What's a reasonable production run for a Genesis homebrew? If I can't find anyone to make carts I may have to use the cheapest Flash Carts I can find, and that would only be less then 10 at a time. Is that enough?
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What's a reasonable production run for a Genesis homebrew? If I can't find anyone to make carts I may have to use the cheapest Flash Carts I can find, and that would only be less then 10 at a time. Is that enough?
Genesis carts are really easy to repro and at least a few people do them regularly. I bet MrMark and BeaglePuss could do a repro run for you, they've done them for other people in the past.
have you made a homebrew game?
I appreciate the leads! I contacted MrMark (strangely on AtariAge) and am awaiting details on pricing and whatnot. It's been a few months so he must be crazy busy.
But, about the size of the run? What do people usually go for? Or, at least, what have people seen in the past?
I'm developing for the Genesis but I've gotten 2 of my Atari 2600 games put on carts. No experience with this side of the fence though.
Nitebear on Sleepystreet (Signed by Freddy Krueger)
http://gbatemp.net/topic/309413-nite...treet-9272011/
CandyBar
http://www.panic.com/blog/2010/11/candybar-2600-found/
I'd say 50.
I've seen smaller scale homebrew runs between 25 and 50 units. It wouldn't be a bad idea to gauge interest on forums like here and SegaAge, but I don't know if those forums have enough traffic to get the word out...
One thing I would suggest though, is don't shy away from doing more than one production run. People like multiple runs of a game, be it a hack or a homebrew. It means the game stays in general availability longer.
Just to chime in here...
I could easily whip up some carts for you if you're interested in doing a run of games. I've helped dra600n with Hangman SG and I made carts for DreamTR when he released Indy Heat. I'm going to be making carts for another Genesis homebrew that is nearing completion at the moment as well. I can't get into any details, but the game is absolutely awesome.
I've made over 1,000 Genesis reproductions at this point, so a small run will take no time at all. I managed to sell over 100 copies of my Blockbuster Championship reproduction, so if the homebrew is good enough I could see you selling a great deal more than 50.
PM me any and all details and I'll do my best to help you out.
For my SMS game I am making I won't settle for below 500, and for MD game definitely not below 1000
I think it really depends on the quality of the game. If it's something with nice visuals, sound and packaging it would undoubtedly sell rather well so it would qualify for a larger print run such as TmEE mentioned. If it's something hat looks and plays like Hangman... it probably shouldn't deserve to be published on cartridge at all.
I don't think a game necessarily has to be as complex as Pier Solar or any original licensed 16-bit game to qualify, but you should make sure it's solid in its execution and just fun to play.
Prime examples of games that I think would easily qualify would be Uwol: Quest for Money, Q-Bert, Pringles the Game, Project MD, or Rick Dangerous MD.
Btw, Watermelon already is an established Mega Drive publisher looking for software to release on cart. They already got the infrastructure in place to produce authentic cartridges and cases, so if your software meets above criteria I would definitely try to contact them. I know for certain that they're looking for homebrew games to publish.
Watermelon is the route I go once the time comes
I think basing production runs on the "quality" of the game is a perspective from the gamers point of view. From the game developers point of view he has to know a cart reproduction service can deliver in a reasonable time frame at a reasonable cost and in the specs that the game needs. He also has to have a clear idea what the licensing agreement is.
I know what my standards are and the quality I can output. The question is what publisher or reproduction service can work best with me to channel that.
dra600n took most of the risk by being his own publisher. It was a labor of love and very much a new experience coding for the Genesis. He and the guy who made the carts were in it to homebrew for the console they grew up with. Even if a release doesn't look like Duke Nukem 3D it IS keeping the dream alive. I made sure to snatch Hangman SG up to support that.