fcgamer 4,362 Member · Posted June 22 Share Posted June 22 From where I stand, we always burn a few sample cartridges over the course of development of games; sometimes it is just for fun to give out to friends, family, and collectors, while other times it's done for display at expos, to send off to someone to shop the game around hoping for an article in a magazine or to get the game into a local shop. Even at the lowest level, I sometimes burn carts just to try the game out and see how it sounds and looks on a proper CRT television. Nowadays though, most people have flash devices or are running emulators that connect to their monitors and stuff, so I am guessing that a lot of modern devs don't even bother to burn sample cartridges, rather just running a ROM from some other source. Perhaps I'm totally incorrect though? So I am just curious about it. Link to comment Share on other sites More sharing options...
Tanooki 4,829 Member · Posted June 22 Share Posted June 22 From what I've seen there's a blending. - Flashing your own cart buying the pieces and they're pre-assembled or not - Bypassing an existing cart and flashing a chip to attach - Everdrive(etc) - Emulator Recently there have been some games in beta or partially into alpha that work enough you see a cart get shipped off to some YT talking head to run a preview of it hoping to build hype. Link to comment Share on other sites More sharing options...
Sumez 2,456 Member · Posted June 22 Share Posted June 22 If you don't frequently test on hardware you can run into some unfortunate challenges late in development. I had a really cool effect in a game I had to scratch entirely after working on it in emulators for days. When I finally tried it on cartridge, the effect it had on the sprite memory was pretty severe, which no emulators show! Mesen actually has a lot of features that can be enabled to replicate sprite corruption, but it's not able to appropriate how bad it can get on a real NES. If I had a flash cartridge I'd probably test on that more frequently, but I imagine they won't be able to shed light on most potential initialization errors, which is the more common thing you'll come across on hardware compared to emulation. 1 Link to comment Share on other sites More sharing options...
erac 72 Member · Posted June 24 Share Posted June 24 They exist but are rarer for the reasons you listed. Mainly for expos, early review copies etc nowadays. 1 Link to comment Share on other sites More sharing options...
JamesRobot 5,311 Events Team · Posted June 24 Share Posted June 24 I've tested for a few games and it was almost always via PowerPak or emulator. Just easier and more cost effective to distribute multiple builds I suppose. But I did receive a tester copy of Full Quiet which was probably 85% of the final draft. Much of the exposition and story were not in place to prevent spoiling the game for the testers. I also have a unique Spook-o-tron cart which is ~175% of the final Kickstarter release. It contains additional glitched iterations of all of the levels. Some are very cool and playable but it does reach a point where the levels are impossible to clear. It was custom made by Beau and is my favorite test build just prior to release. 1 Link to comment Share on other sites More sharing options...
Deadeye 1,575 Homebrew Team · Posted June 24 Share Posted June 24 I have a few test copies. As Sumez said, my understanding is you will miss issues if you only test on emulators, or on the flip side, flash carts will exhibit bugs that do not exist on hardware copies (I've run into this while testing everdrive's GTROM mapper). It is important to test on all platforms you plan to release on (physical, digital, or flashcarts). 1 1 Link to comment Share on other sites More sharing options...
dale_coop 158 Member · Posted June 28 Share Posted June 28 I have a lot of test copies of the games I worked on (KUBO3, SkateCat, Underground Adventure, chibi Monster Brawl, Dungeon and Doomknights, ....). I am pretty sure all the devs still have their test carts. Link to comment Share on other sites More sharing options...
toma 71 Member · Posted June 28 Share Posted June 28 I have some EB and Alfonzo test carts done before the Limited Run campaign, just to make sure they worked okay and I was happy with the quality. I think if you're dealing with manufacturing you pretty much have to do that, it'd be irresponsible not to Link to comment Share on other sites More sharing options...
Ferris Bueller 455 Member · Posted June 28 Share Posted June 28 Just so everyone here knows, I buy homebrew prototypes and dev carts. It's in my sig! Link to comment Share on other sites More sharing options...
SlowMoleDev 27 Member · Posted June 29 Share Posted June 29 We do our own hardware design, so we do. Link to comment Share on other sites More sharing options...
Memblers 22 Member · Posted July 2 Share Posted July 2 I have a prototype of Garage Cart, has sockets for EPROMs. It's what I used to test it. One of my favorite homebrew protos (I consider it one, at least) is The Incident. It was the first release to use GTROM, I had a small run of green (vs black for production) proto boards made that I hand-soldered, maybe 6 or 8 of them, before the big production run. I gave 2 of those to KHan. Later, when I got my CIB copy of the game, it's the normal release except using one of those green proto boards. So that was awesome. 1 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now