.com/drmortalwombat/oscar64
        
         | gabrielsroka wrote:
         | https://ide.retrogamecoders.com
        
       | mgkimsal wrote:
       | Youtube example of it in action:
       | https://www.youtube.com/watch?v=-Igevw8PRRY
       | 
       | Amiga example with intro:
       | https://www.youtube.com/watch?v=qxciUa4YmeY
        
       | justinhj wrote:
       | Great to see these technical retrospectives. I remember David
       | Jones wrote a similar one for the original Amiga game and it was
       | published in a magazine around the time of the release. It
       | included a description of how the scrolling works and the code
       | was on the cover disk.
       | 
       | It was actually this code that really kick started my own Amiga
       | game programming of demos and games and lead to a two decade
       | stint in the game industry, so I am forever grateful.
        
       | bitwize wrote:
       | The PDS sounds like a fairly typical console devkit of the time:
       | basically just a larger, more powerful system to host the build
       | toolchain and an in-circuit emulator you plugged into the
       | cartridge slot. I remember an interview with the Mega Man devs in
       | which they mentioned they used an HP 9000 workstation with an ICE
       | simulating a Famicom cartridge to develop the game.
       | 
       | Fancy devboxes with custom console builds, like the PS2 TOOL,
       | would come later (probably necessary when cartridges were phased
       | out).
        
       | Jare wrote:
       | Ahhhhh PDS the memories and the crashes and the corrupted source
       | files... I used it for 2 years against the ZX Spectrum (and I
       | guess Amstrad and MSX but I don't actually remember) hosted on an
       | Atari ST, and it was fast to iterate. But its speed, compared to
       | development on 3" disks on the target machine, also gave me a
       | glimpse into the value of those moments to think while the thing
       | is building.
        
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       (page generated 2025-10-23 23:02 UTC)