Space Cavern Blaster

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Screenshots - Space Cavern Blaster

Space Cavern Blaster atari screenshot
Space Cavern Blaster atari screenshot
Space Cavern Blaster atari screenshot
Space Cavern Blaster atari screenshot
Space Cavern Blaster atari screenshot
Space Cavern Blaster atari screenshot
Space Cavern Blaster atari screenshot
Space Cavern Blaster atari screenshot

Information - Space Cavern Blaster

GenreArcade - Platformer (Single Screen)Year2023
LanguageCompiled CPublisher[no publisher]
ControlsJoystick, KeyboardDistributorItch.io
Players1Developer[n/a]
ResolutionLowLicensed from-
Programmer(s)

Reichardt, Wolfgang [Dotmos]

Country[unknown]
Graphic Artist(s)

s4m-ur4i / Reichardt, Wolfgang [Dotmos]

SoftwareEnglish
Game design

Reichardt, Wolfgang [Dotmos]

Box / InstructionsEnglish
Musician(s)

Punished Felix

LicensePD / Freeware / Shareware
Sound FX

Reichardt, Wolfgang [Dotmos]

Serial
Cover Artist(s)ST TypeST, STe / 0.5MB
MIDIVersion0.13h
DumpMISSINGNumber of Disks1 / Digital download
Protection

Additional Comments - Space Cavern Blaster

Please have a look at Space Cavern Blaster homepage for download and donation link

Instructions - Space Cavern Blaster

Space Cavern Blaster
Current Version: v0.13 - "Prototype 2023"

A cross-platform platformer for
- Amiga 500
- Atari ST
- C64
- DOS
- Sega Megadrive / Genesis
( HTML5 and Windows versions will be uploaded at a later time. )


Controls
Use Arrows keys / WASD / Joystick for moving.
Press Down / S to use a switch.
Press Space / Button 1 to shoot.
Press  STRG / Button 2 / Up to jump.

Known bugs:
- Music on Atari ST is buggy
If you find more bugs (there are probably a lot), please let me know :)


Tileset and player character by
https://s4m-ur4i.itch.io

Original MIDI music by
https://punishedfelix.itch.io

Technical background for those who are interested:
Game mechanics and boilerplate code is programmed in C and is the same codebase for all platforms.
Each platform has custom implementations for rendering/drawing, music, sound, input, asset loading and gametime.
The codebase is then cross compiled using VBCC (Amiga, Atari ST, C64), DJGPP (DOS) or SGDK (Megadrive).
All art assets are created as .png and are then converted to the target platform using a custom exporter.
All music is created as .mid and is then either converted by using a custom converter, OpenMPT or mid2vgm.
All sounds are created as .wav and are then either converted by using a custom converter or "sox".
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