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"RETRO CITY RAMPAGE" The Open-World Action Parody Video Game from Vblank Entertainment Retro City Rampage: Home Vblank Entertainment Inc. Preorder Retro City Rampage


PC Mac Linux MS-DOS PlayStation®4 PlayStation®3 PS Vita Wii Nintendo 3DS Xbox 360

Following the sold-out limited edition PS4 blu-ray and PS VITA cartridge releases,
Retro City Rampage
now makes its mark on retail with MS-DOS!


Wednesday July 29th, 2015

Retro City Rampage's cross platform conquest reaches MS-DOS and Linux today – both digitally and physically.

PC+MAC owners on Steam, GOG, Humble Store and developer direct get the Linux and MS-DOS versions for free, along with a prototype Windows 3.1 version.

The MS-DOS version is also available physically in a boxed collector's edition on 3.5” floppy disk.


•  RCR is out now for Linux + MS-DOS

•  Also includes bonus prototype Windows 3.1 version

•  It's a free digital update for PC + MAC owners

•  Steam, GOG, Humble Store and developer direct

•  Steam / GOG / Humble Store / developer direct now include:

•  PC + MAC + LINUX + MS-DOS (plus Windows 3.1 + NES prototypes)

•  It's also available physically, here:

  Collector's Box ($39.99) - disk, cloth map, red decoder glasses, manual & Steam key.

•  Floppy Disk ($14.99) – a side order of 3.5” floppy & Steam Key.



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)
  • Retail Box
    • Nintendo NES dimensions (5" x 7" x 1")
  • Cloth Map
    • 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.


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.

To purchase the limited edition boxed floppy disk retail version, visit:
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.



RCR:486 for MS-DOS requires a 486 DX PC or higher. with 4MB of RAM and 3.7MB
of free Hard Disk space. A Pentium is recommended.

It will run on a 386 (slowly), provided a 387 co-processor is present.
For more information, read the "PERFORMANCE" section.



To choose between better performance or smoother graphics, change the

From the Main Menu or Pause Menu:

Your options are: 15 fps, 20 fps, 30 fps or 60 fps.
The default is 30 fps.

If all you're packing is a 386, select 15 fps and disable joystick support.


15-pin Joysticks and Game Controllers are supported. The Gravis GamePad
is recommended.

From the Main Menu or Pause menu:

After calibrating, you can disable or re-enable the Joystick with the
ENABLE JOYSTICK menu option.

NOTE: MS-DOS joysticks are a CPU hog. If your performance is poor, it's
recommended that you disable it and use the keyboard.



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.

It's also available digitally on:
PlayStation®4, PlayStation®3, PS Vita, Xbox 360, Nintendo 3DS, WiiWare, PC and Mac.


[Screen Shots, Photos & Other Assets]



RETRO CITY RAMPAGE, the game, characters and all related elements are trademarks of Vblank Entertainment Inc. ©2012 All Rights Reserved.
“PlayStation” and the “PS” Family logo are registered trademarks and “PS3”‚ "PS Vita" and the PlayStation Network logo are trademarks of Sony Computer Entertainment Inc.
Microsoft, Xbox, Xbox 360, Xbox LIVE and the Xbox logos are trademarks of the Microsoft group of companies.
Nintendo trademarks used under license. WiiWare is available only through the Wii console.
Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.

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