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General Category => Games => Topic started by: rexbeng on 21:37, 31 March 24

Title: Hypernoid Zero
Post by: rexbeng on 21:37, 31 March 24
Anyone wondering what Bitplane Technomantes have been up to lately? Check this out at Pouet (https://www.pouet.net/prod.php?which=96582). Released at Revision 2024 game compo.

DSK & PDF with instructions: http://www.roudoudou.com/export/cpc/hypernoid_Zero_v1.2.7z (http://www.roudoudou.com/export/cpc/hypernoid_Zero_v1.2.7z)

(https://content.pouet.net/files/screenshots/00096/00096582.png)
Title: Re: Hypernoid Zero
Post by: flibblesan on 21:44, 31 March 24
Saw this on the Revision stream. Looks absolutely fantastic. 

Great work everyone involved! 
Title: Re: Hypernoid Zero
Post by: Saberman on 21:59, 31 March 24
Awesome game. Gameplay:
Title: Re: Hypernoid Zero
Post by: rexbeng on 22:12, 31 March 24
@Saberman : I forgot to include the instructions' PDF! As with Cybernoid, you change secondary weapons with numbers 1-4.

Get file including PDF at http://www.roudoudou.com/export/cpc/hypernoid_Zero_v1.2.7z (http://www.roudoudou.com/export/cpc/hypernoid_Zero_v1.2.7z)

Emulator gameplay recording that was screened during the compo. The emulator used is ACE-DL by Roudoudou.
Title: Re: Hypernoid Zero
Post by: Anthony Flack on 23:40, 31 March 24
A Cybernoid-em-up! This was unexpected. You guys and your sneaky developments, haha. No teaser trailers for Bitplane Technomantes. Ghost NOP looks fantastic as well. 

Damn, I was supposed to be programming today.
Title: Re: Hypernoid Zero
Post by: lmimmfn on 04:43, 01 April 24
This looks amazing, well done all involved, can't wait to try it.
Title: Re: Hypernoid Zero
Post by: XeNoMoRPH on 05:58, 01 April 24
Hi @rexbeng  !!!
First of all, congratulate the development team for this fantastic game... I think it deserves a physical edition.  :D

Title: Re: Hypernoid Zero
Post by: dodogildo on 07:54, 01 April 24
Looks juicy!
Can't wait to try it on real hardware! 
I don't want to spoil the moment on emulation  :)
Title: Re: Hypernoid Zero
Post by: Gryzor on 08:29, 01 April 24
Just wow. Must definitely find some time to play this!
Title: Re: Hypernoid Zero
Post by: HAL6128 on 09:42, 01 April 24
Nice piece of art & sound! Just watched the video and it looks so professional programmed (smooth movements) and lots of graphical details (explosions, barriers, background, sprites), fitting music... that is fantastic!
Title: Re: Hypernoid Zero
Post by: Xyphoe on 12:10, 01 April 24
Absolutely stunning! A lovely surprise and treat - wow an absolutely brilliant production, amazing to see Axelay / Rexbeng / TometJerry back together again! <3
The Amstrad community thanks you!


Just to clarify ... this is an early demo version right? Not the full completed game? (Hence "Zero" in the name)

Some places online are reporting it as a whole new game.

I had a little play and reached a room that had no obvious exit - just 4 powerups and no enemies, and I couldn't progress further.
Title: Re: Hypernoid Zero
Post by: rexbeng on 12:32, 01 April 24
Thanks all for the good words. We won the third place in the Revision gamedev compo, which I think is a first for CPC (then again, Ghost Nop won 1st place oldschool demo compo which was also first!).

@Xyphoe is it a room with 'directional markings' on the wall? Look around for how to change their direction.

Also, guys, dont jump to assumptions. Hypernoid Zero is exactly what it is. A game that was done to participate in a compo. :)
Title: Re: Hypernoid Zero
Post by: dodogildo on 13:00, 01 April 24
Finally played it today on real hardware. A real gem! But have to admit: it's quite hard even in the easiest difficulty setting.  :picard:
Title: Re: Hypernoid Zero
Post by: Gryzor on 13:31, 01 April 24
Quote from: dodogildo on 13:00, 01 April 24Finally played it today on real hardware. A real gem! But have to admit: it's quite hard even in the easiest difficulty setting.  :picard:
Yup, when people complain about Cybernoid just show them this... 
Title: Re: Hypernoid Zero
Post by: VincentGR on 15:45, 01 April 24
3d place? What was the competition?
Do they know what they saw?
Smooth scrolling and sprites on backgrounds on a CPC    :-X
Title: Re: Hypernoid Zero
Post by: Gryzor on 15:56, 01 April 24
Yeah I wanna see #1 and 2...
Title: Re: Hypernoid Zero
Post by: rexbeng on 17:02, 01 April 24
Errrr... what... scrolling..?
Title: Re: Hypernoid Zero
Post by: Shaun M. Neary on 17:46, 01 April 24
Welcome back! Looks like this was worth four years! :D
Title: Re: Hypernoid Zero
Post by: VincentGR on 17:51, 01 April 24
Software sprite scrolling.
Title: Re: Hypernoid Zero
Post by: Anthony Flack on 22:58, 01 April 24
The game is fantastic. I never got into the original Cybernoids for whatever reason, but this is great.

Interesting to see BT doing something a little bit more tactical and puzzley rather than a pure shmup for a change. All aspects of the presentation are obviously top quality, the coding is beautiful as always and Rexbeng once again works magic with the CPC's garish colour palette and manages to make it look tasteful. I can't think of anybody working in the retro scene right now with a more immediately identifiable art style, and it looks even better on a real CPC. Paul's design work as always is more than equal to his coding skill, which is why a new BT game is always something to celebrate.

It doesn't seem to like my RetroRadionics two-button joystick, though. In three button mode (on an original 6128) , button 1 fires, button 2 fires your special, and EVERY input on the joystick (up/down/left/right/fire1/fire2) advances your special selector. Looking at the stick inputs in BASIC the stick seems to be functioning just fine, up-down-left-right-X-Z, no button 3 triggering. So I don't know what's up there. It could be a longstanding issue and this is the first game I've played that has tried accessing the third button I guess.

Putting the game in one-button mode, everything works fine; actually button 2 still works for firing the special. This would be perfect if I didn't keep accidentally firing the special by holding down button 1 for too long. Apart from that, and a small typo on the instruction PDF (enemy fire options are listed as heavy/standard/heavy instead of heavy/standard/light), it's hard to fault.

How great does that status panel look? Colour splits everywhere, very clever. The way the counters work is really cool too.

Title: Re: Hypernoid Zero
Post by: rexbeng on 07:00, 02 April 24
@Anthony Flack,  thanks for the nice words. Appreciated. :)

In fairness, BPTM crew has worked on a "more tactical / non shooter" before, albeit not under the BPTM label (link (https://demozoo.org/productions/133094/)). I just made the connection and, funnily enough HZ is a '40 years anniversary' release for the CPC, while MB was a '30 years anniversary' (even if it missed the year mark by 1 month) release. So perhaps it's something about 'anniversaries'..?

Thanks for the input on controls, we are taking notes.

The control panel is in EGX mode. Per line swaps between mode 1 and mode 0.
Title: Re: Hypernoid Zero
Post by: rexbeng on 07:23, 02 April 24
Solid performance by Metr; He only explored about half the map though!
Title: Re: Hypernoid Zero
Post by: roudoudou on 07:31, 02 April 24
Quote from: rexbeng on 07:23, 02 April 24Solid performance by Metr; He only explored about half the map though!

Amstrad Maniaque finished the game in a few minutes ^_^

Title: Re: Hypernoid Zero
Post by: rexbeng on 07:42, 02 April 24
Cool! Good job at revealing the BPTM logo at 8:55! Still there's a few rooms he missed! Great opportunity to make another video! :P
Title: Re: Hypernoid Zero
Post by: Anthony Flack on 07:50, 02 April 24
Quote from: rexbeng on 07:00, 02 April 24The control panel is in EGX mode. Per line swaps between mode 1 and mode 0.

Ah! I guess this must be one of the only in-game uses of this trick we've seen besides the (extremely underrated) Imperial Mahjong. It looks superb.
Title: Re: Hypernoid Zero
Post by: Shaun M. Neary on 08:49, 02 April 24
Quote from: roudoudou on 07:31, 02 April 24
Quote from: rexbeng on 07:23, 02 April 24Solid performance by Metr; He only explored about half the map though!

Amstrad Maniaque finished the game in a few minutes ^_^


How long did it take him to find the cheat mode?  :laugh: :laugh:
Title: Re: Hypernoid Zero
Post by: Metr on 09:54, 02 April 24
Quote from: rexbeng on 07:23, 02 April 24Solid performance by Metr; He only explored about half the map though!

As I selected the Low bounty option and couldn't buy upgrades at the armoury, I decided to go straight for the boss in area 2 and skipped the rear gun on the left route and the satellite below. Upper is blocked and couldn't find more rooms. If I missed more rooms there I'll check again! :D
If there is any way in the 7th? room of the first area to change the direction of the arrows I couldn't find it. Tried to kill everything there using weapon 2. Unless it requires backtracking/find a switch..
Love the feeling playing the game, and details like the map in the briefing screen and the HUD. You did an amazing job! Need more of it!  :laugh:
Title: Re: Hypernoid Zero
Post by: rexbeng on 10:06, 02 April 24
@Metr  Well... You have to pay attention to the scenery. I know it is hard with all the action going on, but usually walls follow the paths that connect rooms. You did discover the arrows in room 7, so you already know what to do. Bounce shots sometimes help to reveal things, so it might be worth to waste a few. Also, you accidentally ALMOST discovered a secret in your playthru, but you didn't notice it.

Thanks for the words. Happy you like the game, we were starting to doubt there are any real gamers left in the world and ready to drop everything and create a walking sim. Or at least a trailer of it! ;D
Title: Re: Hypernoid Zero
Post by: Nich on 10:44, 02 April 24
Quote from: rexbeng on 07:00, 02 April 24I just made the connection and, funnily enough HZ is a '40 years anniversary' release for the CPC, while MB was a '30 years anniversary' (even if it missed the year mark by 1 month) release. So perhaps it's something about 'anniversaries'..?
I had always believed that Megablasters: Escape from Castle in the Clouds was released to mark the 20th anniversary of the original Megablasters by Odiesoft - although that anniversary was also missed by one year.
Title: Re: Hypernoid Zero
Post by: rexbeng on 10:49, 02 April 24
Quote from: Nich on 10:44, 02 April 24
Quote from: rexbeng on 07:00, 02 April 24I just made the connection and, funnily enough HZ is a '40 years anniversary' release for the CPC, while MB was a '30 years anniversary' (even if it missed the year mark by 1 month) release. So perhaps it's something about 'anniversaries'..?
I had always believed that Megablasters: Escape from Castle in the Clouds was released to mark the 20th anniversary of the original Megablasters by Odiesoft - although that anniversary was also missed by one year.
In fact it was a double anniversary (in one room the wall-tiles form a '464' sign).  ;D
Title: Re: Hypernoid Zero
Post by: Metr on 11:58, 02 April 24
Quote from: rexbeng on 10:06, 02 April 24@Metr  Well... You have to pay attention to the scenery. I know it is hard with all the action going on, but usually walls follow the paths that connect rooms. You did discover the arrows in room 7, so you already know what to do. Bounce shots sometimes help to reveal things, so it might be worth to waste a few. Also, you accidentally ALMOST discovered a secret in your playthru, but you didn't notice it.

Thanks for the words. Happy you like the game, we were starting to doubt there are any real gamers left in the world and ready to drop everything and create a walking sim. Or at least a trailer of it! ;D
Oh, you were right, I ALMOST discover that Rear Gun  :picard::laugh:

Edit: Found the way to the 7th screen. Missing the way to the area 2 upper way I supose!
Title: Re: Hypernoid Zero
Post by: rexbeng on 12:40, 02 April 24
Quote from: Metr on 11:58, 02 April 24Edit: Found the way to the 7th screen. Missing the way to the area 2 upper way I supose!

There is no going across the area 2 upper room. It's purpose it only the storytelling. :)
Title: Re: Hypernoid Zero
Post by: Shaun M. Neary on 20:32, 02 April 24
Any chance us tape loading fanatics can get a CDT version please? Or is it too much of a multiload nightmare? (About to load the dsk here)
Title: Re: Hypernoid Zero
Post by: rexbeng on 21:24, 02 April 24
Quote from: Shaun M. Neary on 20:32, 02 April 24Any chance us tape loading fanatics can get a CDT version please? Or is it too much of a multiload nightmare? (About to load the dsk here)
If I get some free time and energy, I can make a trailer of it. It should be enough! ;D
Title: Re: Hypernoid Zero
Post by: Anthony Flack on 21:36, 02 April 24
All of this talk about game trailers is reminding me that I actually HAVE TO make a game trailer this week as part of my job. I hate making game trailers! I hate doing marketing! The best thing about the CPC scene is that it's small enough that you don't need to do any of that. If you make a good game people will not fail to notice. But also, nobody who isn't in the Amstrad scene is going to care either way. So really, building hype for a CPC release serves no purpose, unless you're just looking for encouragement. 
Title: Re: Hypernoid Zero
Post by: Axelay on 00:20, 03 April 24
Thanks everyone for the feedback.

Quote from: Anthony Flack on 07:50, 02 April 24
Quote from: rexbeng on 07:00, 02 April 24The control panel is in EGX mode. Per line swaps between mode 1 and mode 0.

Ah! I guess this must be one of the only in-game uses of this trick we've seen besides the (extremely underrated) Imperial Mahjong. It looks superb.

Yes, I really liked the EGX mode in Imperial Mahjong and have had it in the back of my mind to use it for something if the opportunity arose for some time.

Quote from: Shaun M. Neary on 20:32, 02 April 24Any chance us tape loading fanatics can get a CDT version please? Or is it too much of a multiload nightmare? (About to load the dsk here)
I think you'd spend far too much time hearing tape loading noises.  It needs to load the menu after each game, which is almost the size of an uncompressed loading screen, and each block of stage data is over 20kb.  I don't think it would be much fun to play on that format.
Title: Re: Hypernoid Zero
Post by: Shaun M. Neary on 10:14, 03 April 24
Quote from: Axelay on 00:20, 03 April 24
Quote from: Shaun M. Neary on 20:32, 02 April 24Any chance us tape loading fanatics can get a CDT version please? Or is it too much of a multiload nightmare? (About to load the dsk here)
I think you'd spend far too much time hearing tape loading noises.  It needs to load the menu after each game, which is almost the size of an uncompressed loading screen, and each block of stage data is over 20kb.  I don't think it would be much fun to play on that format.
Perfectly understandable, thanks for the explanation. :)
Title: Re: Hypernoid Zero
Post by: merman on 11:52, 03 April 24
Excellent work, graphics are superb and tough gameplay.
It does say the time feature is currently not implemented, so... there is scope for a fuller release  ;D
Title: Re: Hypernoid Zero
Post by: lmimmfn on 11:56, 03 April 24
Quote from: Gryzor on 15:56, 01 April 24Yeah I wanna see #1 and 2...
All the results are here - https://www.demoparty.net/revision/revision-2024/results.html
#1 Glubble on the Amiga - https://www.pouet.net/prod.php?which=96577
#2 Skilander for the PC - https://www.pouet.net/prod.php?which=96636

Tbh i think Hypernoid Zero is better than those 2  ;D
Title: Re: Hypernoid Zero
Post by: Gryzor on 12:18, 03 April 24
Quote from: lmimmfn on 11:56, 03 April 24
Quote from: Gryzor on 15:56, 01 April 24Yeah I wanna see #1 and 2...
All the results are here - https://www.demoparty.net/revision/revision-2024/results.html
#1 Glubble on the Amiga - https://www.pouet.net/prod.php?which=96577
#2 Skilander for the PC - https://www.pouet.net/prod.php?which=96636

Tbh i think Hypernoid Zero is better than those 2  ;D
Glubble is a really nice puzzle game but... come on, it's a static puzzle game. Nothing groundbreaking and certainly not very impressive?
Skilander - I don't understand why, really. 
Title: Re: Hypernoid Zero
Post by: lmimmfn on 12:29, 03 April 24
Quote from: Gryzor on 12:18, 03 April 24
Quote from: lmimmfn on 11:56, 03 April 24
Quote from: Gryzor on 15:56, 01 April 24Yeah I wanna see #1 and 2...
All the results are here - https://www.demoparty.net/revision/revision-2024/results.html
#1 Glubble on the Amiga - https://www.pouet.net/prod.php?which=96577
#2 Skilander for the PC - https://www.pouet.net/prod.php?which=96636

Tbh i think Hypernoid Zero is better than those 2  ;D
Glubble is a really nice puzzle game but... come on, it's a static puzzle game. Nothing groundbreaking and certainly not very impressive?
Skilander - I don't understand why, really.
Im with you there, Glubble looks fun but for an Amiga game(and no offense to the coders) but i think its quite simplistic.
Perhaps we're being too harsh and its a case of need to play them first to understand.

*EDIT* Regarding Glubble, its a remake of PC game Yugo Puzzle which when you look at it the Amiga game is quite an improvement over the original - https://qrostar0.itch.io/yugo-puzzle
Title: Re: Hypernoid Zero
Post by: cwpab on 12:37, 03 April 24
This game is not my style, but the graphics and speed are so good I can't believe it's for the Amstrad CPC.

Quick question... How long did Hypernoid Zero take to program?
Title: Re: Hypernoid Zero
Post by: cwpab on 13:45, 03 April 24
About the games that finished 1st and 2nd:
- The Amiga puzzle game seems fun, but it's a port and it's not very complex or spectacular. Good one, but perhaps not to win a contest.
- The MS-DOS ski game also seems fun, but it was made with the Build engine and seems a bit repetitive and ugly.

My explanation is that Amiga intense fans voted the puzzle game, and others (perhaps many retro FPS fans among them?) voted the ski game because it was original and fun. Hypernoid Zero seems a bit hard on first sight, with pseudo-bullet-hell moments. I wonder if this feeling is confirmed when you play.
Title: Re: Hypernoid Zero
Post by: Gryzor on 14:21, 03 April 24
Yeah I suspect you're correct on both counts. The Ski one is fun but I wouldn't see it winning any compos! HZ, no matter whether you like the particular kind of game, is really really impressive and well executed...
Title: Re: Hypernoid Zero
Post by: Anthony Flack on 20:34, 03 April 24
Yeah I have to say I wan't too impressed with the judging that decided this game was less impressive than a simple Build Engine mod, but that's competitions for you. 
Title: Re: Hypernoid Zero
Post by: Axelay on 00:39, 04 April 24
Quote from: cwpab on 12:37, 03 April 24Quick question... How long did Hypernoid Zero take to program?

It is not possible to give a meaningful answer to that, sorry.  It was started just over four years ago, but there were some extended periods adding up to maybe two years in that time where I didn't code at all.  Then in the time I was coding, I could spend anything from maybe 8 hours in a week on it at most, right down to no time at all.  So I don't really have an idea of actual time spent.
Title: Re: Hypernoid Zero
Post by: Xyphoe on 05:50, 04 April 24
Quote from: rexbeng on 12:32, 01 April 24Thanks all for the good words. We won the third place in the Revision gamedev compo, which I think is a first for CPC (then again, Ghost Nop won 1st place oldschool demo compo which was also first!).

@Xyphoe is it a room with 'directional markings' on the wall? Look around for how to change their direction.

Also, guys, dont jump to assumptions. Hypernoid Zero is exactly what it is. A game that was done to participate in a compo. :)

Ahh my mistake, I had without realising got into the 'armoury' and thought that was the end of the game or demo. I didn't know you had to push 'down' in the middle of the floor to exit it.

I had assumed by adding 'Zero' on the name of the game, like other games I had played (like "Rogue Declan Zero" on the Amiga, which is now finally released as "Rogue Declan") that this was a pre-release demo and that you were still working on it - and I had reached the end, and there was more to come in a future release. My bad! Please ignore my previous posts questions.
Title: Re: Hypernoid Zero
Post by: rexbeng on 06:37, 04 April 24
Quote from: Xyphoe on 05:50, 04 April 24I had assumed by adding 'Zero' [...]
Hey, no worries at all! Yeah, it's fair to assume that, I guess, but was decided to put a subtitle much like with Corsair Trainer to suggest the small length of the game(s), that's all. With 'jump to assumptions,' I just wanted to clarify that people shouldn't regard this as a 'demo' of a 'game coming soon,' as the same had happened with Corsair. In that instance, I had even read somewhere that the game was scheduled to be released at Christmas following the 'Trainer' release!  :)

And speaking for myself, TBH, I don't really enjoy this 'building hype' culture that's been a thing lately, so, yeah...  :)
Title: Re: Hypernoid Zero
Post by: Axel on 17:57, 06 April 24

I am fascinated by the special graphic style. 
At first I even thought about whether there was a trick to create "new" colors! 
Also looks very fine for Mode 0. 
Very elegant and technically outstanding.
Title: Re: Hypernoid Zero
Post by: rexbeng on 18:44, 10 April 24
As far as I am aware, this is the only video playthru that covers 100% of the game map. All rooms, secret paths, hidden pickups.

Title: Re: Hypernoid Zero
Post by: DataPro on 14:51, 16 April 24

2.15.0.0
I must find free time to try this one !
Thanks to authors for feeding my hungry CPC with marvelous new stuff!
Title: Re: Hypernoid Zero
Post by: DataPro on 12:41, 19 April 24
I tryed it yesterday.
The game is stunning !
Beautiful graphics,excellent display technique and nice design.

But it's quite difficult :laugh:
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