A lot of what's out there were just cash-ins, taking existing C64 games and bodging a few more levels on to the point where they didn't really need a C128 in the first place or at least didn't take advantage of the hardware. If I had to pick something it'd be the C128-specific version of The Last V8 since I like the original and it has an extra stage grafted on at the start, although I'd still play the shorter C64 original given a choice...
FWIW, I'm planning a limited edition native C128 version of my Parallaxian game, with an extra world and several new features to take advantage of the better hardware.
I've got multiple prototypes of C128-specific code (as in it won't run on the C64 for one reason or another) but haven't found the time to get anything finished... trying to work with the C128 specifically is an uphill battle, so things that look interesting or useful on paper don't always turn out that way when you try implementing them!
Are the new features something you can mention publicly?
Not yet. A huge part of the development effort has been finding ways to speed up execution of the code and to "compress" CPU-heavy events, for example,synchronising software scrolling (aka char shifts) so that one parallax layer's soft scroll won't happen on the same raster frame as another, so you can weave them in and out of each other, effectively halving raster time used by those particular layers... I have written in detail about it on my blog, but the point is, with the C128, you can have unrolled loops as the norm rather than the exception and thus you have faster execution of everything, plus the faster clock in its native mode, so have more time for extra features such as in-game music perhaps, a more developed vertical parallax effect and of course, more memory for graphics and special effects. That last point is a huge feature of Parallaxian as things stand, so more RAM for that would mean even more fancy visuals.
I have two favourites, on my C128: Frantic Freddie II and Astra Invasion 3.
Astra Invasion 3 is a pretty good space shooter game and, for a time, was the only port (at least what I could find) of the classic arcade game, Astro Invaders. Recently, CollectorVision did a port of the game for the Intellivision.
I did a review of Astra Invasion 3 on my blog, here, if anyone is interested.
I was looking again at the abortive C64 Mythos tech demo and boy oh boy, if ever there was a case for making a C128 native game, surely this is it. To me, that AGSP scrolling system is made for the 128, far more so than the RAM-restricted 64.
JohnnyMcGibbits: Hi Everything C64CommodoreBlog and everyone. Sorry I've not been here much lately. Am taking my wife to hospital 5 days per week at the moment. Not ignoring you all, promise!
Nov 24, 2021 14:00:49 GMT
krautguy: Wednesday! So we are half way through the week!
Nov 24, 2021 14:48:39 GMT
cmherndon79: Morning! In the US it is like a Friday. Tomorrow is US Thanksgiving and most people have Friday off as well.
Nov 24, 2021 15:24:57 GMT
Everything C64: Happy Thanksgiving to all our American friends!
Nov 25, 2021 13:22:51 GMT