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Posts posted by KidGameR186496
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3 hours ago, mdkdue said:
This looks very promising, amazing work.
As a non programmer I also appreciated how you explained everything clearly and showed us how it all comes together, it was really interesting.
I actually liked that aspect of the video, where he explains in detail how he adapted such and such element from the Game.
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41 minutes ago, alucardX said:
Is there a thread that talks more about it?
I know there was an article by The Atari Times at least...
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1 hour ago, alucardX said:
What was the one from the 90's everyone was talking about, "Defcon 1" or something like that? I remember the screenshots looks amazing but the rendering techniques looked nothing like something the Jag could produce in 3D.
That's the one by Dave Bell's Dark Knight Games
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3 hours ago, Kirk_Johnston said:
A very solid start. Love to see any stuff like this for SNES. Hope to see more, both of this particular port, any other ports, and indeed any brand new SNES games too.
Slowly but surely, the SNES homebrew scene will eventually grow more and more. I heard it's also being ported to Sega Genesis so if it is being ported simultaneously, it will take time to see them finished...
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It seems that someone is making a homebrew port of Konami's arcade game Asterix for the SNES. It's in the early stages but it looks promising so far. I do hope it becomes a full-fledge port
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Just insane to see the SNES do this kind of Game but then again, the NES received Over OBJ by Little Sound (another bullet hell). Except Rex Nobilis is pulling out backgrounds and bullets whereas Over OBJ does not have backgrounds for obvious reason (the NES can only do so much at what it can compared to SNES). I am really looking foward to Rex Nobilis. Amazing work so far
Really makes you wonder if a port of DonPachi is possible on the SNES?
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2 hours ago, roots.genoa said:
Indeed. Also people tend to claim Warner doesn't use Atari Games' catalogue anyway but that's not true. There's the Mortal Kombat Arcade1Up Cabinet that includes a lot of other games for instance, but more importantly, Warner released a Rampage movie that did very well.
But the thing is that Rampage was never an Atari Games IP in the first place. That was Midway's IP before Williams Entertainment bought Atari Games 😉
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4 hours ago, zzip said:
Is the Digital Eclipse purchase a backdoor way of getting Atari Games catalog released under Atari SA? Previous releases of the Midway compilations that contained those games were created by Digital Eclipse
I think the only way to rescue the Atari Games IPs is buying them from Warner Bros.
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So, this is a sign of Atari Karts 2 coming in the future?
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1 hour ago, Eternal-Krauser said:
Due to today's date, we decided to give a small sample of one of the creepiest levels of Hammer of the Gods, remember it is a W.I.P. Please, enjoy the video and this Halloween!
It keeps getting better and better! So looking foward to the final release when it happens
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Speaking of homebrew, have you guys ever checked out this N64 demo?
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5 hours ago, Tanooki said:
I await our future N64 game making overlords.
And knowing the die hard base of Macross fans, and the fact the man who has the existing code and working beta ROM online (Opus), really wished it was done I'd love to see this engine put to use to FINISH THAT GAME as a big fat epic middle finger to Harmony Gold which were just as liable as Gametek going under for that one going up in flames.
Robotech Crystal Dreams still needs to happen.
I didn't know there was somebody who wants to finish the Macross 64 Game. That's news to me...
7 hours ago, M-S said:If Kaze ends up releasing his engine to the public the N64 could start getting some really good homebrew games, it wouldn't even need to be only SM64 clones considering how flexible the engine is.
Let your prayers be heard for more N64 homebrews!
6 hours ago, SlidellMan said:He plans on making it open source when it is finished.
Awesome 😀
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9 hours ago, john_q_atari said:
I just finished watching the whole video. Thanks for posting it! Rich seems to be an amazing guy and I loved hearing the little bits of technical depth that he included in his talk. I hope he overcomes all his health issues. I only recently started using BigPEmu but I am loving using it so far.
So do i! Rich has truly been a blessing for all of us in the Jaguar scene and i hope to see him more around the community :D
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On 10/12/2023 at 10:11 PM, Tanooki said:
UGH it's that kind of Ocean title again? Yeah punning here, but they have a record that fits the companies name... a sea of crap straight from Ocean.
I've played the Game on occasions and the only flaw that i can see is the timer. Knowing that there are hidden rooms on each level with a coin that is required to have the good ending, it becomes stressful on first playthroughs. Now if you ask me if there's anything like Amiga platformers (i.e. useless collectables), i can Say that aside from the stars and hidden coins, there's none of that janky Euro game design on display. It feels like it was desgined for consoles, but that's just me...
On 10/14/2023 at 5:43 AM, Yakumo1975 said:I suggest people check out the rom which has been available since 1994 before buying this.
Ocean is one of those companies you are very likely to be burnt by.
Actually the game was developed by SCI (The Sales Curve). Still not a name know for high quality mind you.
To be more specific (as i'm doing research about the game), Mr. Tuff was developed by the same team who did SWIV on Amiga. The artwork was done by Ned Langman and Dennis Gustaffson, which explains why the two games look graphically similar.
As for why the game was exactly cancelled? It was due to Ocean running into financial difficulties, although SCi were reportedly paid for their work (kinda like what happened with Moto-X by Software Creations). In a surprising move, the IP was transfered to Langman and Darren Melbourne (if the name rings any bells, it's because he now runs Antstream), who conceived the game. And that's how the game was finally released after 28 years.
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3 hours ago, doctorclu said:
Aw yes, Soulstar. Alright game what I've played of it.
And Bust-A-Move with this analogy might be much the same, an "alright" game. But the completionist in all of us is screaming "gotta have it!".
So any leads on A-maze?
None that i'm aware of. Being the Nuon lore master, Kevin might know any leads...
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5 hours ago, emceebois said:
This may not necessarily be the case if, as is assumed, he signed an NDA when he agreed to test the beta. There's only one place that beta would come from (him), so if Taito or Square-Enix want to make an example of testers who leak, which they well might, then releasing that beta could be way more trouble than it's worth.
So we are in a Jaguar Soulstar situation with Nuon Bust-A-Move 4 too? That sucks but oh well
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3 hours ago, Austin said:
That's awesome!
It looks like they got rid of the region locking, too. I'll have to grab this and try it out. It honestly looks kinda fun.
Wasn't Bust-A-Move found already? I thought Nuon-Dome did something on that years back. It didn't look to run great, honestly.
3 hours ago, The Helper said:k3V is the only one with Bust a Move - its a prototype and he is not releasing it at all.
Kind of. Kevin does want to release Bust-A-Move 4 but he does not want to get into a legal shenanigang with Taito and Square-Enix
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Shin-Chan for the Nuon has finally been cracked and preserved online. Hooray! Now, it's the turn for Bust-A-Move XD
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1 hour ago, Sporadic said:
For anyone who fancies reading the current change log. Here are the main highlights.
Doom Slayer Edition Change log.
Last Updated; 2023-10-15 23:42 (BST)
==================================
- Music.
-- Now plays during gameplay.
-- Music volume control added to options menu.
- New Enemies.
-- Spectres (Invisible pinkies).
-- Spider Mastermind Boss.
-- Cyberdemon Boss.
- Maps / Textures. The following missing items are now all included;
-- All original PC Maps.
-- All Wall, Floor & Ceiling textures from the PC.
-- Animated walls.
-- All switches/buttons.
- Enemy Behaviours.
-- Added missing POSDTH3 sound effect.
-- "Sound tubes" or "Sound traps" - Enemies can now hear you from afar (in other sectors of the map).
-- Teleporting. Enemies can now walk through teleports.
- Power ups (Missing ones from PC added). Both have appropriate effects on screen too.
-- Light amplification visor.
-- Player Invisibility.
- Episode Progression.
-- The original 3 Episodes have been added and can be chosen from the new Menu.
-- When an Episode is completed, you see the original completion message text.
--- You will then start the next episode back with just a Pistol. (Same as PC).
- Menus.
-- Sound effects added to menus.
-- Dedicated Episode & Map select screen.
-- Changed the Difficulty names to the PC wording.
-- Main menu "Slayer" option added containing;
--- Slayer Options (see below).
--- Slayer Cheats (see below).
- Intermission updated.
-- Stats count up with extra sound effects (similar to PC).
-- Timer added for level time.
- HUD Selection.
-- JAG - The original Jaguar HUD.
-- MINI - A Mini HUD showing just the essential details.
-- PC - The original PC style HUD.
- Controls.
-- Strafe added for Procontroller shoulder buttons. Allows for easy circle strafing.
- This means 4 & 6 also strafe.
- Therefore weapon buttons have been remapped;
-- 1,2,3 unchanged. 5=Chaingun. 7=Rocket Launcher. 8=Plasma. 9=BFG. 0=Automap.
- Gamma control added to in game Options menu.
- PWAD Support - Or now known as JWADs.
- Basic Save Game to eeprom (might be enhanced further).
-- This allows for a fair restart if you need to power off the console.
-- In game at any point press "Options" and then "5". This will save and close the options menu.
-- On the Episode select screen you will then see a new "Continue" option. Choose this to start from the beginning of the level you saved at.
-- Items saved are; Current Level, Current Difficulty, Guns, ammo, max ammo.
- Bug/Feature Fixes
-- Doom guy Ouch face now correctly displayed when the player receives > 20 damage in a single frame.
-- Berserk screen fade now lasts longer (like PC).
-- Boot loader incorrectly using 0 as a list terminator.
-- Status bar panel realigned (was 15px out in the source code release).
-- Sound played when Secret Area found.
-- AutoMap cheat codes changed so they can actually be used in game.
--- Open Automap and type; "123" to show all walls. "456" to show all items.
- The Jaguar version was missing the following special triggers and switches. These have all been added;
-- Triggers (Walk over lines)
-- 100: Build Stairs Turbo 16 */
-- 108: Blazing Door Raise (faster than TURBO!)
-- 109: Blazing Door Open (faster than TURBO!)
-- 110: Blazing Door Close (faster than TURBO!)
-- 119: Raise floor to nearest surr. floor
-- 121: Blazing PlatDownWaitUpStay
-- 124: Secret EXIT
-- 130: Raise Floor Turbo
-- 141: Silent Ceiling Crush & Raise
-- 105: Blazing Door Raise (faster than TURBO!)
-- 106: Blazing Door Open (faster than TURBO!)
-- 107: Blazing Door Close (faster than TURBO!)
-- 120: Blazing PlatDownWaitUpStay.
-- 125: TELEPORT Monster ONLY
-- 126: TELEPORT Monster ONLY.
-- 128: Raise To Nearest Floor
-- 129: Raise Floor Turbo
-- Buttons
-- 114: Blazing Door Raise (faster than TURBO!)
-- 117: Blazing door raise
-- 118: Blazing door open
-- 115: Blazing Door Open (faster than TURBO!)
-- 116: Blazing Door Close (faster than TURBO!)
-- 123: Blazing PlatDownWaitUpStay
-- 132: Raise Floor Turbo
-- 99: BlzOpenDoor BLUE
-- 134: BlzOpenDoor RED
-- 136: BlzOpenDoor YELLOW
-- 138: Light Turn On
-- 139: Light Turn Off
-- Switches
-- 111: Blazing Door Raise (faster than TURBO!)
-- 112: Blazing Door Open (faster than TURBO!)
-- 113: Blazing Door Close (faster than TURBO!)
-- 127: Build Stairs Turbo 16
-- 122: Blazing PlatDownWaitUpStay
-- 131: Raise Floor Turbo
-- 133: BlzOpenDoor BLUE
-- 135: BlzOpenDoor RED
-- 137: BlzOpenDoor YELLOW
-- 140: Raise Floor 512
-- Special Sectors
-- 4: STROBE FAST/DEATH SLIME
-- 17: SE Light flickers randomly (firelight)
-- 11: SE Damage 20 Health and End level on death
=================================
Slayer Options Menu (Mostly related to helping framerate a little)
================================
- Undertaker
-- Remove monster corpses a few seconds after death.
- No Flashing
-- Remove all strobe/flashing lights
- No Swagger
-- Remove gun sway and view bob
- Quick Draw
-- Hide weapon graphic unless shooting
- Nighttime
-- Remove sky texture
- No Flats
-- Remove floor+ceiling textures
- HUD Type
-- JAG - The original Jaguar HUD.
-- MINI - A Mini HUD showing just the essential details.
-- PC - The original PC style HUD.
===============================
Slayer Cheat Menu
===========================
- GOD Mode (Same as existing in game cheat).
-- Infinite Health+Armor.
- Fully Loaded (Same as existing in game cheat).
-- Start with all weapons+ammo+keys.
- All Map Walls (Previously in-accessable cheat).
-- Show entire automap.
- All Map Items (Previously in-accessable cheat).
-- Show all map items.
- Auto Run.
-- Always run forwards/backwards/strafe. Turn left/right at normal speed unless run button held.
- Boomstick.
-- Extra powerful shotgun.
- Extra Gore.
-- More blood splats.
===========================
That would explain why the GBA maps were not included... That is a lot of features and QOL additions. Also, heck yeah for Doom II!
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As the title days, someone ported Tempest for the 3DO, taking some cues from T2K as well
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I agree with most of the user here and i'll say the same opinion i have: Having the Atari Games IPs back would be a Big get for the current Atari under Wade Rosen.
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I own a repro cart of Recca. Fun game (IMO) but not for the faint of heart XD The first loop ain't that hard once You memorize it but good #*@$!%? luck with the second loop. That second loop is one of the hardest achivements to obtain on NES, and i Say this as someone who has finished NES Battletoads multiple times. It's doable but requieres a lot of patience and sheer force of will.
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I'm gonna go ahead by throwing an curve ball and say i would love to see a homebrew game similar to Attack of the Mutant Penguins on the Mega Drive (i.e. a tower defense-esque game)
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Expensive NES games that are worth playing
in Nintendo Entertainment System (NES) / Famicom
Posted
I had Little Samson twice: one copy was in a mint condition, which me and My dad traded for another copy in a good condition + several games for other consoles. I still have most of the games from that trade including Virtual Boy Wario Land, but we had to sell Little Samson for financial reasons. I doubt i will ever come across with a third copy of Little Samson out in the wild during my lifetime...