Holy Shit on a stick! That's awesome. Have some rep my good man.
EDIT: And another game that was unreleased, that don't see anyone's mentioned yet, Zombie High.
EDIT2: Midnightrider did, my bad.
Holy Shit on a stick! That's awesome. Have some rep my good man.
EDIT: And another game that was unreleased, that don't see anyone's mentioned yet, Zombie High.
EDIT2: Midnightrider did, my bad.
Maybe this is something you'd like to include:
A game can be homebrew even if it's sold commercially, like Pier Solar is. And demos and hacks can be made by companies, such as Factor 5 which made an 8 player demo for Mega Drive. One doesn't necessarily take out the other.
New user who wants access to the forum? PM Melf!
Anybody know of a Sonic 2 hack that just adds Hidden Palace zone to the base game and nothing else? It's a great zone but every hack that has it adds a bunch of crappy filler along with it.
Beat Em Up- Streets of Rage 2
Platformer- Sonic 3 and Knuckles
Run and Gun- Gunstar Heroes
Adventure- Story of Thor
Action- Shinobi 3
I've updated my main post in this thread in order to include two of the Rock n' Roll Racing hacks by _Ti.
The one with the most changes is friggin' awesome... Stuff like Sega CD usage for music (optional), improved color palette, code optimization and more cars in race.
I think he meant the opposite: homebrew games which were not commercially released.
Thanks man! Good job with that game, looks like you discovered how to access the debug mode; have some rep you too!
I think there's no such a hack 'cause it required a ton of work to produce something that would work on real hardware and be playable.
Zebbe, yeah I'd like to show bits and pieces of stuff like that (not the entire uninterrupted thing). Interesting how the start screen looks like a modded Everdrive menu. I would LOVE to show the Zyrinx 32X demo but I highly doubt that exists (except in video form).
Really positive outlook on Turbo. I couldn't be any more on the opposite spectrum. The only redeeming quality of the beta is that the voices are clear at the cost of most of them not playing because of other sound effects playing instead. The colors are worse, music is atrocious (yes nice drum samples, everything else is pathetic) the detail in the backgrounds is lacking. The game play is no where near is good. I don't want to be to harsh because it wasn't in a complete state but the retail release of SCE destroys Turbo beta.
Beat Em Up- Streets of Rage 2
Platformer- Sonic 3 and Knuckles
Run and Gun- Gunstar Heroes
Adventure- Story of Thor
Action- Shinobi 3
A couple things about the RnRR hacks:
1) If you have to burn a disc, why stop at SNES quality? May as well get the actual songs in there at that point.
2) I never noticed a problem with the way it controls on the Genesis.
1. Romhacking.net still has the old 0.7 hack for download instead of the newer 1.0 hack.
2. I tried redoing the health bars but its just impossible.. not enough colors to make it look good.
3. I agree on the MK1 stages, but Smoke said he was done with MKII Unlimited so I never bothered.
(there was even talk of putting Kano/Sonya in at one point)
Just felt like adding this.
Other thing I think is great about SF2 Turbo (beta) is how the music changes when the energy bar is almost full. It was like the arcade version, but I don't know why they removed this very nice feature from the final.
A funny thing is that I unexpectedly bought a bootleg cartridge and found this strange beta version. It was 6 or 7 years ago.
I agree with you about the final version being much better than the beta. Specially when we talk about music quality.
Oh, my bad, I didn't check which version was that... It sucks it was outdated. I just fixed it and replace the old link with elektropage's link.
Thanks.
Oh, that's bad... Just like with Rock n' Roll Racing hack, it's probably to improve the color usage by creating a new palette but that would be a painful job I think...
Yeah, exactly... It sucks that none took that hack and improved it by removing the nonsense content and trying to improve what it already has. That 48 Mbit Mortal Kombat 3 Ultimate hack is built based on that "concept" (improving rather than adding stuff). It looks amazing already; though, IDK if they will finish it anytime soon.
About MKII, hacking the 32X version would probably be a much better idea. It already has animated shadows, much better backgrounds, better AI... That version just needed a few improvements to be really definitive. It's more about fixing the sfx part, adding some announcer samples and the missing frames (like Mileena's teleport kick and Liu Kang's end of the round animation).
Here's a list of the more complete and playable unreleased protos
Prince of Persia 2
Jelly Boy
Stone Protectors
RESQ
Wild Snake
Baby's Day Out
Jim Power
Waterworld
Dragon's Lair
Beastball
Fido Dido
Itchy & Scratchy Game
Lobo
Tetris
It Came From The Desert
Mr. Nutz 2
Tecmo Cup Football Game
Barbie's Vacation Adventure
Street Fighter II Turbo Beta
Wacky Races
Time Trax
Flash Point
Ready to print game covers and cart labels: http://www.mediafire.com/?5gm45wyxr3xvv
Yeah I like the drums in sf2t, other instruments are high pitched but, I dig it. Sounds different than sf2sce and as guy mentioned music switch ups/energy bar. I think some backgrounds look better (different colors) it seems like it has more color (guiles stage especially the sky, chun li stage, barlog boxer stage) on screen at once compared to sf2sce, I just use Ken to destroy the game.
Oh and Lynx http://www.youtube.com/watch?v=mrT-QHM3Ezk
What's interesting about that one is that last year it had a WiiWare version, but only in Europe. But yeah, it did get an official, licensed release on a platform, at least.
Also, I can confirm that Stone Protectors doesn't have any issues at all, since I went through it months ago.
Links and stuffz:
http://steamcommunity.com/id/LanceBoyle94
www.youtube.com/user/M4R14NO94
http://lanceboyles.tumblr.com/
Originally Posted by "Weird Al" Yankovic (on the AL-TV "interview" with Kevin Federline)
How on earth could I forget about Time Trax!?![]()
The Mega Drive was far inferior to the NES in terms of diffusion rate and sales in the Japanese market, though there were ardent Sega users. But in the US and Europe, we knew Sega could challenge Nintendo. We aimed at dominating those markets, hiring experienced staff for our overseas department in Japan, and revitalising Sega of America and the ailing Virgin group in Europe.
Then we set about developing killer games.
- Hayao Nakayama, Mega Drive Collected Works (p. 17)
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