streak
Active Member
Many people knows that exclusives makes handheld selling good, so i have a little bit insane idea to port some games that never comes out but they have a source codes avaible [ on internet ]
My first choice is:
Corridor 8 -> http://pcgtw.retro-net.de/index.php?id=games:corridor8
Download sourcecodes -> http://pcgtw.retro-net.de/lib/exe/fetch.ph...Acor8_proto.zip
Download design doc / manual -> http://pcgtw.retro-net.de/lib/exe/fetch.ph...cor8_desdoc.zip
some pics:
http://pcgtw.retro-net.de/lib/exe/fetch.ph...c%3Acor8_02.jpg
http://pcgtw.retro-net.de/lib/exe/fetch.ph...c%3Acor8_01.jpg
some info about game / proto:
Corridor 8: Galactic Wars was to be the sequel to Corridor 7: Alien Invasion, a rather poor first-person shooter based on the Wolfenstein 3D engine. For the sequel, they were going to use the “Build” engine from 3D Realms. But the game never left the prototype stage because Intracorp Entertainment went bankrupt during the development in late 1996. That was also the end of Capstone, as it was only a distribution label, not an independent company.
A few details are known about the game. The plot was set one hundred years after Corridor 7: Alien Invasion, but it was just another “bad guys are trying to conquer the universe” thing, so it is not worth mentioning. The player would have been able to choose to play with one of several different characters on either the allied or enemy side. Furthermore, Corridor 8: Galactic Wars was to offer 20 weapons and 60 levels divided into 6 episodes.
Fortunately, the prototype version and the source code survived and were made available indirectly by Les Bird in mid-2005. Les Bird did all the programming for this and most other Capstone games. Even though the prototype has a lot of placeholder graphics and sounds, and does not represent what the final product would have looked like (same for the screenshots you see here), it is still fun to play around with. It comes with an integrated map editor that allows switching between edit mode and game mode at any time, a very unique feature back then.
The design document was made available as well, but the image quality of the existing PDF files is terribly bad. However, Les Bird kindly provided us a printed copy of the design document. It’s not fully scanned yet, so for now, you have to make do with the low-quality ones.
-------------------
second game:
shenandoah
some pics:
http://pcgtw.retro-net.de/lib/exe/fetch.ph...enandoah_01.gif
http://pcgtw.retro-net.de/lib/exe/fetch.ph...enandoah_02.gif
and info:
"Here we have a nice-looking shoot’em up, which was to come out on Amiga and PC but sadly never saw completion. The developers promised the game to feature 16 different ships, more than 30 upgradable weapons, over a hundred enemies and end-of-level bosses, randomly chosen enemy attack waves, raytraced graphics, animated cutscenes, and even a 4-player mode using a custom joystick interface. The 4-player mode would have allowed different modes of play: four small ships, each controlled by one player; two big ships, each controlled by two players (cannon/movement); or the combination of two small ships and one big ship. Sounds too ambitious? Indeed, it was.
Being only a small group of young people, Exceed Productions could not handle their projects within reasonable development time. Moreover, Shenandoah was a spare-time project without any budget. The programmers got tired of having no money, so they jumped ship. Unfortunately, only a buggy-but-playable preview version containing the first level was done at that time; you can download it below (thanks to Krister Karlsson for making it available). For best results, especially with modern operating systems, use DOSBox 0.65 and start the game with “GAME2.EXE”.
and teh best part is:
... I'm in contact with Krister Karlsson, and I'm one of the volunteers. The Windows version, which I'm working on, is already quite advanced. More information will be posted at the GTW portal soon.
last I know, Krister Karlsson(christmas 2006) was going to release all source code etc to some volunteers who were going to complete the game. We'll see...
// StreaK
My first choice is:
Corridor 8 -> http://pcgtw.retro-net.de/index.php?id=games:corridor8
Download sourcecodes -> http://pcgtw.retro-net.de/lib/exe/fetch.ph...Acor8_proto.zip
Download design doc / manual -> http://pcgtw.retro-net.de/lib/exe/fetch.ph...cor8_desdoc.zip
some pics:
http://pcgtw.retro-net.de/lib/exe/fetch.ph...c%3Acor8_02.jpg
http://pcgtw.retro-net.de/lib/exe/fetch.ph...c%3Acor8_01.jpg
some info about game / proto:
Corridor 8: Galactic Wars was to be the sequel to Corridor 7: Alien Invasion, a rather poor first-person shooter based on the Wolfenstein 3D engine. For the sequel, they were going to use the “Build” engine from 3D Realms. But the game never left the prototype stage because Intracorp Entertainment went bankrupt during the development in late 1996. That was also the end of Capstone, as it was only a distribution label, not an independent company.
A few details are known about the game. The plot was set one hundred years after Corridor 7: Alien Invasion, but it was just another “bad guys are trying to conquer the universe” thing, so it is not worth mentioning. The player would have been able to choose to play with one of several different characters on either the allied or enemy side. Furthermore, Corridor 8: Galactic Wars was to offer 20 weapons and 60 levels divided into 6 episodes.
Fortunately, the prototype version and the source code survived and were made available indirectly by Les Bird in mid-2005. Les Bird did all the programming for this and most other Capstone games. Even though the prototype has a lot of placeholder graphics and sounds, and does not represent what the final product would have looked like (same for the screenshots you see here), it is still fun to play around with. It comes with an integrated map editor that allows switching between edit mode and game mode at any time, a very unique feature back then.
The design document was made available as well, but the image quality of the existing PDF files is terribly bad. However, Les Bird kindly provided us a printed copy of the design document. It’s not fully scanned yet, so for now, you have to make do with the low-quality ones.
-------------------
second game:
shenandoah
some pics:
http://pcgtw.retro-net.de/lib/exe/fetch.ph...enandoah_01.gif
http://pcgtw.retro-net.de/lib/exe/fetch.ph...enandoah_02.gif
and info:
"Here we have a nice-looking shoot’em up, which was to come out on Amiga and PC but sadly never saw completion. The developers promised the game to feature 16 different ships, more than 30 upgradable weapons, over a hundred enemies and end-of-level bosses, randomly chosen enemy attack waves, raytraced graphics, animated cutscenes, and even a 4-player mode using a custom joystick interface. The 4-player mode would have allowed different modes of play: four small ships, each controlled by one player; two big ships, each controlled by two players (cannon/movement); or the combination of two small ships and one big ship. Sounds too ambitious? Indeed, it was.
Being only a small group of young people, Exceed Productions could not handle their projects within reasonable development time. Moreover, Shenandoah was a spare-time project without any budget. The programmers got tired of having no money, so they jumped ship. Unfortunately, only a buggy-but-playable preview version containing the first level was done at that time; you can download it below (thanks to Krister Karlsson for making it available). For best results, especially with modern operating systems, use DOSBox 0.65 and start the game with “GAME2.EXE”.
and teh best part is:
... I'm in contact with Krister Karlsson, and I'm one of the volunteers. The Windows version, which I'm working on, is already quite advanced. More information will be posted at the GTW portal soon.
last I know, Krister Karlsson(christmas 2006) was going to release all source code etc to some volunteers who were going to complete the game. We'll see...
// StreaK