Railroad Rampage is a cross between an arcade game and a strategy game. It is similiar in construction to many “Tower Defence” games, but it has a twist : here, you are part of the action and can affect the game in many different ways more than just building structures. Bandits are trying to rob your train and steal all precious cargo! Thankfully, you are a skilled engineer who can construct many different kinds of turrets and use them to defend your train. You have to make it through 20 waves of relentless enemy assault before you reach your destination, so plan ahead and devise a smart strategy and you may survive!
Changes:
* Added five new levels and a new final boss.
* Some levels have thunderstorms with lightning that strikes turrets.
* Sombreros now also work as lightning rods.
* Added a manual in PDF format.
* Some big optimizations.
* Loads of balance and bug fixes.
* Many other usability tweaks, like :
* – Keyboard shortcuts for opening menus can be used in all versions.
* – Game can be exited immediately at the main menu by pressing ESC again.
* – Menus will not fold out when dragging a star.
* – Screen mode can be switched from fullscreen to windowed and back again using the F-key.
* – Volume controls should work on Wiz now.
* – Switching turrets is less sensitive.
http://dl.openhandhelds.org/cgi-bin/wiz.cgi?0,0,0,0,29,239
musicBox is a simple “baby toy” for Nintendo DS. You’ll see three vertical large stripes with an animal in it. If you touch the desired animal it’s according sound/noise will be played.
Changes:
lowering the buttons to make it easier for a kid to reach them, and leaving the picture on after the sound has played
http://dsgamemaker.com/forum/viewtopic.php?f=28&t=3039
Added Dec 8, 2009, Under:
Wii
Another release by “thatotherdev”.
Quote:
I was going to try and work in some kind of basic gameplay and make it into something that I could pretend was a game but its frustrating me right now and I don’t really feel like working on it anymore. Lets just call it a tech demo. Its polygon free and technically totally 2d but it fakes a 3d first person view the same way that old school “3d†games like Wolfenstein 3D, Rise of the Triad and Doom did though its not even as complex as them (it has no textures). the environment is randomly generated and uses the same setup I made for Maze Generator only with a different width and height and some extra random walls removed to make the map less linear.
You use the nunchuck analog stick to move and the wiimote ir sensor to aim. You turn based on where on screen you aim but turning is deactivated well you hold down the A button.
I added in multiple screens for options in the home menu because it seemed like it was starting to get overly crowded after adding the PNG screenshot option. Just hit Plus or Minus or click on the left and right on screen buttons to switch menus. It slides nice and smoothly back and forth from menu to menu.
Video in Action: https://www.youtube.com/watch?v=89ZdZTKOojw
Thanks to http://www.nintendomax.com/index.php?topic_id=10979 for the news.
http://thatotherdev.wordpress.com/2009/12/08/twopointfive/
The idea of the game is that you are a tank on enemy grounds trying to prevent the launch of missiles that will basically destroy the world.
The main goal of the game is to a) Get access to the launch code, and b) reach the missile silo to enter the code and stop the missiles from launching. The code is made up of four hexadecimal digits (0-9, and A-F).
In this game, the object for each level is to reach the opposite end of the level. For the first 5 levels, once you make contact with the Depo you will receive a random position of the code. It is possible to get the same position more than once. On the sixth level, once you reach the missile, you must enter the code as quickly as possible using the joystick, and press the button to see if it is accepted. If it is, you have saved the day, and the game begins on a harder level. If you don’t enter the correct code before the impact….
Release notes/Changes:
Ok guys – Here is Release Candidate 1
Things changed:
– Left Difficulty Switch: Length of time to guess Launch Code (B/Left = 60 seconds, A/Right = 30 seconds)
– Right Difficulty Switch: Starting Lives (B/Left = 5 Lives, A/Right = 3 Lives)
– Enemy diagonal shots distance evened out with horizontal / vertical. As a result, diagonal shots are a bit slower.
– Player Vertical shot distance evened out with horizontal / vertical. As a result, the player has a bit of a further shot distance vertically than the enemy.
– Cruise Missiles slowed down for the first 8 heats (8 successful launch preventions). They then go back to their normal fast speed.
– Player is awarded 10,000 points for saving the world 🙂
I think these tip the scales a little more to the player.
Let me know what you think!
Thanks,
Bob
*EDIT* Hold it, I found a bug. It seems that every once in a while the ‘beach’ level (level 3) has no enemies until the very last column. Don’t know when or why this started happening. Will be looking into this.
http://www.atariage.com/forums/topic/154189-failsafe-7800-wip/page__st__25
atari2600land has updated his single and two player simultaneous play variant of a very well known russian block game. The game was previously known as “Tetris”.
Release notes:
OK, I’ll keep it in. This update makes playing in 2-player mode go a lot faster, plus the transition from 2-player to 1-player (when a player gets a game over) is a lot smoother. I also fixed a bug pertaining to the 2-player mode
http://www.atariage.com/forums/topic/153710-2600tris/page__st__50
Added Dec 8, 2009, Under:
Wii
SysCheck does several checks on installed IOS and cIOS.
Checks:
– Trucha Bug;
– ES_Identify;
– Flash Access.
SysCheck generates a report on the root of the SD card (sd:/sysCheck.csv). This Wii Homebrew is a mix between signCheck (by The Lemon Man) and IOSCheck (by Svpe).
http://wiibrew.org/wiki/SysCheck
Added Dec 8, 2009, Under:
Wii
A port of the original id Tech 2 engine (Quake II) to the Nintendo Wii, compiled using devkitPPC / libogc.
The engine is almost feature-complete, with sound & network play. The only missing functionality is the CTF (capture-the-flag) module that was added later into the engine.
Changes:
* Improved Wii Remote handling (since Q1Rev Release 1). More stable, and more sensitive. A small wrist movement goes a long way. Adjust the sensitivity level with the new “Wii Remote speed” option, next to “Mouse speed” in Options in the Main Menu.
* New On-Screen Keyboard, with access to most (if not all) keys of the US keyboard.
* Support for the standard Gamecube controller.
* Switching to “big stack” in key points in the code, allow for more stable, more smooth movement in the engine.
* The engine can be started from either the SD card slot in front of the Wii, or an USB memory stick plugged in any of the USB ports in the back of the console (an improvement since Q1Rev R1).
* Experimental, untested support for USB keyboard & mouse.
News Source: http://wiibrew.org/wiki/Q2Rev
http://dsotaku.drunkencoders.com/Q2Rev/Q2Rev.html
Added Dec 8, 2009, Under:
Wii
A port of the client component of the original QuakeWorld engine to the Nintendo Wii, compiled using devkitPPC / libogc.
The engine is a feature-complete implementation of the QuakeWorld 2.40 engine. Unlike Q1Rev, there are LOTS of servers around the world that are able to accept this engine as a client for netplay. Be aware, however, that some of them might need a modified version of the communications protocol. Experiment with as much servers as you want in order to get the desired results.
Changes:
* Improved Wii Remote handling (since Q1Rev Release 1). More stable, and more sensitive. A small wrist movement goes a long way. Adjust the sensitivity level with the new “Wii Remote speed” option, next to “Mouse speed” in Options in the Main Menu.
* New On-Screen Keyboard, with access to most (if not all) keys of the US keyboard.
* Support for the standard Gamecube controller.
* Switching to “big stack” in key points in the code, allow for more stable, more smooth movement in the engine.
* The engine can be started from either the SD card slot in front of the Wii, or an USB memory stick plugged in any of the USB ports in the back of the console (an improvement since Q1Rev R1).
* Experimental, untested support for USB keyboard & mouse.
News Source: http://wiibrew.org/wiki/QWRev
http://dsotaku.drunkencoders.com/QWRev/QWRev.html
Added Dec 8, 2009, Under:
Wii
A port of the original Quake engine to the Nintendo Wii, compiled using devkitPPC / libogc.
The engine is feature-complete, with sound & network play. In that regard, it can be considered as a “unmodified” NetQuake client. Unfortunately, there are next to no servers that let you use unmodified NetQuake clients (as of this release, lab.ihoc.net is still active).
Changes:
* Improved Wii Remote handling. More stable, and more sensitive. A small wrist movement goes a long way. Adjust the sensitivity level with the new “Wii Remote speed” option, next to “Mouse speed” in Options in the Main Menu.
* New On-Screen Keyboard, with access to most (if not all) keys of the US keyboard. Replaces the old, defective input method in use in Release 1.
* Support for the standard Gamecube controller.
* Switching to “big stack” in key points in the code, allow for more stable, more smooth movement in the engine.
* The engine can now be started from either the SD card slot in front of the Wii, or an USB memory stick plugged in any of the USB ports in the back of the console.
* Experimental, untested support for USB keyboard & mouse.
News Source: http://wiibrew.org/wiki/Q1Rev
http://dsotaku.drunkencoders.com/Q1Rev/Q1Rev.html
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