Nintendo Entertainment System (Famicom) News
Making NES games with NESmaker – Part 4 (misc)

NESmaker allows users to create cartridge based, hardware playable NES games in an intuitive, faux object oriented environment without ever having to write a single line of code.

Making Nes Games With NESmaker, Part 4

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Mystic Searches (WIP) (Commercial) (NES Game)

The New 8-bit Heroes are working heavily on Mystic Searches for the NES. In this open journey through a unique fantasy world, the young vagabond musician Julian strives to avenge his mentor and undo the deceptive actions of the rogue sorceress Amriya. Solve complex puzzles. Explore a mysterious mythology full of foreign races and monsters. Navigate through perilous platforming. Gain a wide array of magical abilities. Learn the song of the world. Become the hero by restoring control of the supernatural elements to the Mystics before the imbalance leads to the catastrophic end of the natural world!

Pre-Orders are welcome, starting from US$ 40, excluding shipping.

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Making NES games with NESmaker – Part 3 (misc)

NESmaker allows users to create cartridge based, hardware playable NES games in an intuitive, faux object oriented environment without ever having to write a single line of code.

Making NES games with NESmaker - Part 3

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Making NES games with NESmaker – Part 2 (misc)

NESmaker allows users to create cartridge based, hardware playable NES games in an intuitive, faux object oriented environment without ever having to write a single line of code.

Making NES games with NESmaker - Part 2

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Lizard v2018-02-06 (Commercial) (NES Game)

Put on a lizard and go for an adventure! Choose your lizard carefully. You can find six different ones scattered across the land, each with its own special ability.

Lizard NES Teaser 1

You’ll need these abilities as you make your difficult journey through many dangerous places. Carefully hop your way to the top of an active volcano. Surf down a surging river. Swim an underwater lake. Ascend a snowy mountaintop. What kind of strange creatures will you meet? Can you unravel the mysteries of Lizard?

The digital download costs 10 US$, physical releases are planned.

You can also follow the project via Twitter.

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Making NES games with NESmaker – Part 1 (misc)

NESmaker allows users to create cartridge based, hardware playable NES games in an intuitive, faux object oriented environment without ever having to write a single line of code.

Making NES games with NESmaker - Part 1

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Kickstarter: NESmaker (NES misc)

NESmaker promises you to make NES Games, without coding skills required. The project at Kickstarter is already funded and goes on for another three days.

NESmaker

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NESertBus (23-11-2017) (NES Game)

NESertBus by Redslash12. It features the familiar Desert Bus driver seat view but with classic sidescrolling gameplay. Includes Desert Bus staples such as the bus stop, the bug splat, and the unending grind along a straight road with a slight drift to the right.

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Indivisible (27-08-2017) (NES Game)

Join Ajna as she battles through forgotten temples in search of her tapir, Roti! Indivisible is an actual NES ROM demaking the Indivisible Prototype by Lab Zero Games. This is a fan game. It is not sponsored by 505 Games or Lab Zero Games.

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Wizard of Wor (02-02-2018) (NES Game)

Thom works on an unofficial port of Wizard of Wor for the Nintendo Entertainment System.

Release notes:

Wizard of Wor WIP: Worrior and monster collision detection fully implemented (both worriors and monsters able to shoot and kill each other, with appropriate points rewarded.) There still is at least one lingering bug with the laser code. But for now, I need to optimize all the bounding box checking code to gain back much needed cycles as the game slows down when everybody is on screen and shooting. Can’t have that. Computer is playing blue.

And now, I need to take a break from new features, to drastically optimize the bounds checking code, as I am doing lots of multiplies and divides all over the code for ostensibly similar or same values. (at least I think), I need to do the calculations once, and just use them per frame, and that should free up more than enough cycles to finish the game play implementation.

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