This nod to R-Type looks pretty decent with this new version 1.1 release
The legendary Commodore 64 has just got another great Shoot 'em up for you to try, as retroteamgames has released the final version of their breakthrough prototype called Chrome Horizon. Far from a standard hobbyist…

The legendary Commodore 64 has just got another great Shoot 'em up for you to try, as retroteamgames has released the final version of their breakthrough prototype called Chrome Horizon. Far from a standard hobbyist project, this title aimed to prove that the "breadbin" still has untapped potential when paired with modern development workflows. In fact not only was this game written entirely in C using the Oscar64 compiler, but it has advanced Raster IRQ multiplexing, supporting 16+ simultaneous hardware sprites, ultra-smooth 50/60fps parallax scrolling logic and a custom SID music routine integration.
Chrome Horizon is a high-performance shoot 'em up that serves as the flagship project for the creator's book, "Modern Code, Classic Steel: Engineering Professional Action Games for the C64". The project invites players and developers alike to experience the power of modern C on classic 8-bit hardware, shattering the long-held myth that high-octane action requires pure Assembly language.
Gameplay Features:

- Multiple Levels: Navigate through distinct environments, each designed to test your reflexes and strategic movement.
- Advanced Weaponry: Collect power-ups to upgrade your ship’s firepower and dominate the screen.
- The Satellite System: Deploy and manage a tactical satellite for extra offensive capabilities and defensive cover.
- Epic Boss Fights: Face massive end-of-level guardians with unique attack patterns that require skill and timing to overcome.
Technical Additions/Features:
- This project is built using a custom high-performance engine written in C (Oscar64), achieving technical milestones usually reserved for pure assembly projects:
- Parallax Scrolling: Ultra-smooth multi-plane background movement at a constant 50/60fps.
- Sprite Multiplexing: Support for a high number of simultaneous hardware sprites without slowdowns.
- Custom SID Soundtrack: High-quality SID music and sound effects integrated for an immersive 80s arcade atmosphere.
- 4 levels, original audio, optimizations to eliminate flickering, and an improved title screen.
- The level maps have been extended by 30%, so that scrolling through a level now takes around 2 minutes.
- The levels have been divided into 4 sections. Each section has a checkpoint. When the player loses a life, he restarts from the last checkpoint he reached. This can slightly extend the time needed to complete a level. At the beginning of each checkpoint, there is a carrier transporting a power-up, so the player has a chance to regain an upgraded weapon.
- The enemy projectile behavior has been changed: previously, enemy shots traveled in a fixed direction; now they always aim toward the player’s spaceship. This increases the difficulty.
- The charge beam has been removed because it made the gameplay too easy.
- The satellite has been removed because its shielding effect made the gameplay too easy.
- All enemy waves across all levels have been rebalanced.
- Boss projectile speed has been increased, making bosses more difficult to defeat.
- Completing a level now awards the player an extra life.
- The flickering along the dividing line between the terrain and the upper map has been eliminated.
Links :1) Source
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