Showing posts with label turbotomato. Show all posts
Showing posts with label turbotomato. Show all posts

Saturday, 31 July 2021

Turbo Tomato: RELEASED

31ST JULY 2021 - TURBO TOMATO RELEASED

NIVRIG GAMES and BITMAP SOFT are proud to announce the immediate availability of the deluxe boxed edition of TURBO TOMATO, a high-explosive arena battle game for the Classic Amiga platform.

Do battle with increasingly dangerous mutant fruits, vegetables and other things across four distinct worlds, as Turbo and Nitra Tomato seek to uncover the truth behind the terrible events in their once-idyllic home. Can you save The Garden?

Coming in a fanstastic professionally produced box, complete with ketchup-red floppy disk and other goodies, this is a must-have purchase for any Amiga gamer or collector.

Fruit has never been so much fun! Grab your copy today:
https://www.bitmapsoft.co.uk/product/turbo-tomato/

Features

  • Fast one or two player co-op action
  • 35+ levels across four distinct worlds
  • 40+ enemy types and 4 bosses to battle
  • Online global high score table
  • Level code system
  • Art by Stoo Cambridge and Chris McCauley
  • Full soundtrack by Mark “TDK” Knight
  • Explosions! So many beautiful explosions!

Press & Further Information

Please direct all enquiries to support@bitmapsoft.co.uk
NIVRIG GAMES may be contacted at hello@nivrig.com
Visit https://nivrig.com and https://nivrig.itch.io/turbo-tomato
Access the Press Kit


Friday, 16 July 2021

Turbo Tomato: Golden Delicious

 Turbo Tomato has gone gold!

Turbo Tomato Gold Master

Yes, I know. "Gold Master" doesn't apply to floppy disks, and that's a HD disk that some Amigas will have trouble reading, and I didn't even need to make a floppy at all, but I had a yellow floppy and couldn't resist making the Gold Master joke.

Over the past weeks the game has been tested and tweaked, tuned, polished and bugfixed to an intense degree. Testers Tony and Niko have done an amazing job!

The disk image has now been submitted to Bitmap Soft for final production of the boxed editions. These look fantastic, by the way.

Turbo Tomato will be available to order on 31st July 2021.

 In grand Amiga tradition, that's just two more weeks...stay saucy!

 

Tuesday, 1 June 2021

Turbo Tomato: Amiga Bill Interview

I had the pleasure of being a guest on Amiga Bill's fantastic Amiga Twitch stream recently, where we spent a couple of hours playing and chatting about the history and forthcoming release of Turbo Tomato.

Tuesday, 6 April 2021

Turbo Tomato: Last Squeeze

An infinity of time has passed since the last devlog, but we're in the endgame now.

Monday, 18 January 2021

Amiga Ireland 2021

Amiga Ireland went online for 2021, for obvious reasons. It was a great event and saw the previous Dodgy Rocks records being DESTROYED in the high-score competition, and the first real public outing for Turbo Tomato. Thanks to everyone who took part.

Friday, 4 December 2020

Turbo Tomato: Montage Ketchup

Last time, well, who can remember that far back? Let's just crack on, shall we?

Tuesday, 8 September 2020

Turbo Tomato: Let's Get Physical

Turbo fans, it's finally, actually time. Time for the BIG NEWS.

https://www.bitmapsoft.co.uk/wp-content/uploads/2018/11/bitmapsoft_400x142.jpg

I am extremely excited to announce that Turbo Tomato is to be published as a deluxe boxed collectors edition by the smashing folks at BitmapSoft, with art by none other than the very talented Stoo Cambridge!

BitmapSoft are well known for the fantastic quality of their retro physical releases, such as the great looking Golden Wing, also for Amiga. Stoo Cambridge is of course known for his work on Amiga classics like Cannon Fodder and Sensible Golf. With a team like that you can be sure the final product will be top quality and a must-have for any Amiga collector.

On a personal note, having a physical release of one of my own games has been a dream of mine for a long time, probably ever since I saw Miner Willy and Monty Mole on television when I was a child. Now, only forty-odd years later, it's being realised. Amazing!

The release date is to be confirmed, but pencil in some free time in early 2021.

Stay tuned!

 


Friday, 4 September 2020

Turbo Tomato: World Complete

Last time, well, was some time ago, wasn't it?

I have been holding off posting this devlog to let some things happen so I could post about the BIG NEWS (remember that?).

Does that mean now is the time for the BIG NEWS?

Friday, 21 August 2020

Turbo Tomato: Perfectly Balanced

Progress in Turbo land has been less than turbo-charged of late, with a collection of outside commitments inconveniently inconveniencing me and keeping me away from working on the game as much as I'd like. Even so, progress has been made.

This time, I've started on the big play through.

Friday, 7 August 2020

Turbo Tomato: Looks Good

The last couple of posts have seen a slowdown in work on Turbo Tomato due to outside interference by life (how inconvenient).

This post is a week late, so you can imagine...

Friday, 24 July 2020

Turbo Tomato: Sounds Good

The previous devlog was a bit of a slow week in Turbo-land, but still, rough edges were shaved off the game and some great new music found its way in too.

This time is a similar story.

Friday, 17 July 2020

Turbo Tomato: Slow

Last time, I started to drag my 25-year old bag of bits into the present day with the addition of a few much needed features and the filling out of a few half-done ones.

This time, it's been a bit of a dull week in Turbo-land, with not a lot of space to fit in work on the game between various other commitments. But progress has been made nonetheless...

Friday, 10 July 2020

Turbo Tomato: Continue?

The previous devlog saw me diving in to some 68k assembler for the first time in a decade, and managing to make improvments to TT despite the 1997 me's hyper-optimisation efforts to make the code unchangeably complex.

Really, though, it was more of a toe-dip. This time we get in properly, and think about adding some modern conveniences to a twenty-plus year old game.

Friday, 3 July 2020

Turbo Tomato: 0xc0dedbad

In the previous devlog or two, I've been grinding through the work required to shift the bulk of the game graphics over to a better overall palette.

But now it's time to level up and dive into to the matrix.

Friday, 26 June 2020

Turbo Tomato: Making Enemies

The previous devlog was an adventure in choosing a new palette for the game.

Now, I get to deal with the consequences of that decision and make some enemies along the way.

Friday, 19 June 2020

Turbo Tomato: Colouring In

In the previous devlog, I discovered a seemingly small change to a level timer required a lot of extra work to make the changes in my VSCode development environment.

This week it was the same, only more.

Friday, 12 June 2020

Turbo Tomato: Maps and Levels

In the previous devlog I spent some time chopping out problematic features from the game in an attempt not to get sued and control the scope.

Now it's time to see what's left and start fixing it up.

Friday, 5 June 2020

Turbo Tomato: Killing Darlings

In the previous devlog, I wrote about recovering lost source files, setting up a modern development environment and finally creating the first new Turbo Tomato binary since 1997.

This week, I started making some inital modifications.

Saturday, 30 May 2020

Turbo Tomato: Up and Running

In the previous devlog, I wrote about the history of Turbo Tomato and why, now, after all this time, I was resurrecting it.

In this post I'll document the initial steps to get this old game running in a modern development environment. Many yaks are shaved along the way.

Friday, 15 May 2020

Turbo Tomato: Resurrection

Welcome to the first Turbo Tomato devlog of modern times!

This post will cover some background on the the game, its history, and how I've come to start looking at bringing it back from the dead.