Meltdown was a commercial Gameboy Advance game that I developed along with one other programmer and a graphic artist for a company which we founded in 2002 called Hypercube Pty Ltd. The game was never published and never released. It consisted of around 50,000 lines of C++ sourcecode in the main game, and 2,000 lines of Python code in development tools.
Here are some screenshots from the game:

The game featured:
- 60 frames per second.
- Dynamic sprite allocation and V-RAM management.
- Free-moving camera with tracking and shudder.
- Recursive dimensional clustering.
- Uninterrupted soundtrack engine.
- Dynamic Z-ordering of background and sprites.
- Advanced A.I. algorithms with fuzzy-logic brains.
- Realistic shadow engine using transparency.
- 8 way scrolling with 4 separate parallax layers.
- Unlimited map and tileset sizes.
- 256 layer parallax starfield.
- Object tracking and radar view.
- Real world physics engine.
- Accurate collision detection and deflection.