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C64anabalt [16kb Cartridge]   [2011]

C64anabalt [16kb Cartridge] Released by :

Release Date :
1 December 2011

Type :
C64 Game

The official Canabalt C64-Version

Website :

Released At :
RGCD C64 16KB Cartridge Game Development Competition 2011

Achievements :
C64 Game Competition at RGCD C64 16KB Cartridge Game Development Competition 2011 :  #2

User rating:*********_  8.9/10 (25 votes)   See votestatistics

Credits :
Code .... Paulko64
Music .... Ghormak
Test .... Heavy Stylus of Avatar, RGCD

SIDs used in this release :

Download :

Look for downloads on external sites:

User Comment
Submitted by Heavy Stylus on 7 December 2011
Added a project page to www.rgcd.co.uk: http://www.rgcd.co.uk/2011/12/c64anabalt-c64-2011.html
User Comment
Submitted by iceout on 4 December 2011
Amazing conversion of a great game.
User Comment
Submitted by Heavy Stylus on 4 December 2011
Thanks encore! ;)

This is a vid of the FINAL cart version featuring encore's music. Paul has also improved the algorithms to avoid the problems highlighted in the comments here :)
User Comment
Submitted by Yogibear on 3 December 2011
Fine version!
User Comment
Submitted by Joe on 2 December 2011
Although I found the unofficial version to be very nice as a translation, this version is closer to the original, the graphics and especially the scale relation between the figure and surrounding slabs, floor and door hights looks adequate. Fantastic work!
User Comment
Submitted by Heavy Stylus on 2 December 2011
@ Fierman: That's really odd - I've been playing it for some time on hw and never seen any stuttering. Could you record a video of the behaviour?
User Comment
Submitted by Fierman on 1 December 2011
@Paulko64: on my PAL c64 + 1084 it seems the scroller skips a frame sometimes. Hard to explain, but I did not notice this in mrsid's version.
User Comment
Submitted by e5frog on 1 December 2011
@TheRyk Just don't jump and the player (if at adequate speed) will fall through the window of the next building - it's a tricky one.

Is there anything left to do, will there be a larger version? I was a bit bugged that the birds fly away one at the time instead of one and then all the other ones... and some parallax scroll.
User Comment
Submitted by Mactron on 1 December 2011
skoe: i found a solution to fix the header by myself miliseconds before. But thanks for uploading the fix here anyway ;)
User Comment
Submitted by Skoe on 1 December 2011
I uploaded a CRT file with the header fixed. The problems were the ones described by n2c in the forum. Now it works in cartconv and on EasyFlash too. We'll fix vice soon to refuse such buggy files :P
User Comment
Submitted by Paulko64 on 1 December 2011
@Fierman: What do you mean with the scrolling stutters a bit? On my original PAL-c64 it's silky smooth?
User Comment
Submitted by Tom-Cat on 1 December 2011
If any1 wants to enjoy this version with the Encore music in the background here is a quick hack for you:


Paul - if you want this removed just say and I will remove it. But it is SOOOO good with the "original" music :)
User Comment
Submitted by Mactron on 1 December 2011
Great game, indeed. But unfortunaly the crt-header is faulty. It didn't fit the authentic crt-format.Look here: http://noname.c64.org/csdb/forums/?roomid=12&topicid=88403#88404
Maybe there is hope for a fix ?

User Comment
Submitted by Fierman on 1 December 2011
Works perfect on the real thing here. Indeed, not easyflash compatible, but since no-one claimed it would be, no problem. (which goes for most eprom images btw)

Nice work on the game, can't really tell which version I liked best, both have it's ups and downs. I did find the scrolling in this version somewhat imperfect though. It stutters a bit.
User Comment
Submitted by Heavy Stylus on 1 December 2011
I've only tested it on a 16KB cart pcb with eeprom. I don't have access to an easyflash here - sorry :(
User Comment
Submitted by Mactron on 1 December 2011
Won't run on the real thing here.
Testet with C64C and Easyflash. Easyprog reports a standard 8K crt and DCM dislike the file too. Can anybody copy this ?
User Comment
Submitted by Paulko64 on 1 December 2011
My version is based on the flash original which also only has 1 type of normal building. Only for the iOS version did Adam add different tiles for the normal buildings.
Regarding memory usage, I first used PUcrunch to crunch the program, which left me only 1byte for the 16kb cartridge version (I even removed character definitions that I didn't use)! Indeed, that's also why the birds only fly to the left...
However, I underestimated the power of exomizer, since that gave me more than 1kbyte left! However, I didn't have the motivation to add more features in the last week ;-)
I'll see how encore's soundtrack fits into my version...
User Comment
Submitted by Heavy Stylus on 1 December 2011
Hey Mr SID - that's cool :) I'll talk with Paulko64 about this more and perhaps even offer the opportunity for people to buy either the Ghormak or Encore soundtrack carts. Sorting out royalties might become more confusing as a result, but I reckon it could be worth it :)

This game uses nearly all the space available in 16KB - so I assume that's why this version is limited to three building types (collapsing, crane and standard).
User Comment
Submitted by Mr. SID on 1 December 2011
That's fine with my if encore agrees. But personally I'd also like to see the sound effects being added. They add a lot of atmosphere during the quiet parts of the music.
User Comment
Submitted by Heavy Stylus on 1 December 2011
I tell you what would be amazing - if for the post-compo final retail version we could get Encore on board to implement his music in the game. That would be pure awesome and Adam Atomic would approve for sure. Mr SID / Encore - would that be ok with you? I'll see if I can chat with Paul about this.
User Comment
Submitted by Mr. SID on 1 December 2011
I like this version a lot. It looks much better than mine (even with the low-res background) and everything's smooth, even the collapsing buildings.

But I was wondering why there's only one type of building and why the doves always fly to the left. Is this because of memory reasons?

Thumbs up, now I'll have to finish my port of VVVVVV. :)
User Comment
Submitted by Tom-Cat on 1 December 2011
Very nice. :) I like this version a lot too - and so far no bugs with jump key/fire button detection as in mr.sid version.

The only thing I like more in mr.sid version is the music - so I hacked it into this version. Ultimate experience ;-)
User Comment
Submitted by Paulko64 on 1 December 2011
It's not a bug, it's a feature ;-)
This simply means you're running too slow, since the whole building generation mechanism is based on player-speed...
User Comment
Submitted by Wile Coyote on 1 December 2011
Great conversion.
I travel further in C64anabalt than the other other conversion of the same game.
User Comment
Submitted by TheRyk on 1 December 2011
Sorry to say this, but this version is not as good as the Mr SID version.

I know even the ori game IS not always very fair. But in this version there are some situtations wich are simply ridiculously impossible if you ask me.

Have a look at the left part of this picture and tell me how the player is supposed to reach the window at average speed:

Moreover, the parallax scrolling is not really THAT amazing to me.

However, you're a good coder. Keep it up, Paulko. Lookin' forward to a final Version of VVVVVV.
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