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Do you have an emulator for NES, anon?

[b]Mine Shaft[/b]: A very simple game, just push left or right as you descend. What's your score?

[b]Nova the Squirrel[/b]: Don't be put off by the picture of the lame title screen. This is a full-blown side-scrolling platform adventure that would haven been worthy of official publishing back in the day.

[b]Star Evil[/b]: I don't even.


>Do you have an emulator for NES, anon?


Lol, to me retro gaming means the original Deus Ex, not this stuff. But you do you.


>You do you

Ok fag


I have a NES emulator along other emulators on my PiBoy.


>mine shaft
Sounds like a porno about hitler.


Nova the Squirrel is definitely above average for a platformer on the NES. Its a big title and in terms of the sheer amount of different enemies and items it's outstanding. But is Nova on par with the best of the best – I'm thinking here about Super Mario Bros. 3 and Konami titles late in the system's lifespan? Nah…

The controls are a bit too slippy. For example, when you are falling down touching a wall and there is a hole in the wall, pushing in that direction won't let go you through that hole and instead you will fall to your death (checkpoints are plenty though). I can't remember a single Mario (or come to think of, any other of the top crop of platformers) where you can fail like that. I suspect the game's programmer (basically the entire thing is one person plus another adding some music) put the physics first, asking: Is the character moving at the right speed for x to happen? But for some things the most fun games are just directly taking the player's input to make the wish come true, plausible physics be damned. In Super Mario Bros. (and many platformers following that mold) you can just run over a gap the size of a block. I believe the check a Mario game does is all about whether the player touches forward plus run button or not, the check is not about the actual speed of the controlled character. In Nova, you can also run over a block-size gap, but just by normal walking, and running lets you cross a two-block gap. Why is that? My hypothesis: The programmer wanted the block-gap trick like in Mario, thought about it as a question of physics above all else, and so added a bit of safety to the physics check for that.

The character is lacking somewhat in variety of animation: walking, running, and even swimming all look the same. Based on the projectile you have, pushing up or down may change the direction of it, but your character doesn't change animation for that. Ideally, carrying the item should be visualized on the character and not just the HUD, and the pose when pressing up or down would tell the player whether the weapon is the type that can be aimed. Likewise, enemies could benefit from more animations, especially telegraphing actions a bit in advance. (The Rayman games do this a lot – the spikes, the flames, and so on – IMHO they do that a bit too much. I bet Ubisoft has explicit design guidelines for that.) Some things in Nova have literal countdowns for attacks displayed, but that's a bit too sterile compared to animation that lets the player anticipate action. There is also no indicator for when enemies are about to get out of stun (they should vibrate a bit right before that or open their eyes or something). There are some other little things missing that make the difference between good and platformer perfection, e.g. you have a boomerang that lets you grab things, but you can't affect its movement by moving around yourself.

The engine of the game has many features: There are moving platforms, trampolines, locks and keys, blocks you can shove around, switches that turn blocks on and off, mine carts you can ride in, and so on. You could take just half of the stuff and make a game with it and it wouldn't feel like a sparse affair. The game isn't just free as in free beer, the source code is published under GPL. This could grow into something like Mario Maker, with results that can be played inside NES emulation and on rewritable cartridges that you can put into a literal NES to play.
>While the tools are not very user-friendly yet, if you feel like getting into the code you can build new levels for the game with a drag-and-drop level editor, or modify the game as you please.


More nitpicky stuff about Nova: I think the mine carts are a bit too similar to other moving platforms. Ideally, the character should sit in them instead of standing on them and be able to affect the speed by leaning forward or backward or something like that. Anyway, it's still a fun game.

Here's a free platformer for NES with very pretty sprites (no scrolling though): [b]Cheril the Writer[/b]
If you run past the first monster and go down the quicksand, you enter a cave where you can play a game where you are naked for no reason. Hawt.


More free games for NES. Here's another platformer by the same guys that made Cheril the Writer (Cheril itself is a whole series of games btw.): [b]Yun[/b]
Murder everybody with your bubble attack (which works like in Taito's Bubble Bobble) to get to the next level. But better find the star in the level before the final kill.

[b]Twin Dragons[/b] is a sidescrolling platformer. Aesthetically there seems to be a mild Sonic influence, though it isn't fast-paced.
You can drop through some platforms by pressing down + jump. You can get an item to change your shooting attack, to actually make use of that you have to press up + attack.

Both games are on par with top commercial NES games in terms of graphics and sound. The controls are also competent, if a bit basic. No ledge grabs, double jumps, wall slides and what have you.

And now for something that isn't a platformer: [b]Tesla Versus Edison[/b] http://forums.nesdev.com/viewtopic.php?f=34&t=18042 It's like Pong, but with a twist ("Even more complex than Pong? Whoa."). You steer the paddle with up and down, and with left and right you steer a little figure that tries to catch items that help you. Of course there's also a two-player mode.


what about all the dos stuff? I've been trying to get fallout to run on dosbox but it just doesn't


Why not just get the GOG/Steam version?


just for the crispiness, allready played through the gog version, but I don't like how the resolution with the fov increases beyond what the original had, when I do switch to the original resolution the image ends up being a small square in the middle of my 1080p monitor, dosbox seems to resize lower resolutions to fit the screen so if I could get that running I could finally play the game as it was originally meant to be played and not have have to look so painfully close to the screen.


To me intentionally making old games look worse and not taking advantage of new technology is just larping and silly. Like on a PS2 emulator, a lot of games look fucking good when at 60fps and upscaled to 1080p. But, you do you boo.


[b]Get It![/b] is a very old-school game (the level = the screen). Catch items, avoid the baddies. http://www.gravelstudios.com/getit/ What I found very unusual about is that the speed of the player is the same as the speed of the items and enemies bouncing around. So my initial reaction was that it's "objectively" a design mistake, but a few minutes later I got into the flow of things. You just have to anticipate a bit how the things are bouncing. Also has a two-player mode!

Remember those dubious cartridges promising to contain a truckload of games? The promised number of games turned out to be a very postmodern way of counting, with different modes or levels of the same game being presented as two or three different games. Graphic assets and sound was also shared between the titles. In this wonderful tradition is [b]31 in 1 Real Game![/b] by, once again, the Mojon Twins, featuring utterly pointless low-res nudity (I'm not complaining) and parodies.
Download is right at the top of this list: http://www.nesworld.com/article.php?system=nes&data=neshomebrew I found Rendezvous and Zombie Calavera Prologue the most interesting.

One little thing that irks me about many homebrew titles is how moving diagonally works. They often just add together the movement of each axis, so you move faster diagonally. I'm pretty sure that's not how it works in real life… I also believe that the programmers of the old games back in the day usually took care to avoid that counter-intuitive issue. For example, your spaceship in R-Type does not move faster diagonally and the player can make more precise movements by hugging the left edge of the screen and pressing diagonally.


>It's just larping
We're talking about video games here, so I don't see why that's a problem, but I've got other points to make. Another thing I've noticed is that higher resolution makes the game a lot laggier. playing the game with the original resolution completely gets rid of the lag (but then the screen is tiny). it's not like the game looks any better, we still use the exact same sprite the only difference the higher resolution make is showing more of the map than you should actually be able to see, at time it even results in you being able to see a black void on the screen which you wouldn't be able to see in the original game.


I had a look at some other titles on there. [b]What Remains[/b] is a short 2019 "adventure" (or rather walking sim) set in 1986 with a plot like Captain Planet on cocaine. They did not try for a very authentic 1986 feel (for example, I don't think "paywalled" was a term in use back then). Got a few sensible chuckles out of me and the same number of eyeroll moments. This is really an actual piece of software that one could unironically label Cultural Marxism.


You are thinking about polygonal games. Original Fallout doesn't use polygons and isn't a first-person shooter. (And even with polygons it isn't always sensible to increase the framerate, since the shoddy programming practice of tying mechanics/physics to framerate which often happens with console games when there is no thinking ahead about potentially porting that to other platforms.)

Anyway, here's a new NES game: In [b]Böbl[/b], you play [i]fighting[/i] er trying to survive despite the [i]attacks[/i] existence of your enemies, which are all very hard edge, know what I'm saying. While playing, I often said out loud when dying: Ow, the edge! http://forums.nesdev.com/viewtopic.php?f=35&t=19718


/v/ is now the roulette board, please go there for your video game related discussions.

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