Floppy Disk($14.99) – a side order of 3.5” floppy & Steam Key.
THE COLLECTOR'S EDITION
Titled 'Retro City Rampage: 486', the MS-DOS version was crammed to fit onto a single 1.44MB floppy disk and run on 486 PCs from over two decades ago. It also runs on modern PCs via DOSBox, or when powered up with an MS-DOS bootable USB drive or CD/DVD. It supports the Gravis Game Pad and other classic MIDI port Joysticks and rocks your PC Speaker.
The limited edition box includes the MS-DOS version on 3.5" Floppy Disk and digital downloads for PC, MAC, LINUX, and MS-DOS, along with a bonus Windows 3.1 prototype.
The factory sealed limited edition box includes...
Retro City Rampage™ 486 for MS-DOS on 3.5" Floppy Disk
The full game on a single 1.44MB Floppy Disk
Choose one of three colors (while supplies last)
Nintendo NES dimensions (5" x 7" x 1")
7" x 5.9"
Magic Decoder Glasses
Custom Retro City Rampage glasses
24 Page Manual
Featuring magic decoder hidden images and never before seen sprites and concept art.
Retro City Rampage™ DX Steam Key, which includes:
PC, MAC, and LINUX digital downloads
RCR:486 MS-DOS digital download
Bonus Windows 3.1 prototype version digital download
Limited to 1,000 units numbered with a unique sticker of authenticity.
A HISTORY OF THE MS-DOS VERSION
Porting RCR to MS-DOS had been on my mind for years. It was something I wanted to explore before RCR was even released. Could I crunch it down to run on old PCs? A Pentium? A 486? Even a 386? How little RAM and HDD space could I get away with? Could I build an installer that fits the entire game on a single floppy disk? The computer programmer in me had this burning fascination, and I should've realized sooner that it was only a matter of time before I finally had no choice, but to finally scratch that itch and find the answers to these questions!
Leaving my job at another game studio to start my own and develop RCR put the heavy weight of responsibility on my shoulders. Those realities meant that current, more sustainable platforms had to take priority. However, two years after the release of RCR, things had calmed down and I was able to take a vacation. While that "vacation" instantly turned into long days at the computer porting RCR to MS-DOS, it was the most fulfilling time I've had programming in years.
What set porting to MS-DOS apart from other platforms and why it was so enjoyable, was that it was a programming puzzle. It was about figuring out the optimal ways to fit everything into memory and how to increase the code's performance. It was like playing a game of Tetris or Sudoku, but instead of a high score, I got to see the game running on a 486 PC. It was a stark contrast to releasing a game on many modern platforms, which can require mountains of paperwork, and hundreds of checklist items each, from handling parental controls and user sign-in states, to screen safe zones, 4:3 and 16:9 support, 60hz NTSC and 50hz PAL support, displaying notifications with mandated terminology, and ultimately certification.
Unlike NES development, which was something I picked up as a hobby much after the fact, I was programming for MS-DOS when it was still in use in the '90s. Jumping back into it was like riding a bicycle, and the previous experience proved very useful. Digging up the old interrupt list and a thick programming book on pushing audio through the PC Speaker really took me back. It will come as no surprise to those of you who've followed my work, just how much I enjoyed the bits of inline assembly I was able to work into the project!
Everything leading up to this moment was a valuable stepping stone. In porting to Nintendo 3DS, I cut the game's memory footprint in half and got my hands dirty with optimizations. It was then, when I saw the potential, that MS-DOS might be less of a pipe dream than I had formerly thought. The hilarious part was that by the end of the 3DS development, I felt like I'd squeezed almost every ounce of performance out of the game. However, once the hammer came down to really make a mark on MS-DOS, I realized I'd barely scratched the surface, and wound up getting it to run with 16X less memory. Things went full circle, then, as I backported the new optimizations to Nintendo 3DS and released them via a game update earlier this year.
While there was never a barrier to releasing on MS-DOS digitally, releasing it on a floppy in a box, with a cloth map and red mystery decoder was another thing which seemed potentially unrealistic. However, after taking the leap and self-publishing a physical version for PS4, all of you came out and showed your support, making it a success. That support showed it was sustainable and lead to the PS Vita version, and the success of that gave me the confidence that a boxed MS-DOS version could actually sustain itself as well.
I'd like to thank you, once again, for supporting the project and helping me bring a dream to life. I hope you enjoy the red mystery decoder as much as I do! That's the cherry on top, for me.
Retro City Rampage: 486 for MS-DOS (Left: Installer, Right: Game)
Retro City Rampage: 486 for Windows 3.1 (Prototype)
Find these files in your Retro City Rampage installation folder (Steam), or in the .zip file available on your download page (GOG, Humble Store, Developer Direct).
Remember, Retro City Rampage: 486 is *not* shareware. Please do not distribute it, but instead, tell your friends where they can purchase their own copy. Likewise, embedding it in emulators for use in web browsers or on mobile devices is strictly prohibited.
If you don't have an old PC running DOS, RCR:486 works great under DOSBox.
You can also run DOS and RCR:486 on modern PCs by creating a DOS bootable
USB flash drive, CD or DVD.
Pre-Installed MS-DOS version of Retro City Rampage: 486
To play, run RCR.EXE in a DOS-compatible environment.
MS-DOS installation disk for Retro City Rampage: 486
With a single floppy disk, you can copy these files to an MS-DOS machine.
Extract this .zip file to a 3.5" floppy disk then run INSTALL.EXE
in a DOS-compatible environment.
Pre-Installed Windows 3.1 version of Retro City Rampage: 486
To play, simply run RCR_WIN.EXE in a Windows 3.x-compatible environment.
This is an incomplete prototype which demonstrates RCR running under
Windows 3.1. This version requires a faster PC than the MS-DOS one with
slightly more RAM, and does not include audio or joystick support.
Rampage the open-world, steal cars and run missions — all while jumping on civilians for coins and outrunning the law with power-ups!
This send-up to '80s and '90s video games and pop-culture includes both a full Story Mode of open-world adventure as well as an Arcade Mode for quick pick-up-and-play action. If that's not enough, it also packs an interactive city full of shops, minigames, customizations, collectibles, special guest stars, and more.