Peter McQuillan brings his ZX Spectrum game Falling Blocks to the NES. It’s currently a work in progress.
Changes:
* Modified the game controls
* Added extra shapes
* Added one of the difficulty factors (random blocks appearing every few turns)
* Tidied up some of the code
* Added most of the high score code (not fully working yet though)
Peter McQuillan brings his ZX Spectrum game Falling Blocks to the NES. It’s currently a work in progress.
Release notes:
Some notes about the controls:
Pressing Start in-game will switch on/off a ghost – this shows where the shape would end up if you were to drop.
Pressing B will swap the shape with the saved shape. You can’t swap again till you have placed the shape and are on a new shape.
Tapping A quickly will drop the shape to the bottom (though you then have a brief moment of time to move it left or right). Holding A will make the shape move quicker down the screen.
In the final version I will have a settings menu where, for example, the user can choice their preferred default behaviour for the drop button (always drop, fall faster while held, or mixture).
The one concern I have about the game right now is sound/music. I made a test version where I integrated GGSound into my code, but I have no talent for producing music myself, so I guess I’m going to have to look around for suitable music that I’m allowed use. If anyone has any suggestions here I’d love to hear them.
When I’m finished the game (or close to being finished at least) I plan on putting the source code up on my GitHub account.
Every Autumn, in the boggy marsh near of the shores of Lake Potoña (Province of Badajoz), one could witness the hatch of the eggs of the rare Romani Heron. Some of the most famous ornithologists have described the scene as one of the most beautiful experiences they had experimented on a Friday evening.
Very rarely, for some strange reason, one of the eggs produces a red demon with a big hairdo instead of the expected gray and wrinkled baby bird. This is how Yun came to life. It was already late, almost dusk, so she couldn’t see very well. As demons are usually born incredibly hungry, she began eating what she found – and one of such things was a toothpaste tube somebody had left among the bushes. Such an accident, nevertheless, proved being really useful, as Yun gained the ability to produce bubbles from her mouth, and she soon learned how to capture all kinds of animals in them. Just a few months on, she founded her very own Japanese food restaurant by the marsh.
With her incredible ability, she could trap even the rarest specimen of fish and made the finest sushi in Badajoz. Everything was going great, until one night where, while hunting in the dark waters, she was about to trap a big and shiny orange fugu fish as it appeared from behind a bunch of seaweeds. The fish looked her in the eye and it was love at the first sight. Sadly, the Fugu knew about Yun’s activities and got the chills so it escaped.
Yun, make up for all the damage done, decided to change the nature of her business: instead of serving raw fish to the customers, he’d server raw customers to the fish.
Pilo tried to get into NES development and his first output is Drakaina. The game has no sound and there is room for improvement, but it’s a beginning. You play as Drakaina, the angry dragon princess which tries to escape the kingdom of the cursed prince.
Unchained Nostalgia by VEG is a demo based on the pirate multicart with a romantic storyline and the Unchained Melody in the menu. You have to use a NES emulator (e.g. Nestopia) to run this demo. Also this archive includes Unchained Melody in the NSF and NSFe formats. You can play it, for example, using the foobar2000 with the Game Emu Player plugin. NSFe format is preferable because it contains more meta information and track length, which is not possible in the obsolete format NSF. It means, that playing NSFe melody correctly ends in time, unlike NSF.
Unchained Melody Nostalgia v1.3 (a NES/Famicom/Dendy demo based on the 9999-in-1 multicart)
russellsprouts works on a demake of Super Smash Bros. for the Nintendo Entertainment System called Super Smash Bros. NES. The author claims to have a working game engine with platform collisions and a lot of art. The game seems far from being complete and might also suffer from potential copyright claims, but let’s keep track via nesdev.com and see how things will turn out.
glutock is working on a NES RPG called Tattoo Apprentice. You’re a young tattoo artist, trying to become a famous one. Starting in a small country village, being an apprentice in a small tattoo shop. Classic RPG-battles are replaced by timed tattooing challenges, and you have to manage your own promotion, visiting bars, clubs, … and manage your stock (ink, needles, tattoo guns, …). Let’s see how this project will work out. Good luck!
The Wit.nes by Studio Dustmop is a demake of Thekla Inc’s 2016 game “The Witness” has you exploring a mysterious island and solving puzzles. Developed in over 2 months, this NES ROM stands as a reinterpretation and tribute to the original work. Aimed at both players unfamiliar with the full game who want to learn what it’s like, as well as veterans that need a fix of new puzzle panels to solve.
Ralph 4 is a NES game by pubby, with music by MovieMovies1. The game is explained rather easy. Collect diamonds and avoid the fluffy cute bears. Few bears wont move at all, others do. The entertainment factor is great, but the game rather short.