Parallaxian Game Brief
Introduction
Development resumed on a 1995 project originally titled “Colony,” a shoot-em-up with bi-directional parallax-scrolling landscapes. The game utilized PAL screen chroma noise to produce colors beyond the standard 16-color palette.
Upon discovering an existing C64 game sharing the same name and observing the resurgent retro gaming market, development restarted with goals to push the shoot-em-up genre forward on the platform, drawing influence from “Mayhem in Monsterland.”
Provisional Premise / Backstory
Set in a post-apocalyptic future, the “Directorate Of Terraformations” (D.O.T.) constructs five habitable microplanets:
- Alpina — forested, mountainous terrain
- Aridia — arid, hot landscape
- Tropicali — humid, island-filled environment
- Polariana — frozen, snowy world
- Mechanisia — maintenance and storage facility
Colonists and sophisticated AI androids known as “DOTbots” inhabit each planet. A mysterious malfunction triggers the defensive systems to attack the colonists, flooding all five worlds with hostile automated forces.
Gameplay
Three core mechanics define the gameplay experience:
Air-to-Air Combat
Hunter-Killer drones and Backfire Raiders challenge players in fierce dogfights across varying difficulty tiers.
Ground Bombing Operations
Enemy installations serve as targets while friendly forces must be avoided. Precise bombing proves essential for liberating each world.
Foot-Based Combat
Pilots exit their craft to “shoot and blast” toward objectives, gathering mission-critical items along the way.
Progression System
A branching unlock structure governs advancement: Level 1 or 2 may be selected initially (both grant access to Levels 3-4), while Level 5 becomes available only after completing Levels 3 and 4.
Merit, Not Scores
A rank-based system with insignia replaces traditional numerical scoring. This approach highlights accomplishment through advancement rather than point accumulation, reflecting a design philosophy that prioritizes meaningful progression over conventional score mechanics.
Music and Sound Effects
The design approach omits in-game musical scores, focusing instead on filtered and ring-modulated sound effects created in Audacity and adapted for SID synthesis.
Title screen and interstitial sequences will feature original compositions that avoid arpeggio elements.
Gameplay Previews
A limited number of video demonstrations showcase laser flak encounters and early combat sequences. Development efforts have concentrated on core programming rather than promotional materials, though a playable demo has been distributed to select testers.
Why a Name Change?
The original “Colony” title conflicted with an existing commercial C64 release. Following extensive deliberation, “Parallaxian” was chosen to reference the scrolling effects while echoing “golden age” 8-bit naming conventions such as “Zaxxon” or “Galaxian.”
Technical Specification
Core Features
- Extensive non-standard color implementation through next-generation graphics techniques
- Multi-speed, bi-directional, composite vertical-within-horizontal parallax scrolling (a C64 first!)
- Multiplexed, software, and toggle-plexed sprites
- IRST-based game engine eliminating raster interrupt artifacts
- NMI-based secondary interrupt handling sound effects and additional effects
Related Technical Articles
Formats & Extras
Distribution will be limited to cartridge format only. Experiences with piracy and an unauthorized tech demo leak have led to the decision against digital distribution.
C128-mode variants are not planned despite earlier experimentation.
C64 Games That Have Inspired Parallaxian
| Game | Inspiration |
|---|---|
| Mayhem in Monsterland | Full-color scrolling, non-standard colors, multi-level worlds |
| Uridium | Clean aesthetic, bi-directional scrolling, subtle animation details |
| Choplifter | Ground-based personnel mechanics and base visual elements |
| Dropzone | Rank-based achievement system and bi-directional gameplay |
| California Games | Pioneering parallaxed landscape presentation |
| Parallax | Pilot disembarking mechanics for critical ground actions |
| Deadline | Bi-directional parallaxed scrolling techniques |
| Rescue on Fractalus | Laser pillbox defensive systems |
Development Status
The project represents substantial reconstruction, with over 95% of the game logic rewritten. The interrupt engine underwent significant refactoring, and foreground scrolling was converted to high-speed code enabling full-color capability.
An advanced playable demo was distributed to select testers as of December 2025. All major technical hurdles have been resolved.
See also: latest development milestone · combat systems update · Wild Wood engine analysis