Randoom Ancient Stones [C64]

English version below ↷

Historia

En los confines de la tierra y el tiempo, los templos sagrados erguidos con piedras ancestrales custodian el arcano susurro de la vida misma. Un secreto tan antiguo como las estrellas. Sus guardianes, los invencibles Centinelas forjados en la fragua de la eternidad, protegen este misterio con un celo infinito. Sin embargo, un aventurero de alma audaz descubrió su única debilidad: El fulgor de su color.

¡Embárcate en una odisea épica, atraviesa los templos sagrados, reduce a los Centinelas a polvo, reclama las Diez Llaves Vitales y desvela el secreto que yace más allá del velo del destino!

El juego

Nuestro objetivo es absorber el espíritu de todos los centinelas que nos vayan apareciendo a través de los 10 templos sagrados. Cada templo consta de 3 pantallas que comparten escenario, pero difieren en la configuración de sus plataformas. Cada centinela tiene un color único y debemos capturarlo en un orden concreto. El color del jugador marca el siguiente enemigo que debemos capturar y si chocamos con uno diferente perderemos una vida. Una vez capturados todos los centinelas, aparecerá una puerta estelar que deberemos atravesar para acceder al siguiente nivel.

Controles

El control se efectúa usando el Joystick conectado al puerto #2 y utiliza la siguiente configuración: Izquierda / Derecha & Salto

Créditos

  • Programación: Dozznar
  • Concepto y Mecánicas: Dozznar & Errazking
  • Gráficos: Errazking
  • Música: Narcisound
  • SFX: Dozznar
  • Diseño de Portada: David Oroz
  • Pruebas NTSC: Kabuto
  • Rutina bitmap+samples: Darro
  • Asistente de diseño: Netmfll
  • Manual: Errazking, Netfmll & Josepzin
  • Testeo: Fremen, Danny Quest, Kabuto, Errazking, Netfmll, Bovirtual, Bieno, Pedro Urán y Carlos Zubieta.

Agradecimientos

Agradezco al grupo de Telegram de Commodore 64 Club y Commodore manía su “Feedback” y apoyo durante todo el desarrollo.

Commodore 64 Club: (Twitch / Youtube) Danny Quest, Kabuto, Bovirtual, Pedro Urán, Netfmll, David Mínguez, Carlos Zubieta, Celiddoro, Héctor Sánchez y José Viruete.

Commodore manía: (Foro / Youtube) Bieno, Josepzin, Skyberron, Fremen, Errazking, José María Rodríguez, Esteban Trujillo, Alex y Javi Ortiz.

Mención especial a Josepzin y Bieno por su incansable trabajo en las webs y foros de Commodore manía y Commodore Plus, y a Fremen por su valioso Feedback y testeo durante el proyecto.

Quiero mencionar también a Carlos Zubieta (Zub), paisano y desarrollador del Mazinger para C64, por sus consejos técnicos sobre el raster y la apertura de bordes.

Por supuesto, mencionar y agradecer a Drmortalwombat su trabajo con el excelente compilador Oscar64 y la publicación del código fuente de sus ejemplos y juegos, material de incalculable valor para quienes nos hemos animado a programar en este entorno.

Por último, mencionar a Skyberron por su interés por el Commodore y el compilador Oscar64, lo que le ha llevado a crear diversos juegos y su canal de su canal deTwitch donde programa en directo y podemos intercambiar impresiones.

Quiero dedicar este juego a mi compañero Antonio Liberal (Vulgus IV). Gracias a él, pude empezar a hacer mis primeros “pinitos” con el lenguaje C en Commodore 64.

English version:

Story

In the farthest reaches of earth and time, the sacred temples, erected with ancestral stones, safeguard the arcane whisper of life itself. A secret as ancient as the stars. Their guardians, the invincible Sentinels, forged in the forge of eternity, protect this mystery with endless zeal. However, an adventurer of bold spirit discovered their only weakness: the radiance of their color.

Embark upon an epic odyssey, traverse the sacred temples, reduce the Sentinels to dust, claim the Ten Vital Keys, and unveil the secret that lies beyond the veil of fate!

The game

Our objective is to absorb the spirit of all the Sentinels that appear throughout the 10 sacred temples. Each temple consists of 3 screens that share the same stage but differ in the configuration of their platforms. Each Sentinel has a unique color, and must be captured in a specific order.

The player’s color indicates the next enemy we must capture, and if we collide with a different one, we’ll lose a life.

Once all Sentinels have been captured, a stargate will appear, that we must pass through to access the next level.

Controls

The game is controlled using the Joystick in port #2 with the following configuration: Left / Right & Jump

Credits

  • Programming: Dozznar
  • Game Mechanics: Dozznar & Errazking
  • Graphics: Errazking
  • Music: Narcisound
  • SFX: Dozznar
  • Epilogue Text: Netfmll
  • Cover Design: David Oroz
  • NTSC Testing: Kabuto
  • Bitmap+Samples Routine:Darro
  • Manual: Errazking, Netfmll & Josepzin
  • Testing: Fremen, Danny Quest, Kabuto, Errazking, Netfmll, Bovirtual, Bieno, Pedro Urán y Carlos Zubieta.

Acknowledgments

I would like to thank the Commodore 64 Club and Commodore Mania Telegram groups for their feedback and support throughout development.

Commodore manía: (Foro / Youtube) Dany Quest, Kabuto, Bovirtual, Pedro Urán, Netfmll, David Míguez, Carlos Zubieta, Celiddoro, Héctor Sánchez, José Viruete.

Commodore manía: (Foro / Youtube) Josepzin, Bieno, Skyberron, Fremen, Errazking, José María Rodríguez, Esteban Trujillo, Alex, Javi Ortiz.

Special mention to Josepzin and Bieno for their tireless work on the Commodore manía and Commodore Plus websites and forums, and to Fremen for his valuable feedback and testing throughout the project.

I'd also like to mention Carlos Zubieta, a fellow countryman and developer of Mazinger for the C64, for his technical advice on raster and border opening.

Of course, I'd like to thank Drmortalwombat for his work on the excellent Oscar64 compiler and for publishing the source code for his examples and games, invaluable material for those of us who have decided to try programming in this environment.

Finally, I'd also like to mention Skyberron for his interest in the Commodore 64 and the Oscar 64 compiler, which has led him to create several games and a Twitch channel where he programs live and we can exchange ideas. 

I want to dedicate this game to my colleague Antonio Liberal, Vulgus IV. Thanks to him, I was able to start my first steps with C on the Commodore 64.




Updated 3 hours ago
Published 5 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 4.8 out of 5 stars
(6 total ratings)
AuthorPícaro Games
GenrePlatformer
Tags2D, 8-Bit, Commodore 64, Pixel Art, Retro

Development log

Comments

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Hi. In the meanwhile, I wrote this review. Please use a translator.

https://www.thegamesmachine.it/randoom-ancient-stones-recensione-c64/

Wow!! I don't know what to say...  Thank you from the bottom of my heart for the kind words you have dedicated to the game. Things like this make it worthwhile to devote time and effort to programming for the old Commodore 64. I am very happy that you enjoyed it so much.

Thank you, thank you, thank you!

Hey there, I hope you don't mind, but I enjoyed this game so much that I added it in my new Best C64 games of 2025 video

Thank you so much for sharing the video!

Thank you! Randoom Ancient Stones (2025, Picaro Games)

(1 edit)

To you for playing it and reviewing it!

Hi. This game is great fun and I simply can't stop playing it. However I have a question for you: I generally don't continue plays because in the game, you know, luck can make the difference in every run. But I felt that also the ability to continue a game or not is 'randoom': sometimes I am asked to continue, and sometimes not, even though the last time I started a new play without continuing the last one. Can you check, please, if the 'counter' is working as intended? I have the doubt it asks to cointinue for three times always, even if you choose NOT to continue. Thank you.

Hello P.bes!

Thank you for your positive review. In theory, it should be possible to continue three times. It is likely a bug that decreases the counter regardless of whether you continue or not. I will review it as soon as possible and reprimand my testers ;-P

Thank you for the information and congratulations on your magazine!!

Enjoyable and it is good that there are 3 continues. Looking forward to more games!

Today I played Randoom 1 again and it's from heaven to earth with 2, first the movement and jumping are more abrupt, notable improvement in the new one, the issue of not having progression makes it feel like the levels are repeated and only the platforms change, in the CRT although the plots are seen better the red cube with the orange one get too confused, in the emu it is more passable but here you lose lives very easily because of it. In conclusion there is a huge improvement compared to the original version👌

Lovely game :)  nice music 

(3 edits)

ok-ish gameplay. graphics are rough, though - especially the backgrounds. would have been better with more refined graphics. 6.5/10

I think the 1st game plays better, despite the simplistic graphics.

Hi Reflex64, thank you very much for commenting!

I agree about the graphics. As for the gameplay, (I try to be objective although it's difficult talking about my own game), I think it surpasses the original in several factors: The movement feels more fluid. It's quite noticeable if you play one and then the other back to back. The animation of the sprites makes the game more eye-catching and dynamic. The bonus/malus bubbles, the golems, the hunter and some more details that add to the gameplay make it more varied and therefore more entertaining. Finally, two game modes have been added to adapt the gameplay to different types of players.

Of course it has many things that can be improved and even things in which it can be inferior to the first one but in the playable section it has been worked a lot to make up for lacks of the original randoom.

Best regards!

Nice Game!

I take note of the interesting conclusions of your review. An essential contribution to the continuous improvement of my products. XDDDD

Best regards Don Roberto!

Awesome!!!! Very addictive. Improves the first Randoom in all aspects. Speed and skill are the key (and a bit of luck always is welcome).

A game that despite you finish always you can play it again other day. Return to the arcades

Thanks for the review! Some of the blame for all this is yours ;-)
You are a demanding betatester XDD

Can I play this comoodooorooo game on the Mister FPGA? Also is it true that Robosoft is already working on a port to MSX ?? 

Jajajja. Sinver gamberro! Gracias por comentar! y guarda tu dinero para el vespertino que tiene que estar al caer ;-P

Eres más malo que un dolóh

(3 edits) (+1)

Congratulations for this great sequel to Randoom, one of my favorite games of recent years, one of those I had most fun with. Graphics, sound and playability are all very good, and the more I play Randoom Ancient Stones the more I like it.

So far I only have a few minor complaints. 

I could argue that characters every now and then get lost in the background color, a black outline would have been nice but as matter of fact, this apparent issue hasn't caused me any accidental deaths, so... 

...Instead, perfectly overlapping enemies cost me a life several times. It also happened in the original Randoom, but I am pretty sure it was less frequent. Maybe you could simply alternate the Z priority between two overlapping sprites to let the player know of the danger?

Other simple quality of life improvement you may consider is defaulting the continue option to YES! There's nothing worse than accidentally selecting NO because you are eager to get back to the game and forgot not to press fire repeatedly to cut to it quickly.

Oh and there seems to be no pause button?

Cheers,

Davide

Hi Davide!

About the sprite design we had that debate with Errazking, the graphic designer. We did some tests and we decided that aesthetically they looked better without the black border. As the sprite was in multicolour mode, the border was too wide and saturated the design with black. An overlay with a high-resolution sprite as a border was also not viable because multiplexing was not possible. It has to be taken into account that there are situations where all 8 sprites can be on the same platform height.  In any case I'm glad to hear that it didn't cause any major problems. 

As for the sentry overlapping is a ‘defect’ already detected and discussed in randoom 1. There are fairly simple ways to mitigate or even fix it, but we decided that it is an addition to the difficulty of the game that adds the incentive to be attentive to the remaining colours to avoid falling into the trap of hunting a sentry ‘escorted’. 

On the ‘continue’ part, you are absolutely right. I'll make a list of issues to fix to update the version soon.

Thank you very much for your feedback!

thank you, don’t forget a pause button!😃👌🏻

(+1)

Felicidades Dozznar y equipo !!! Valió mucho la pena la espera de esta versión 2 de Randoom !!! Excelente terminación, jugabilidad, gráficos, sonidos, música, pantallas, diseño... Que más !!!! ENHORABUENA !!! 😎🤩

¡Muchas gracias Juan! ¿Nos vemos en los premios commodore manía o este año te lo tomas de descanso? ;-)

Great game

Nice Gameplay! Thank you very much for playing and share.

Awesome game!

Thank you very much for your gameplay! I always keep an eye on your channel.

(4 edits)



Very cool and addictive game 🙃The title reminds me of RANDOOM from 2021 on C64. I wouldn't be myself if, as editor of K&A PLUS magazine, I didn't offer a physical cartridge edition of this game. If you are interested in this, please email me.

My e-mail: yahwey88@gmail.com

K&A PLUS website: https://ka-plus.pl/en/

Thank you very much! We will look into this possibility.

Sure 😊 You are cordially invited to cooperate if you are interested. You can find our current releases on our shop page.

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Awesome & congrats !

Thanks for share!

¡Felicidades Diego por el lanzamiento de R2! Un gran juego que ya me se de memoria jejeje. Felicidades también para su majestad Errazkin que cuando trabaja quedan cosas muy chulas y por supuesto para el bueno de Narciso que se curró otra BSO gigante y de muy buena calidad👌👾🕹️

Gracias compañero! Y agradecerte la parte del testo NTSC. Si te lo sabes de memoria es que hiciste un buen trabajo ;-)