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Scrobins

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  1. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Special Episode: The State of Homebrew 2022

    The evolution of homebrew has collected an enthusiastic mix of developers and gamers, all of whom draw on the love of something meaningful from their pasts to dream of what might be possible in the years to come. Though we may bring to bear the skills we have cultivated as adults, in this realm it is done to feed our inner child. Homebrew has come a long way across several decades, with the past few years witnessing an exponential increase in the number & scale of games made, the technology that supports them, and the size & reach of the community that enjoys them. There have been growing pains, a perhaps inevitable rise of difficult questions and personalities. What is homebrew? Is it a monolith, or a loose assembly that falls across a broad and malleable definition? Who represents homebrew? What lessons have been learned, and what cautionary tales should be remembered?
    There is no definitive answer to any of these questions; there probably shouldn’t be. Instead they present an opportunity for us to lift our heads and consider where we are at this moment in time. To look back, to look forward. To ask where we are, and where we want to be. To measure how much has changed since the last moment marked and assess the state of things. But by any measure, one thing on which we might agree: the state of homebrew is strong!
    Homebrew’s origins, both in terminology and community, trace back to 1975 when Gordon French and Fred Moore founded the Homebrew Computer Club, initially meeting in French’s garage in Menlo Park. Attracting such future luminaries as Jerry Lawson, John Draper, Steve Jobs, and Steve Wozniak, the club would trade parts, circuits, and knowledge in DIY personal computer construction over its 11-year run. Over the ensuing years, homebrew came to encompass a number of subcultures including video games, where curious hobbyists traded knowledge of coding and circuitry to program new games for their favorite old consoles, and even transform their work into tangible, playable cartridges.

    Gordon French, Co-Founder of the Homebrew Computer CLub
    Since joining the staff at VGS on its homebrew team, I wanted to organize a symposium on homebrew. I wanted to ask questions about the community and spark conversation between several prominent members, hoping a lively, ongoing discussion might ensue from their varied perspectives. Perhaps if this piece is well-received and becomes a regular tradition, some future iteration might include a live online panel discussion. In the meantime, I am excited to sift through the thoughts of more than 20 people throughout the homebrew dev community who took the time to share their insights.
    When deciding which questions I wanted to ask, two categories came to mind: questions that take a snapshot of homebrew, how far it’s come, and where it seems to be going; and questions that I personally wanted to ask based on moments I’ve observed, or debates (even arguments) I wanted to unpack without reigniting any antagonism. Rather than directly ask questions that might imply an effort to provoke, I sought to ask the question behind the question and contextualize the responses with why I wanted to ask it. Whether you agree or disagree with the responses, the questions, or my overall approach, I hope to see how these conversations continue.
    Nonetheless, not every question was answered by every respondent, and on a few occasions I was chided for missing the point. I welcome better, more probing questions to build on this for future years. My hope is to foster conversation that members of this community feel has value, and may help them articulate their own thoughts. It’s also worth noting that this article and the survey responses that inform it are heavily oriented toward NES homebrew. Though I shared this survey across the forums and Discords I am involved in, my own engagement in communities for other consoles such as those surrounding the Atari and Sega is limited and thus the responses to my outreach were likewise limited. I aspire to be more informed of the wider scene but want to recognize my limits and biases for the sake of being forthright.
    There are some very compelling thoughts shared in the responses. More than once I have rewritten several sections of this blog post because something I read among the surveys had such a strong impact on what I thought I wanted to say. The arena of public discourse is a powerful thing, not because it is some combative venue for intellectual gladiators, but because taking the time to hear others can further color our opinions with the nuance afforded by other perspectives and thus collectively evolve.
    So to begin the discussion on the state of homebrew, a good starting point is its underlying definition. What is a homebrew game, and has that definition evolved over time? Have new developments challenged our understanding of what a homebrew is, and have these developments necessitated the use of updated or additional terms to define what exists? DefaultGen made an excellent video breaking down what, to him, constitutes a homebrew as a subcategory of aftermarket games, similar to but distinct from bootlegs, reproductions, and hacks.

    DefaultGen’s Diagram of Aftermarket Games
    When I first watched the video, I disagreed with Tyler over a point that focuses on who is a homebrewer rather than what is a homebrew game: namely that I would include larger publishers such as Mega Cat Studios more solidly within homebrew, since I think the nature of the game as a homebrew is not negated because it was developed or published by a company with staff and resources. But the fact that the boundaries of homebrew are so fluid and subjective is exactly why this conversation is interesting and worth having. Homebrew began with a mystique of curious programmers and engineers tinkering in their garages. Does the arrival of professional developers with backgrounds working on AAA games and the promise of big(ish) bucks through Kickstarter broaden what it means to be homebrew, exist in contradiction to it, or simply create a new category?
    Damian “Tepples/PinoBatch” Yerrick pointed me to some interesting early discussions of this question. In a thread on Slashdot, one user noted homebrew “generally refers to software for systems that do not provide any kind of native programming capability, i.e. games consoles.” Meanwhile a conversation on BootlegGames Wiki distinguished homebrew from bootlegs, arguing: “homebrew games aren’t published by other companies like bootleg games can be. They usually don’t infringe on copyrights in an attempt to make a profit off of them either. They’re usually games that are made just for fun with programming on the console.” The amateur aspect was regarded as especially important by some brewers. When NovaSquirrel observed that “keeping things unprofessional is really important to me”, Sumez and Antoine “FG Software/Vectrex28” Fantys agreed wholeheartedly that the homebrew spirit comes from “fun one-man projects where I have complete creative freedom over it.”
    Respondents were generally in agreement in their definitions of a homebrew, emphasizing that it be: 1) an unlicensed game; 2) developed for a closed system; 3) by an individual or small team; 4) in a hobbyist/amateur setting. Some people were quite adamant about the setting, insisting a homebrew had to be made at home. Most weren’t nearly as strict but touched on the sentiment that a homebrew should be developed on a small scale, without corporate backing, and wouldn’t be the dev team’s primary source of income. In this way some facets of a working definition are focused on the game, while others center on the developer. This can create some interesting gray areas, such as Tomas “Spoony Bard Productions” Guinan’s self-observation that “Eskimo Bob would be properly defined as homebrew, while Mall Brawl is better described as an indie game.”
    When asked how their definition had been challenged in recent years, several points were raised. One respondent noted the release of retro homebrews on modern platforms, such as Haunted Halloween ’86 on the Nintendo Switch. Originally a homebrew release for the NES, does the game’s appearance on the Switch mean it is also a Switch homebrew? At the very least it provides a bridge across console generations, allowing the work of retro devs to reach a wider audience, and showing off what is possible with actual 8-bit games that work within the limits of the original hardware rather than merely be 8-bit-inspired.
    Another interesting point someone raised reflects the closed system criteria several brewers noted. The rise of the PICO-8, an open hardware console has sparked an explosion of creative games, including several ports of NES homebrews such as The Mad Wizard and Alter Ego.

    A homebrew port of a homebrew!
    The creative opportunities that surround developing within the limitations of a fantasy video game console aligns with the hobbyist spirit of homebrew. When the PICO-8 appeared it was like the announcement of a new game jam, but instead of a prompt based on a genre or narrative theme, the challenge was a new set of graphical and sound specifications.
    The two most common challenges that were discussed however were the rise of professionally developed & profit-oriented homebrew games, and the development & release of tools, especially NESmaker and GBStudio, which lowered the barriers to entry of retro game development. These advances highlight the expansion of the homebrew community from both ends of the skills continuum as industry veterans and newcomers joined the scene.
    In its earlier days, developing homebrew games was notoriously difficult: brewers noted how the work on their own games moved in tandem with their education in learning how to program for the NES. In time, Brian “RetroUSB/bunnyboy” Parker’s Nerdy Nights Tutorials, Shiru’s neslib, and Stef’s SGDK, among other tools, would provide the means to make developing games more accessible. With each new tool created and shared, homebrew’s momentum increased from a walk to a sprint. As the barriers to entry lowered, more people with the ambition and creativity to make their own games were able to bring their ideas to life because the inability to code was less and less insurmountable.
    And NESmaker pulled down those walls exponentially faster. As they worked on their own game, Mystic Searches, Joe Granato, Austin McKinley, and Josh Fallon collaborated to develop a tool that would facilitate testing without diving back into the code to make every single revision. Recognizing the commercial potential of this tool for other aspiring brewers, this tool, dubbed NESmaker launched on Kickstarter and received more than $250,000 from more than 2,500 backers (with even more support after the initial campaign concluded).

    Mystic Searches Title Screen
    Whether it serves as the primary tool of game development or a sandbox to play in and eventually explore beyond, NESmaker has had the biggest impact on NES homebrew development since the Nerdy Nights Tutorials. These programs have become important flintstones to spark the imagination and allow more people to put pixel to palette and share the stories they’ve held onto since they were kids dreaming of making their own game. The tool has brought great talents into the community, including Jordan “Raftronaut” Davis, Dale Coop & his son Seiji, and incredible games like Dungeons & DoomKnights, Doodle World, and someday soon the game NESmaker was originally created to help develop, Mystic Searches.
    And it’s important to note that NESmaker in many ways mirrors the Nerdy Nights in its value as an educational resource that runs in tandem with its role as a development tool. The conversations found in its dedicated Discord revealed that as often as not, NESmaker devs find the software useful as an onramp to learning how to code, bumping up against the tool’s limitations, and using its framework as a structure on which new code can be customized and added, like working on a hot rod piecemeal in your garage.

    This feels like a return to homebrew’s roots as a tinkerer’s pursuit, in a very rock ‘n roll way. A lot of new people are entering the scene, and we are watching them grow through their efforts to express themselves. But support can take many forms, and we can be welcoming and inclusive, and still be discriminating in our tastes, discerning what is worth our money without rejecting a segment of games wholesale. I will confess that in buying every physical release I can in order to be a good patron of homebrew, I’ve grown disappointed that I’ve paid the same amount for unpolished first efforts as I have for more carefully crafted releases from established devs.
    But anything that might serve as a “game changer” will come with its share of controversy, and that’s especially true in the gaming community. NESmaker sparked fears of a wave of shovelware that would saturate the homebrew market, either crowding out games developed by more familiar names or leading less-informed players to paint all homebrew with the same brush and cause all homebrew to rise or fall with the reputation of NESmaker, regardless of whether a game was developed with the tool or not. Several rebuttals in the homebrew community argued that NESmaker was merely the newest among a multitude of tools and shouldn’t be the reason a game is judged one way or another. Instead each game should be considered on its own merits, and to dismiss an entire generation of homebrew because of its association with a particular tool constituted unfair gatekeeping.
    Did these fears come to pass? It depends. Have we seen shovelware games made with NESmaker? Sure, but there was shovelware homebrew beforehand, and a surge of inferior games made with NESmaker hasn’t saturated the market. Have some gamers had a knee-jerk reaction to a new homebrew game, dismissively asking whether the game was made with NESmaker? I’ve read some anecdotal evidence of this happening when NESmaker was new, but it doesn’t seem to be a widespread problem as much anymore. Instead, like homebrew more generally, NESmaker games have stratified as some games ride a virtuous cycle of support that encourages devs to create more, while other games have given the impression of low-effort cash grabs by opportunists who took their money and seemingly vanished, or who found the weight of criticism discouraging and quit developing. But its potential continues to attract new people and ideas, such as ManiacBoyStudio which is considering developing its NES iteration of Skeler Boy with NESmaker. NESmaker has also generated its own devoted communities, with outlets for engagement through a dedicated forum, Discord, and Facebook group where devs and fans can share their work, collaborate, and help each other. Amidst these outlets Joe and Austin continue to evangelize NESmaker games through their annual Byte-Off Competition.

    Mockup Image of Skeler Boy for the NES
    Now that NESmaker has been around for a few years, are there still concerns? The success of a number of homebrews on Kickstarter has led to a surge of homebrews seeking funding through crowdfunding campaigns. This in turn has created a saturation problem specific to Kickstarter in an area with higher mainstream exposure, risking backer burnout with “new games for old consoles” that are not all necessarily going the extra mile to ensure the satisfaction of its backers. Instead, Ellen “Frankengraphics” Larsson noted: “following the wave of NESmaker users, right now we’re seeing a bit much of ‘my first game’ games posing as market-ready releases.” Case in point, when backers received their copies of Ooze Redux, many knew before even opening their packages that they had received a crushed product inside their bubble mailer. Upon opening the package, supporters found a flimsy, uncreased box that was too long to fit into standard box protectors. Manuals were printed on generic printer paper and folded unevenly. Cartridge labels were also cut unevenly and then affixed crookedly. While the homebrew vibe rests on amateur production, even the earliest homebrewers made sure that physical aspects of their releases had a level of polish that justified the cost.
    Meanwhile, sometimes devs revisit their work to add polish, incorporate new ideas, or even show off how much their skills have improved in the interim. It’s sort of the Star Wars Special Edition treatment of homebrew. Remasters are nothing new, KHAN Games released the Engagement Edition of Larry and the Long Look for a Luscious Lover about 6-7 years after the original edition’s initial run. The newer edition changed the graphics in a few places, input new music in others, and added new animations and cutscenes. Fans who missed the game the first time around and variant collectors gobbled up copies.

    Working Title: Larry and the Even Longer Look for a Luscious Lover
    Demand reflected a degree of support and trust in Kevin Hanley, based on his overall body of work as well as the popularity of the first edition of the game from several years earlier. In 2020, Spacebot Interactive developed Dragonbourne for the Gameboy. The following year, Incube8 Games announced Dragonbourne DX for the Gameboy Color, taking advantage of the console shift to update the game with enhanced graphics, improved gameplay, and remastered the soundtrack. Aside from the compatibility with the Gameboy Color, how did all these advancements come to pass in barely a year that the developers couldn’t put this content in the original game? More recently CrazyGroupTrio announced their intention to rerelease Shera & the 40 Thieves, which Kickstarter backers received last fall. When asked why they would make a remaster of the game instead of a sequel, CGT replied: “because I always hated the original and it deserves better.” My question then is, if you hated your original work so much that you’re taking another crack at it less than a year after delivering the original, why did you release that first version at all? Plenty of homebrewers choose delay and would suffer the inevitable criticism in order to release something they were proud of, as we are seeing with highly anticipated games like Full Quiet, Orange Island, and Mystic Searches. As an investor in Shera & the 40 Thieves who pledged $80 for a copy, how am I supposed to feel that I paid a premium for a game which the developer “hated” and will soon release a “better” version? At the end of the day, it’s the dev’s game and they should be able to do what they want with it. My objection stems from what to me feels like too short a period of time between original and remaster. There is no bright line that marks the ideal amount of time before a remaster is appropriate, however I think support indignation is understandable where a “definitive version” comes out so soon that it makes me question backing any future game from the dev, since a better remaster may be just around the corner. But if all fans adopt such a wait-and-see approach then that first version will not garner enough support to be released and potentially discourage the developer from finishing the game at all.
    How then does the homebrew community overcome these concerns in order to be welcoming and inclusive, but also put its best foot forward at every step? Jordan “Raftronaut” Davis” recognized the balance to be struck: “I understand the fears of established developers who are worried about the market flooding with shovelware, but also understand the importance of 1st time developers opening the doors to new audience[s] for homebrew. I can tell you firsthand that my dumb game resulted in quite a few record nerds getting introduced to homebrew and starting their own collections. Which means more interest in the overall community.” Nonetheless Jordan notes his biggest concern in homebrew today is a lack of beta testing and quality control. He offered a recommendation that would perhaps be a rising tide for homebrew: “It would be nice if there was a normalized routine for community games to go through. It’s obvious that this gets leveled at NESmaker games most often, but these are usually people making their first games, who don’t have a regiment for debugging and testing, or even making proper changes based on beta feedback. It would be nice if there was an unofficial seal of approval awarded to games that have been rigorously vetted, maybe also give insight to first timers in order to encourage improvements.” Such a space could provide any interested devs with a ready-to-play team of testers to improve the game, as well as mentorship from more experienced brewers who could guide newcomers through their tried-and-true processes and connect them with other valuable resources which would take the guesswork out of consistent, high quality physical production. However a seal of approval may be a trickier prospect, as we’ll discuss later.
    As homebrew has grown and gained wider attention, it has attracted the interest of veteran developers and large companies eager to create, produce, and distribute new games. In the past, referring to someone as a veteran in the homebrew community meant someone who had been a longstanding and engaged member; including well-known developers and collectors like Kevin “KHAN Games” Hanley or Christian “Ferris Bueller” Deitering. Similarly, early companies that developed some of their own games yet were largely known as publishers for others may have pushed the boundaries of what made a game a “homebrew”, nonetheless stood with both feet firmly in the homebrew scene, such as RetroUSB and InfiniteNESLives. However respondents noted that being a “veteran” in the community is growing a second definition: professional game developers trying their hand at creating games for older consoles. Recent examples include the SNES game Unholy Night: The Darkness Hunter, developed in 2017 by a team of former SNK members, or Orange Island, an upcoming game (that will include an NES port) by Ted Sterchi, who is a former designer for Sega. Likewise, retro gaming behemoth Limited Run Games has leveraged its publishing muscle and massive following to bankroll and release a handful of homebrew games alongside its modern and retro-rerelease offerings, including Alwa’s Awakening, Jay & Silent Bob: Mall Brawl, and Witch n Wiz.

    Screenshot from Unholy Night: The Darkness Hunter for SNES
    There seems to be some consensus among respondents that these arrivals challenge the hobbyist aspect of homebrewing, introducing a level of existing skill to a place where people were previously using their projects to develop themselves and learn over time. This prompted the sense that passion and personality were being joined by a new quality: profit. While no one spoke negatively about the arrival of industry vets and corporate backing, other than to say that these projects may not technically be homebrews, there is a tension to this trend: will these developers and companies, with their larger mainstream followings, bring more attention to homebrew as gamers get curious to see what else they can play, or do these names become monoliths eclipsing hobbyists and leaving gamers to wonder if a game is worth it if it isn’t associated with these larger brands? These questions are hardly new to the community, the same conversation referenced earlier on BootlegGames Wiki noted how “the lines can blur a little bit when homebrew game makers start selling their games on cartridge,” feeling that selling a handful of carts at a convention was still a hobbyist having fun, but wondering how many copies sold marked the line between the hobbyist’s homebrew and a professional’s unlicensed game.
    Or perhaps this niche of retro gaming has simply grown so much that different terms are necessary to conceptualize it all accurately. So far, I’ve been using the word “homebrew” and its fluid definition, but other words might be more illuminating. “Aftermarket games” has proven to be a useful umbrella term that includes homebrews, hacks, bootlegs, repros, etc. The word “indie” has appeared with increasing frequency to promote new games for old consoles. Can/should “indie” and “homebrew” be used interchangeably, or should the former refer to more professionally developed games, while the latter is reserved for hobbyists?
    I wanted to ask this question based on a conversation in VGS’ Brewery Discord in March 2021, in which Jared “jekuthiel” Hoag stated that he "take[s] the term 'homebrew' as an insult, given what [he] is trying to do" in reference to his project (the upcoming Former Dawn), noting the size of his team and the intention to release the game on modern platforms as well as the NES. My initial reaction was defensive: how can you enter a community, engage with its creators and fans, share your work with the goal of marketing your game to this demographic, and be insulted that your game would be associated with the terminology the community uses to define itself? To me, it implied a sense of superiority over those who were comfortable applying the homebrew term to their own work.

    Image from Former Dawn by Something Nerdy Studios
    This is another point where reading survey responses added some nuance to my feelings and helped me broaden my understanding. I can appreciate how other terminology might be more fitting. But I personally think it’s insulting to other devs and the community at large that one might react so strongly that their game would be called a homebrew while simultaneously promoting their game throughout the homebrew community. This is the terminology that the wider community has evolved for itself, can someone be a part of that community while rejecting the term as beneath them? Perhaps that is a reflection of the gray areas at the edges of the definition of homebrew. Sumez made an interesting point how a game came be a “product of the homebrew community, even if it maybe can't really be defined as a homebrew product.”
    The sentiment returned in a post to the NESmakers Facebook group in which the publisher of Cool Sh#t Magazine stated his dislike for the term “homebrew”, writing how he felt it cheapened the work of those he considers “indie developers.” At the end of the day, our feelings about proper terminology in contexts such as this may say more about what we individually bring into the conversation than reflect any real argument, but I do think it odd (and off-putting) for someone to enter a longstanding community and reject the terms it has used to define itself for years, making normative judgments about the implied quality associated with particular terms compared to others.
    The vast majority of respondents felt creators should be able to categorize their work however they want; that “homebrew” or “indie” or some as yet uncoined term is a matter of self-identification. Several excellent quotes emerged in response to this question. Nathan “Bite the Chili/gauauu” Tolbert felt there was “no need to draw lines as a community…but we should respect everyone’s individual interests,” expressing less interest in a game with substantial funding behind it. Nicolas Bétoux of Morphcat fame believes homebrew is perhaps “a word that we maybe lost the initial sense [of]” as it has become blended with the larger concept of a “neo retro game,” of which “homebrew” is a part of it as much as “indie.” Ellen “Frankengraphics” Larsson believes “homebrew encompasses all levels of skill and previous merit. It’s more about the authenticity of the thing which often gets lost in too big teams.” Donny “Toggleswitch” Philips doesn’t believe someone who considers themselves an industry veteran or is well-funded should be called a homebrewer, but “if somebody takes issue with being called a homebrewer, then in my opinion it’s up to them to push the quality of their project in a way that stands head and shoulders above the rest.”
    Turning now to a thought exercise that emerged on the VGS forum several months ago, a member asked how NES homebrew today compares against its licensed forbears. As subjective as that question is, I asked the community where they thought the homebrew scene right now matched the licensed era. Many respondents rejected this question as superficial, silly, and uninformative. Nonetheless 5 people felt homebrew is currently on par with the 1987-1989 segment of gaming, while 5 others believed homebrew reached equivalence with games from 1990-1991.

    Two prominent games from those respective time spans
    Other interesting ideas argued that homebrew has passed the original NROM era, as well as the first wave of Capcom and Konami games. But the truth is, with the benefit of being influenced by all that has come before, brewers are able to make games that capture the essence of a particular moment in time. While their skills match one era of licensed gaming, their passion delivers games reminiscent of another, which will color our perception and blur technical ability with intentional aesthetic. Adam “Artix” Bohn proposed a better question: where are the top homebrew games compared to the 1985-1995 range? Brad “NES Homebrew” Bateman also offered a more meaningful metric: that we should compare each dev’s releases over the years against each other, to truly observe a dev’s progression.
    A question asking if there is a benchmark at which homebrew has “made it” and whether that point has been reached was similarly panned. Most respondents felt that the spirit of homebrew cares little about mainstream appeal, so “making it” is an irrelevant consideration. However, some noted a few developments which have marked meaningful growth in the community. Lower barriers to entry have been facilitated quite well by NESmaker and GBStudio. The expansion of homebrew’s reach onto PC and Switch releases, and the growing assortment of Evercade compilation carts has carried homebrew onto modern platforms. The scale of the Micro Mages Kickstarter’s success represented an explosive epiphany regarding the demand for homebrew games. For all this success, one respondent continues to look over the horizon, feeling the benchmark for him will be the arrival of a game on par with Super Mario Bros. 3 or Kirby’s Adventure. A day hopefully not too far off.
    Perhaps rather than focus on amorphous notions of where homebrew stands as a whole, we can marvel at the new places homebrew is going, and where it might venture next. I asked what is on the cutting edge of homebrew right now, and what is capturing the community’s imagination. Answers spanned a host of specific games as well as more general developments. Among the games that have caught the community’s eye, Astro Ninja Man, Alwa’s Awakening, and Micro Mages stood out as impressive recent releases (with Micro Mages getting plaudits for its incorporation of modern gameplay attributes). When considering games in-development that has fans salivating, Former Dawn, Orange Island, Halcyon, Full Quiet, Space Soviets, and Rally Rally Rally Rally were front of mind. Respondents expressed enthusiasm for upcoming new hardware such as the Rainbow Wi-Fi cart, and the MXM cart, while continuing to sing the praises of music carts, flash save memory, and expansion audio. One respondent shared their anticipation for homebrew’s expansion to the N64, raising the prospect of more 3D homebrew. But above all, what is fascinating devs and fans is seeing more people pouring their love and creativity into games.

    Broke Studio’s Rainbow Wi-Fi Cart
    With the myriad new games and developments to hardware that have come or are visible on the horizon, I also asked where respondents want to see homebrew go in the next few years. Glimpsing what soon will be, what long-term aspirations do we hope will emerge in the distance? One grand ambition shared by multiple respondents was recognition from Nintendo itself, alongside more mainstream attention. This might seem to conflict with the previously mentioned feeling among devs that mainstream popularity is an irrelevant consideration to homebrew. But part of this hope may emanate from the longstanding existential fear that Nintendo or Sega might quash homebrew with cease & desist orders. So while larger appeal isn’t top of mind for devs in how they measure the success of their games, there is a certain security that devs want that would make them feel able to continue to create. But with the arrival of homebrew games like Haunted Halloween ’86 and Battle Kid to the Nintendo Switch, devs can breathe a little easier.
    Another common sentiment was that we might simply see more of what we have: more games and more devs, especially in areas ripe for growth such as the SNES. Observing a sort of generational gap, M-Tee issued a challenge to veteran brewers, wanting to see them rise to the quality we’re seeing from newer devs entering the scene. Hoping to foster more cohesion and echoing Jordan Davis’ attitudes, Adam Bohn would like to see more support between veteran and new devs, enabling a passing and preservation of knowledge will be the catalyst for a virtuous cycle.
    But speaking of inclusivity, an anonymous respondent expressed hope that the homebrew community will become more accepting of marginalized communities. It’s no secret that the homebrew community isn’t particularly diverse, overwhelmingly populated by cis white men. That’s not to say the community is devoid of women, people of color, or people from the LGBTQIA+ community, but, as in so many other areas of life more could be done. In an un-diverse space, sexism, racism, homophobia, and transphobia can easily take root. In un-diverse spaces, the majority can lack empathy for the marginalized in favor of their own comfort. I’ve noticed strong defenses of “free speech” on forums and Discords in response to criticisms of slurs and offensive jokes, and a disrespectful refusal to gender people in accordance with their identity. The lawyer side of my brain bristles at such widespread misunderstanding of the First Amendment. These are not public spaces and moderators are not government actors; the freedom of speech is not unlimited here, and in order to foster a wider, more inclusive community, one in which everyone feels seen and safe, we must realign our priorities and prove it every day by protecting the security of the few over the entitlement of the many.

    Because respecting people is a matter of human rights
    Which leads me to my next big question, asking what concerns respondents had about the homebrew community. Some concerns grew out of recent phenomena. The pandemic’s effect on supply chains generally, and chip shortages more specifically have hampered physical releases. Its inconsistent impact has allowed some games to move forward, while releases such as Action 53, Volume 4 remain delayed. Hopefully the restoration of global commerce to its pre-pandemic state will slowly unclog these backlogs, though the marketplace’s fragility will always find a new problem. Meanwhile the large-scale adoption of Discord revealed new concerns over the accessibility and attention of the homebrew community. As developers seek to cultivate devoted followings and promote their work, they’ve noticed that the multitude of Discord servers has fractured the community and exhausted fans as each additional server becomes a burden leaving fans hesitant to join. The knee jerk solution was to suggest consolidating Discords or designating one as a hub to others, but to point to any one server and say “this is the Discord” would be obnoxious and presumptuous. What do we do then?
    Much of what has been voiced previously continued into this portion of survey responses: the insularity of the community itself, fears that Nintendo or Sega will use litigation to collapse homebrew, concerns that shovelware on Kickstarter will diminish homebrew in the eyes of the larger gaming community that is less familiar with the homebrew subculture, and whether tools making game development easier are diminishing the sense of accomplishment that comes with releasing a game. With regard to the latter, my observations suggest that is a concern we need not worry about. The sense of accomplishment derived from making your own game is a personal feeling and shouldn’t be threatened by what might allow another to obtain that feeling for themselves. And if a dev worried their own choice of tools would ruin that sense of accomplishment, they can simply follow their own heart and preferences and use whatever tools will preserve that feeling they seek. More importantly, I feel that so much focus has been placed on tools like NESmaker and GBStudio as a means to develop games, and not enough on their value as educational steppingstones to learning how to develop games “from the ground up” if that is something the user aspires to. The Nerdy Nights Tutorials and existing literature, fantastic resources that they are, can be indecipherable if you don’t already have a passing familiarity with coding in C or 6502 Assembly. Exploring the NESmaker Discord revealed illuminating discussions that many users found the tool helpful in learning to code in a defined sandbox, but quickly found themselves bumping against its limitations. The evolution of several rising brewers can be found in their popping the hood of NESmaker and learning to develop beyond what the tool itself provides. Much like Chris “Optomon” Lincoln’s description of learning to code through his hacks of existing games, a number of brewers learned and grew through figuring out how to make something specific happen in their game that the initial set of tools could not provide. Perhaps then a better conceptualization is not whether a game is lesser for what helped make it, but an outward-looking sensibility: who is rising to prominence thanks to their start with these tools? As Yoda observed: “we are what they grow beyond.” May we appreciate this tool through the lens of the talented people it has forged.
    Jordan Davis and others noted their concern that the homebrew community lacks access to efficient beta testing and quality control resources. On the other hand, created a centralized hub of willing beta testers and devs interested in providing close mentorship would foster community among its members while increasing the quality of any game that participated. Some advocated for a substantive seal of approval to denote a sense of objective quality. Two lively debates emerged on the subject at NESdev and on the NESmaker Facebook group, weighing the general value of a special mark, the considerations behind any standards that might be created for its use, or even whether a mark that would be freely available had value. Ultimately the homebrew community, which generally lacks the funds to establish, nevermind defend a registered trademark, would be ill-served by a logo that at best would be widely stolen without repercussion, and thus rendered meaningless, and at worst serve as a gatekeeping stamp that would amplify polarization among brewers.

    Matt Hughson’s (left) and Yan Ian Hook’s (right) homebrew seal designs
    In thinking of ways to expand the community, I asked if there were any roles or services beyond traditional game development that respondents felt could be an asset to the community. Admittedly there was a degree of self-interest in this question. As a practicing attorney who will probably never learn to code, I was curious to know if the community thought it could use the skills of someone like me, but also anyone else whose day job and skills could be leveraged in service of homebrew. The question first popped into my head a few years ago during the debate over who held ownership rights over Black Box Challenge. I would rather not relitigate this matter, but interested people can find one segment of the argument here on the VGS forum, and other relevant information on Jeffrey “Hagen’s Alley” Wittenhagen’s podcast here (around the 20-minute mark). At this time Rob “Sly Dog Studios” Bryant has deleted his Twitter account and therefore his posts on the subject are not available. In response to the ensuing argument I wondered if homebrew had outgrown handshake agreements, even between friends. Was there demand for someone to draft contracts and agreements so every member of a project was on the same page regarding expectations, and could point to the same document to resolve disputes or ambiguities? Although I’ve gotten some work drafting various agreements for homebrew, the jury is still out whether the larger community has any interest in my skills, though I’m loathe to be too aggressive in advertising myself.
    But enough about me! Respondents offered a plethora of suggestions for roles that would make homebrew development more robust and facilitate their own efforts. One role that has been requested already here is game testing. Devs are eager to have an army of beta testers who might identify bugs and offer feedback that will elevate the game when the time comes for its release. A reliable source of available and genuinely interested testers would offer fresh eyes for anything devs overlooked or wouldn’t think to poke at. I say “genuinely” because I’ve noticed in some Discord channels people eagerly sign up to beta test a game or proofread text, only to note afterwards that they never had the time to contribute anything (if they say anything at all), or people who try to join after the fact, but whose words imply their interest is more in getting a free rom. The latter reeks of piracy while the former reminds me of those people who spam YouTube/Twitch streamers to be moderators despite not knowing the person and demonstrating limited engagement with the channel because they like to feel important and collect titles. A ready-to-play reservoir of reliable beta testers would be a boon to homebrew’s efforts at quality control. The question then is what standards to set to ensure only reliable people are recruited.
    The most common stated need from respondents was for marketing and promotional assistance. Just about every dev who has sought crowdfunding for their game also lamented how exhausting the promotional work can be in order to build, and maintain hype for their game. In the same way many devs were happy to delegate publishing their games to companies like RetroUSB, InfiniteNESLives, Broke Studio, and Mega Cat Studios, brewers are expressing an interest in finding people who are willing to take responsibility for marketing their games, creating promotional content, and engaging with fans to maintain excitement until the game’s release.
    Among the other roles respondents said would be valuable, several highlighted the difficulty of finding people to collaborate with, as well as resources for obtaining physical materials. Respondents noted the need for help publishing their games, including identifying box and manual printers. Although options exist, such as Frank Westphal who is well-known for his box production work, he isn’t active in major homebrew spaces and therefore can be hard to find if you’re new to the community. So what is the best means for getting in touch with him, or anyone else who providers these services? Is there a menu of products and costs people can consult ahead of time? Similarly, respondents mentioned how hard it can be to find pixel artists, illustrators, chiptune musicians, and other programmers who are available, or they know a few places where collaborators can be found, but the culture seems hostile and cliquey toward newcomers. It makes me wonder how many great games may be languishing because the team to bring it to life is having trouble getting assembled. This sounds like a great opportunity for VGS to help. In response to concerns that conversations and opportunities to showcase their work were getting fractured, we created additional channels in our Discord, adding #brewery-graphics and #brewery-music to the mix, while the existing channel was renamed #brewery-general. In a similar effort to help brewers highlight their portfolio and collaborate, we are creating a new subforum on the website: Brewer Portfolio/Help Wanted. Members can create their own threads as a sort of profile to highlight their work and advertise their availability to work on new projects. Members can also make job postings, soliciting others to reach out if interested in collaborating.

    Apply within!
    Beyond some of these deeper conversations on the future of homebrew and working through questions that might be provocative, I also wanted to ask if the community itself wanted to recognize any of its members and celebrate them. Not everyone responded to this section, leaving me to assume there was reluctance to single anyone out and stoke tension and competition. It is not my intention to make anyone feel less than, but to celebrate the wide array of talents and styles this community is blessed to include. To that end I asked who is the best programmer, pixel artist, and chiptune musician? Who is underrated? Who is new to the homebrew scene that everyone should be paying attention to? Who has been dormant that you would like to see active again? Is there a shelved project you want to see return to active development? I tried to include real names and well-known handles where possible, but was unable to learn both for everyone.
    Starting with the community’s overall favorites, those for whom we are always drooling over their latest update, Julius Riecke (Morphcat) was voted best programmer, Frankengraphics as best pixel artist, and Tuï as best chiptune musician. They are each known for a host of games, both released and still in progress, but worth highlighting is Morphcat’s work on Micro Mages, Frankengraphics’ upcoming “Project Borscht”, and Tuï’s work on From Below. Other programmers recognized by respondents include Damian Yerrick (Thwaite), Zeta0134 (RusticNES), Brad Smith (Lizard), Bitmap Bureau (Xeno Crisis), Dustmop (Star Versus), Łukasz (Gruniożerca), Valdir Salgueiro (Roniu’s Tale), Dale Coop (Zdey: The Game), and Fernando Fernandez (Chaos Between Realms). Other pixel artists who were recognized include Surt, Nicolas Bétoux (Morphcat), Fernando Fernandez, and Clarion (Dungeons & DoomKnights). I made the mistake of getting ahead of myself and posted on Twitter that Ellen was the only pixel artist named in the survey responses, when it would be more correct to say that she was named by every survey I had read so far. I apologize for my incorrect statement. Other chiptune musicians recognized include Richard “Kulor” Armijo (Alter Ego), Julius Riecke, Thomas “thehumanthomas” Cipollone (Unicorn), Chip Jockey (Gruniożerca 3), and Thomas “Zi” Ragonnet (8-Bit Xmas series).

    Kudos to Miau, Frankengraphics, and Tuï!
    When asked to name an underrated member of the homebrew community, Joseph “Yoey” Provencio and Pubby stood out, known for Project Chocoblip and We are Hejickle respectively. Others recognized for their talents include Kasumi (Indivisible), Jordan Davis (Space Raft), Chris “Dullahan Software” Cacciatore (Nebs ‘n Debs), Valdir Salgueiro, RetroSouls (Misplaced), Antoine “Broke Studio” Gohin (Twin Dragons), M-Tee (The Cowlitz Gamers 2nd Adventure), and Adam “Second Dimension” Welch (Eyra-The Crow Maiden). As the underrated talents of the community, you should look into each of their portfolios now and get excited for what they have brewing.

    Cheers to Yoey & Pubby!
    As the community grows, new talent continues to be attracted to the scene, and their fresh ideas fire our imaginations. Asked to identify their favorite newcomers to watch, Matt Hughson was the consensus pick. Matt has been exciting fans with his work on Witch n Wiz as well as Blades of the Lotus for this year’s NESdev Compo. Other recent additions to the community who have gotten people talking include Wendel Scardua (Fire of Rebellion), Alastair Low (Tapeworm Disco Puzzle), Fernando Fernandez, and Skyboy (Fire and Rescue).

    Great to have you Matt!
    But for all the people who are sharing their work and whose games have excited us lately, we also want to recognize those people from the past who inspired us, and who for one reason or another have gone quiet. Some have taken a step back to focus on their families and primary careers, others are coping with hardships, and some have moved on to new challenges. We don’t mean to pressure them to return but want to offer tribute to those from yesteryear whom we miss dearly. Respondents shared how they are pining for news from Joe “Memblers” Parsell, Tim “Orab Games” Hartman, Derek “Gradual Games” Andrews, Shiru, Rob “Sly Dog Studios” Bryant, Frank Westphal, Neil Baldwin, Alp, and Sivak. We miss you and hope you’re doing well.
    Not only do we wish to express our love for dormant brews, but also several specific games we hope will rise out of limbo. If Kickstarters were announced today for Dimension Shift or a completed Super Bat Puncher, respondents might empty their bank accounts on the spot. In a wonderful bit of self-deprecating humor, a number of devs voted for their own games when asked what shelved projects they wanted to see resume development. But also included among their answers were Celestar, The Gift of Discernment, Eskimo Bob 3, Isolation, ROM City Rampage, and SNESmaker.
    Since joining VGS’ Homebrew Team I have enjoyed playing around with the kinds of projects that were important to me. I already had my Homebrew Almanac and Homebrew on the Horizon threads, I developed my blog about new games, I helped organize a homebrew leaderboard competition with Chris/Deadeye, and I try to connect fans with games on their wish list. I’ve even launched a collaboration with Mega Cat Studios to release homebrews on cartridge, starting with Diamond Thieves (and launched a blog to cover those new games as well). But this survey felt like a meaningful opportunity to ask the community what VGS could do to serve as a worthwhile platform and resource. We don’t want to replace or disparage existing outlets, but we do want to fill gaps and be of value. The consensus among respondents was that we should try and build something unique that doesn’t try to replicate NESdev, but then again most felt we couldn’t if we wanted to anyway, since VGS is more a platform to connect with fans. However we received praise for our Discord becoming one of the go-to places for homebrew discussion. We are happy to have this space which has fostered community. Recommendations included developing a space where devs could share progress on their games and engage with/market to players. Sumez requested dedicated spaces where devs could show off their work, such as a revamped profile page that could be a mix between existing profile pages and something informational like LinkedIn. We have also been asked to work to be more inclusive and protective of marginalized communities, respond to bad behavior, and remove bad actors. The staff has tried to be more active in curtailing prejudice and casual slurring, but as always, we need your help in spotting it so we can be as responsive as possible.
    The last question on the original survey asked the tongue in cheek question whether the homebrew bubble had yet burst. Most respondents either answered “not yet” or made a much-appreciated Böbl joke.

    I tried to pick a screenshot that would really pop
    But as with the rest of his responses, Jordan Davis offered a wonderfully insightful answer I want to share. Reflecting on the longevity of the homebrew scene, and the particular appeal of coding for the NES over other consoles that came before or since, Jordan observed: “Video games themselves are a young medium, going backwards for inspiration into a young medium is a rare phenomenon. Imagine if film directors of the 30s and 40s decided to go back and start making silent films, just because they saw Dr. Caligari in junior high or something. There is an appreciation of history of the medium that goes along with the homebrew and retro game scene, it’s often very academic.” For all the advancements in technology and storytelling we have seen as video games evolved from the 80s to today, there is something persistently fascinating about the nostalgia that drives us to reach back to collect these older games, but which also inspires some to create new games reminiscent of that time.
    In the time since I sent out my initial survey, new questions came to mind. As homebrew sporadically gains mainstream attention, how does the community feel about engagement with the media? Should journalists observe from a distance, like a documentarian covering wildlife, or should they engage the wider community so when their article comes out, community members aren’t wondering where this person or their impressions came from? What can devs do to promote engagement? In response to this question, the consensus was that while there is an expectation that journalists writing a piece on the community are talking to its members, no such responsibility exists when the written piece is merely the author’s observations or is simply a review of the scene’s offerings. Nevertheless, M-Tee noted that as members of this community, we have a responsibility to each other to be ambassadors who do not present this community as a hostile environment to anyone. If anything, engagement should be encouraged and where possible aided by searchable and digestible information, ideally generated by the non-developers of the community (to, in his view, minimize pulling brewers from their dev work).
    As homebrew draws larger audiences, should homebrew be guided by the passion and preferences of creators, or should the interests and convenience of customers prevail? And given players’ desire for convenience and ease of access, what are the ethics surrounding pirated roms and repros? Should players respect the publication choices of creators if a game they want to play is not available through their preferred mode of play or is too expensive, or in the absence of a legitimate option, may they turn to illegitimate ones to play the games they want to play? The consensus on these questions reflected a sense that players can express their preferences regarding homebrew games that appeal most to them, whether that’s a matter of favored genres or the availability of released games on physical cartridges, digitally available as roms, or made compatible with mobile devices. However at the end of the day, because homebrew is at its core a hobbyist passion, it will always ultimately be creator driven.
    Despite this dynamic, the ethical questions surrounding player access to rarer homebrew games persists. A handful of VGS members have made clear their beliefs that if they want to play a particular game and cannot obtain it legitimately, illegitimate means are acceptable, and it is the creator’s fault for not doing enough to make it so that player could have the game. Rejecting the creator’s preferences and pointing to the admittedly opportunistic greed of some resellers with no connection to the original developers, these players justify using pirating roms and repros because they feel they shouldn’t have to pay a premium or go without if they don’t want to. M-Tee noted that social acceptance of pirating creates an uphill battle for establishing and respecting creator rights. Spacepup echoes the importance of respecting the devs’ wishes, and those players are not entitled to content just because they want it. Just because a game’s sale no longer connects to and benefits the creator, doesn’t mark its entry into an acceptable pirating free for all. Considering the nuances of this issue, Nathan Tolbert feels that while honoring a developer’s wishes regarding distribution is ethically correct, it is up to the individual regarding the download and use of pirated content, but that selling and redistributing it is unethical.
    In an October 2021 conversation in VGS’s brewery Discord, several people shared their opinions on the dumping, reproduction, and sale of pirating homebrew games. Specifically, community members wondered what (if any) amount of time was enough for it to be acceptable for someone to share a rom they have? What if, at some point in the future, someone wants to play a play that is unavailable and they are unable to reach the creator to get permission to reproduce a copy despite a good faith effort? From her perspective, Ellen Larsson felt that “not as a homebrewer, but as an author. It doesn't matter if I write a novel or make a game. Hands off unless it's the intention to distribute it freely or if the author decides to change the license.” However she adds that she would make an exception for the preservation of otherwise endangered files or if something made was freely distributable. Sumez believed it is “super disrespectful towards the author to just throw their stuff out as piracy no matter how many years have passed, 1, 2, or 60, but if they are genuinely impossible to get in contact with or in any way warrant any kind of new release of authorization of free distribution, then I guess fair. But no matter how much someone can go ‘gee, it's an old game, it should be free, because people deserve to play it’, it's up to the author. If it should be free, let the author give it out free.” Nathan Tolbert emphasized the point about being unable to reach the creator: “Personally, if I've disappeared from the scene for a few years (3?), and nobody knows how to get ahold of me, I'd be fine with folks releasing dumps of my games. But that's definitely not what I think everyone has to agree to.” Brian Parker agreed, noting that if “a few (3-5?) years after honest contact efforts get zero reply, do whatever.  If its legit preservation (VGHF) take everything at anytime.” Meanwhile NovaSquirrel had a more open stance, believing “if someone doesn't want to give me the ability to buy a game anymore then it's on them.” Josué “Trirosmos” Oliveira disagreed, believing “that the free sharing of files and information are and should be central pillars of the internet. I'm not necessarily gonna make it easier than it has to be to get access to things I've made that I'm trying to sell... but if you go through the trouble and literally spend your own time and money so that other people can freely access it, I'm not gonna stop you.” Josué expanded on his position, noting that without piracy of PlayStation games, the Brazilian gaming and dev scene might not exist. That said, he does believe there are behaviors which are relatively more/less acceptable, feeling the “selling of bootlegs of homebrew games feels a lot worse to me than just having the ROM on some website.” The variety of opinions on this subject are as numerous as the number of people in the community, given the different backgrounds, cultures, experiences, and motivations it encompasses. Perhaps a deeper conversation will be a good place to ground another survey next year.

    I’ll just leave this xtreme PSA as a placeholder
    Homebrew has come a long way. It’s come so far and evolved to such heights that the word itself has begun to give way to other terms that describe related spaces of this ever-growing community. It is not without its growing pains though, as the community encompasses more people and raises new questions, some of which are likely unanswerable. The point is not that every question be put to rest, but that asking it yields a worthwhile, respectful discussion. This discussion aspires to bring as many perspectives as possible into an open space where the community can witness the diversity around them and understand the variety of experiences which give rise to the games they enjoy. Such is the marketplace of ideas. I hoped the surveys supporting this piece could generate a sort of symposium on the state of homebrew, sourced from a variety of creators whose talents have built this scene. This community is in many ways the literal stuff dreams are made of, and the imagination on display with each new game inspires the next person, and so with each passing moment the possibilities are somehow even more endless. This place isn’t perfect, but by understanding and appreciating what brings us here, and creating the infrastructure that safely enables us to create or support these games is what makes this space great. The state of homebrew remains strong! So I hope you continue to love these games, and tune in to this blog because when you see each post, you know that…
     

  2. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 1: Project Blue

    Introduction:
    Promoting a new homebrew game must be exhausting, especially if you are maintaining hype and anticipation while continuing development of the game itself. Each tease must generate enough curiosity and excitement to stoke conversation while saving enough detail for the release, which has its own rules to communicate an engaging, persuasive pitch.
    As a new game crosses the finish line, destined perhaps to become the next essential gem, here is an opportunity to learn the story of the heart behind the homebrew.
    For this entry, I’m covering Project Blue, a new action platformer brought to you by the combined talents of toggle_switch, FrankenGraphics, and M-Tee. As of the time of this writing, the rom of Project Blue is available for purchase here, and the cartridge release is currently being assembled. If you missed out on the Kickstarter, you can e-mail pragmaticfanatic@gmail.com to get on the mailing list.
     
    Development Team:
    @toggle switch (Donny Phillips): programming, music, level editing, game & level design
    @FrankenGraphics (Ellen Larsson): graphics, cutscene music, game & level design, campaign video
    @M-Tee: cover art, illustrations, manual
     

    Screenshot from Original Tech Demo
    Game Evolution:
    Though set in a dystopian future, Project Blue’s story can be traced as far back as 2017, when Donny and Ellen submitted a demo version of the game to the Annual NESDev Coding Competition, where Project Blue placed 2nd in its category.

    Screenshot from Demo Submitted to NESDev Competition
    Buoyed by effusive praise, Donny and Ellen brought M-Tee onto the development team and continued working on Project Blue, preparing all the materials necessary for an effective crowdfunding campaign. By late 2019 the team was ready, and Project Blue launched on Kickstarter on October 17, 2019 with an initial funding goal of $10,000. To help promote the game and show off the dev team’s sense of humor, the campaign’s trailer features a taste of gameplay in the guise of a VHS-quality “personnel training video” from OmniCorp’s Quality Control Dept., starring Ellen’s roommate.

    OmniCorp takes quality control super seriously in its trailers, thank you for your service, Alonnika

    The alt text suggested by Word for this picture was: a person wearing a hat and smiling at the camera
    Before the campaign had been live for a full 24-hours, Project Blue exceeded its initial goal. Ready to ride that momentum, the dev team announced a slate of stretch goals such as demo releases of Project Blue (including the original tech demo Donny used to pitch the game to Ellen, as well as an updated demo), a retro desktop icon set, a graphics patch to gender swap the protagonist Blue, a game-themed winamp skin, enamel pins, a “heartless” mode difficulty setting, and a chiptune album by Ellen. Each of these stretch goals was quickly surpassed as the campaign ultimately received more than quadruple its initial goal.
    UPDATE: On June 24, 2020, First Press Games launched a new Kickstarter aiming to bring Project Blue to the Famicom, potentially opening new avenues for expanding the reach of homebrew games.
    ANOTHER UPDATE: On September 8, 2020 Broke Studio began taking orders for Project Blue, lowering shipping costs for gamers outside the U.S.
     
    Gameplay Overview:
    Project Blue describes itself as an action platformer, which is perhaps an understatement with an environment as dynamic as Project Blue’s. At first glance, you would be forgiven for noticing a lot of similarities to the Battle Kid games. However while fans of that infamously difficult homebrew series will find much to enjoy in Project Blue’s familiar gameplay, Project Blue offers a range of challenges all its own where you can fire projectiles, bounce on springboards, float on hover decks, glide with parachutes, fly with the aid of roto-caps, climb, swim, and more. In an early room of the game, a trampoline seems out of reach until you notice an enemy’s fire slowly breaking the block on which the trampoline rests; meaning a little patience will drop that trampoline right at your feet.
    You play as Blue, a “volunteer” for OmniCorp’s experimentations capable of releasing bursts of bio energy from your forearms. Having escaped confinement, you trek across Neo Hong Kong to exact revenge against OmniCorp’s boardroom directorate. Don’t be misled, the board members and their interns are no armchair villains; their drive for power will give new meaning to the term “think tank”. Along the way, Blue will encounter an assortment of OmniCorp bots, security devices, and other hazards that will challenge players to consider how to pass between 256 different rooms across 4 levels. Don’t worry though, there are ample checkpoints as you progress, though you won’t know you reached one until you use it. Blue will also find heart containers to restore life, energy boosts to temporarily power up his bio energy bursts, 1-ups and credits (100 of which will buy you an extra life).

    Gameplay screenshot
    Writer’s Review:
    Project Blue’s setting applies a thick layer of grit and grime to Neo Hong Kong’s concrete jungle, creating an engaging, lived-in cyberpunk world, reminiscent of Robocop, Blade Runner, and Dark City. Even the game manual stays in-character, playing the role of an OmniCorp investor portfolio while teaching you the game and building the sci-fi horror mythology that surrounds it.
    Controls are tight and generally intuitive but contain subtle tricks that will benefit the player patient enough to learn them. For instance, jumping in place will allow you to jump fairly high but not as high as jumping while in motion. As stated earlier, the environment is incredibly dynamic, affording multiple avenues to passing from one room to the next, inviting creativity from practiced speedrunners as well as unskilled, but enthusiastic fans such as myself. The checkpoints are invaluable for a game as challenging as Project Blue, but I think the fact that the player doesn’t know where they are is a fun, if devious touch that raises the stakes for the player and adds a little anxiety to gameplay. A variety of enemies and hazards that would be cute if they weren’t so deadly offer more color and personality, further distinguishing Project Blue from its peers and forebears.
    And of course, there’s the level editor. On the one hand I’m ecstatic that Project Blue follows in the footsteps of homebrews such as Spook-o’-tron and The Incident with the inclusion of a level editor so people can design their own levels and carry Project Blue toward infinite replayability. But on the other hand, if I’m already struggling with normal mode, what hope do I have with the inevitable Project Blue kaizo hacks? First Grand Poo World, next up Grand Blue World??? In all seriousness though, releasing the level editor is a clever way to excite players, expand the mythos of the game, and lower barriers to future homebrew development.
    Project Blue is an excellent example of just how much the NES still has to offer gamers. And as one of the latest homebrew games, Project Blue raises the bar both in terms of style and substance. The physical cartridges have not even been released yet, and already Project Blue is taking its place among the pantheon of aftermarket gems. Bottom line: get this game. And if you are one of those people who plays a game like Project Blue then talks a big talk about making more challenging levels yourself, fire up the level editor and throw down.

    Interviews:
    For all we’ve seen thus far, there is more to Project Blue than the final product and the effective PR that keeps this game at the front of our minds. Behind Project Blue are 3 people whose skill and style give it life. To better appreciate the passion that went into its development, I spoke with Donny, Ellen, and M-Tee to learn more…
     

    toggle_switch
    -Before we get into Project Blue, I'd love to talk about you and your background. What was the catalyst that pulled you into coding, and what inspired you to develop a homebrew game? What is the origin story of Toggle Switch?
    I used to 'design' video games as a little kid, circa 1987 or so. Mostly just coming up with enemy ideas or sketching levels on graph paper, stuff like that.  So it's always been an interest of mine since a very young age.
    I got into programming after watching Hackers a bit later in life (an extremely cheesy movie that I still have a soft spot for). I was probably 13 or so then, and even though it was obvious that programming computers wasn't nearly as fun as it looked in the movie, it hooked me anyhow. Demoscenes were big at the time, so I mainly learned by downloading snippets of code with our new 14.4K dial-up modem and dissecting them. 
    The first time I tried to make an NES game, was probably 2001 or 2002. I was able to find one tutorial by a kid that taught how to set the color of the screen. The only other stuff I could find was just lists of technical data, so I gave up. I tried again around 2006-2007 and again wasn't able to find the resources that I needed - I'm not sure if I just didn't find them or if they still didn't exist at that time. 
    As soon as I became aware that making NES games was a possibility, I started trying to learn the necessary skills to do so. I think that would have been around the time that Lizard, an NES homebrew by Brad Smith, was on Kickstarter - that was the first game that I found out about.  
    After reading the forums and wiki at NESDev for a few years, I started working on Project Blue in 2017. It's my first NES project of any real size. 
     
    -Who are your influences? And whose work are you watching closely now?
    In the homebrew scene, I've been inspired by the success of several projects, I think the reception that Twin Dragons and Nebs 'n Debs got really made me want to put out a game that could be mentioned in the same sentence as those two. And of course I mentioned Lizard above, that was the game that got me interested in making my own game.
    I try to keep a close watch on the whole scene, but it's getting so big now that projects seem to come out of nowhere!  Watching the homebrew scene really coalesce into what feels like a new golden age in the last few years has been amazing. I feel really lucky that it happens to coincide with our game coming out.
    In the broader world of video games, I found that Edmund McMillen, developer of Super Meat Boy, has some really good advice on level design that I did my best to follow while making Project Blue. 
    This discussion with the legendary Shigeru Miyamoto on how they made World 1-1 in Super Mario Bros also shaped the way that I approach level design. 
     
    -Your work on Project Blue spans the game's coding, music, and level design. In developing it would you say it has any qualities that seem so quintessentially you? How would you describe your aesthetic? What was the evolution of your signature style?
    For my part, the aesthetic of Project Blue is strongly influenced by cyberpunk and post apocalyptic media - including things like Fallout, Johnny Mnemonic, Blade Runner, Elephantmen, etc.
    Honestly the game world was pretty thin before Ellen started making art. Once I saw the art she had made for Level 1, the game evolved from more of a plastic-y, sci-fi future, to a dark, grim, corporate nightmare. 
     
    -What tools do you use to code and compose?
    For coding, I swear by NESICIDE. And for composing, just regular old Famitracker. 
     
    -Tell me about the evolution of Project Blue, what was your process for taking an idea and manifesting it? How did Blue himself evolve from your initial tech demo to the final game?
    Project Blue is my first attempt at doing anything on the NES, really. So it began with me seeing if I could put graphics on the screen, then adding sprites, then adding code for the controller, and so on and so forth. So I was really just learning as much as I needed to complete the next step at any point in time. In the end, this meant a lot of decisions that I made were locked in before I had fully understood their ramifications, which was pretty frustrating on occasion. But overall it was a great learning experience and the engine I'm designing for my next game is going to fix a lot of those errors. 
    As for Blue, he started out as an avatar of myself as a young child. As the world around him formed, he went from being a Platonic ideal of a heroic figure to having more of a tragic backstory. On the gameplay side of things, he's modeled after both Mario and Mega Man - he moves like Mario, but shoots and has a health system like Mega Man. And he's smaller than both of them, which makes him harder to hit!

    Portrait of the artist as a young 8-bit man
    -I think it's fair to say that the protagonist represents the player's point of immersion in the game, and how we perceive and understand the protagonist contextualizes how we perceive the game's world. You said that the design for Blue's character began as an avatar of your younger self, what qualities were at the front of your mind when designing with that intention? Was the evolution of Blue's sprite from your tech demo through the NESdev compo entry and ultimately to the finished game, cover, and manual a rapid or gradual process? How did that conversation with Ellen and M-Tee unfold?
    When I was a kid I used to dream about making Nintendo games so it just felt natural to have a little version of me in the game. The graphical restrictions on the NES make it hard to include much detail, so my original mockup was just of me  with brown hair wearing jeans and a denim jacket, which was a fairly common outfit for me in the 80's.
    Initially Blue was a hero breaking into Omnicorp's facilities to stop some evil plot, eventually we changed him into a victim of Omnicorp, escaping from a testing lab. This changed pretty much everything and provided the character with some actual adversity to overcome. And really the rest of the world began to take shape around that.
    The rest of the character was fleshed out when Ellen and I asked M-Tee to do some illustration for us. He began asking questions about the game world to inform his art, which in turn meant that we needed to invent answers and create a more cohesive game world.

    Gender-swapped protagonists demonstrate OmniCorp does not discriminate in its experimentations
     
    -What was it like working with Ellen and M-Tee? How did you connect with them for this project? Is there Rolodex for finding game development talent?  
    Honestly it was a great experience. Not having any skills when it comes to pixel art or illustration made it very hard to start on a project.  
    The first thing I did was just start the game by myself using some free pixel art I found online. That allowed me to start working without a partner. I had been eyeing Ellen's work from a distance on NESDev, and it just so happened that she posted a thread looking for collaborators at the same time that I was finishing up a demo I'd made specifically for her. 
    We brought on M-Tee later in the process to do the illustrations for the box art and manual, and I've been very pleased with the results. I've honestly been very hands off and allowed them both to have a lot of freedom in developing the world as they see fit, only stepping in if something strongly contradicts my own ideas. 
    So it's been a very collaborative process between the three of us. 

    -Project Blue has a fun setting and premise to immerse the player: battling an evil corporation in the midst of a post-apocalyptic hellscape (do I detect an homage to Snatcher?)? How did this engaging universe coming into being? Was this a story that always fascinated you, or did the gameplay come first and you then built a world around it?  
    Never played Snatcher... the main inspiration for OmniCorp and the general world (or at least, the parts that I have a hand in) is an indie comic called Elephantmen, wherein the MAPPO corporation designs armies of genetically modified animal/human hybrids in effort for global domination. But instead of being about all that, it takes place decades later as the hybrids are attempting to integrate into a normal society. Another large inspiration is Fallout, and the corporate antagonists Vault-Tec. 
    The first iteration of Project Blue took place in an obviously fictional city named Pixel City and involved the player breaking into an OmniCorp facility to stop some sort of vague plot that was never really fleshed out in any way. So while there was an evil corporation and the same protagonist, the world itself was much more childish and whimsical. 
    At some point we didn't have enough art for a scene of Blue breaking into the facility so we just decided to have him breaking out instead. To accommodate this, the world slowly became darker and grittier, which ultimately I think was a change for the better. The original 'plot' was very boilerplate - it didn't have a lot of character or originality, because it wasn't something I put a lot of thought into. Through our collaborative process I think we developed something that feels a lot more fleshed out and compelling. 
    As for the last question, gameplay absolutely came first. One thing that I really wanted to nail was strong controls. As I mentioned above, the controls are loosely based on Super Mario physics, which ultimately ends up affecting how you design the rest of the game, because you have a player character that is immensely agile and fast. And for me, I would think of what game mechanics I wanted first, and then how we could accommodate those mechanics within our world. I think Ellen might do it the other way around though, so it might be a bit of both as she had a hand in developing the mechanics for levels 2 and 3 in particular. 

    Breakout!
    -What new challenges or surprises surfaced in developing Project Blue? What lessons did you learn that you would like to share with the people who follow in your footsteps?  
    The biggest problems I had all stemmed from designing engines that weren't flexible. Like, for some unknown reason I hardcoded in that sprites could a maximum of 4 tiles - which repeatedly came back to be extremely annoying. So always design flexible systems that can be used for as many things as possible. 
    Second, I made a lot of mistakes at first in trying not to waste ROM space. But then we ended up switching to a mapper that had way more memory than we needed anyway. So my second piece of advice is that ROM is the easiest limitation of the NES to "cheat" on, and you should take advantage of that as necessary. 
     
    -Social media is aflame right now with praise for Project Blue! How does it feel to bask in such support?  
    Honestly it's such a relief to have it out there and for people not to be disappointed! So far I've actually only received positive feedback, which has been incredible. 
     
    -Is there another project after Project Blue on the horizon? Another dream project that you hope to bring into existence?
    Right now I'm working on a new engine for the next few games I want to make. It has a ton of substantial improvements over the Project Blue engine - 4 way scrolling, DCM support, more flexible sprites, more space for graphics, cutscenes, and so on and so forth. I'm really excited to be working on a new engine after being sick of the old one for well over a year! 
    Ellen is onboard to make our next game, Project Violet. Violet is Blue's older sister - she's bigger, faster, stronger, and she does wall jumps and other neat tricks. So right now I'm building a level editor and the engine for the game side-by-side. 
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Thank you all for your support! 
     

    FrankenGraphics
    -Before we get into Project Blue, I'd love to talk about you and your background. What was the catalyst that pulled you into coding and pixel art, and what drew you to the NES in particular? What is the origin story of FrankenGraphics?
    It started early. Me and some other kids used to draw our own level designs on paper back then. For me it was bubble bobble, Castlevania and blaster master. It was all a creative fantasy. But one summer day, my grandma pulled out all her old cobol and fortran programming sheets and showed me. I didn't understand any of it but was immediately retro bitten; back when retro would have been something wholly different, because kids still played the NES and SNES at home like it was something current. This was sometime in the early 90s. From there I took every chance I got. Sometimes I’d wait at dad's workplace, I’d find myself pixling patterns all zoomed in on paint for windows 3.11. Eventually, I got a decommissioned 286 laptop from my moms' job. it only had what amounted to 16 ega colours through a monochrome display, but I started using qBasic for manually putting in bitmaps and drawing simple things. My older brother got a mac, and with it came resedit, which is a hex editor with some graphics editing capabilities. that meant I started doing 16 by 16 pixel objects in 256 colours. I hacked some of my own graphics into a shareware game called Realmz. At this time though, I mostly played the NES because that's what we had. The SNES was already out and then came PlayStation but I mostly played NES games throughout my upbringing. We never got any other console and I wasn't particularly interested in upgrading either. I remember trying out Nintendo 64 at the toy store and deciding then and there that this wasn't my cup of tea. It was either the NES or PC gaming for me.
    At some point in 2008 I was looking for a way to tap into my nostalgia; primarily qBasic for DOS. I was looking for equivalents on modern platforms but nothing suited me. Then I started googling for NES development instead and found the NESDev boards. I didn't put any commitment into it then, only went there for reading some threads occasionally without ever registering. That happened in 2016, I think, when I saw the works of a few other pixel artists and decided I wanted in on it. I was serious this time.
     
    -It sounds like computing and programming skills run deep in your family, and they were a great influence on you, can you talk a little bit about their line of work?
    It's sort of the opposite... grandma used to program in her day, back when administrative work meant programming. But I’m definitely the technical support for my parents. they didn't show any interest in us picking it up as a hobby so I once again have my grandma to thank for sending me a yearly subscription of a computer magazine when I was growing up, haha. Mom used to be a city planner and dad used to be a school teacher, mom doing a lot of technical drawing for traffic, parking lots, parks and rec probably had a big influence on me being more interested in the where the artistic and technical side of computing meets. I never pursued learning programming in any professional capacity, but I’ve mostly been in tangential fields of work, like interface design and such.
     
    -Who are your influences? And whose work fascinates you today?
    I grew up particularly liking the style of games like Castlevania III, Batman, Metal Gear to name a few. I think you can see that most of my pixel art for the NES uses the same "fade to black" technique. Black has this fantastic property that it leaves it to the perception of the viewer to fill in the blanks, which is very useful when you've only got so many tiles to work with. It doesn't need to be black really, you'll find this in a lot of art. Shades and shadows are often a lot less detailed, which both gives the eye some rest, orientation, and at the same time leaves things to the viewers' subconscious imagination.
    I decided to join NESDev after seeing works such as the pixel art of thaddeus, who'd made new fan graphics for Simon's Quest that looked lovely. At the same time I was exposed to "Super Bat Puncher" by Morphcat and thought that just maybe, there was a possibility to make something for this old console, even for me. So that's the turning point for me, I think. I decided I wanted to do original works only. No fan games or hacks. I had done a little bit of that before; changing the roster and looks of Volleyball for example. But I wanted to do something to call my own.
    For influences, I look a lot outside pixel art, to be honest. I particularly like other forms of forced formats, such as pointillist and impressionist paintings, stained glass, what tends to be called "the golden age of illustration" (think novel illustrations for Arabian Nights, King Arthur, folktale stories), woodcuts, and east bloc mosaics.
    Within pixel art, I particularly like the palette animated 256 indexed colour works of Mark J. Ferrari.

    Jungle Waterfall – Morning, by Mark J. Ferrari
    -I remember back in the NintendoAge days you sold a few copies of your concept cart, which you also give to young girls at workshops to pique their interest in computing and game design. Tell me more about these workshops. What are your observations on diversity in the game design community?
     I used to hold a few workshops a few years back. It wasn't expressed as exclusively for girls, but I particularly addressed them because I’d like to see the game industry more diverse than it is now. They'd spend half a day making graphics for the NES and then actually put it on cartridge. One of the workshops was held at a museum, so their works would be displayed on an NES and tv screen over that summer. If they liked it, they could burn a cartridge and take it home. Maybe, some day, some of them might continue that journey, is my hopes. I haven't had much time to put together new workshops lately.
    My thoughts on diversity? Too little of it, still today.

    Box art for FrankenGraphics Concept Cart
    -Your work on Project Blue covers pixel art, level design, and putting meat on the bones of Donny’s initial idea. In the words of your Kickstarter page, how did a vague idea transform into a fully fleshed out world?
    When Donny contacted me, he simply wanted me to replace the placeholder art for his tech demo; especially redraw his sprites. The game then already felt about the same in terms of player physics, but the story was something like "pixel guy in video land shoots pellets". Not an exact phrase from anywhere, but that was the kind of feel. I felt it could use a setting. At the time, I had just read Cixin Liu's The Three Body Problem which is about a lot of things, but one particular passage was about an experimental computer lab deep in the woodlands of china in the 70s. The first level set was clearly inspired by that and the rest kind of just evolved. For the second zone, I did a lot of research on illegal housing in big cities around the world and eventually decided to go for a dystopian, future version of the Hong Kong peninsula. The "dezone" as we call it in game was made to imply some history without telling exactly how and when. But you can note details such as some places looking like squats in deteriorating high rise buildings, and the squats themselves are also mysteriously abandoned.
    Eventually when M-Tee came on board for the box and manual illustrations, we fleshed out the finer details together in a group chat; most of which doesn't directly show in the game. But M-Tee came to author the text of the manual, so a lot of the information about the world of Project Blue comes directly from his pen. 
     
    -Given your work on the pixel art, how would you say Project Blue reflects your particular style? And to take a step back, how would you describe your aesthetic generally?
    There's hardware limitations and there is software limitations. I think I managed to get a lot of my style into Project Blue; especially the backgrounds, but it is in many ways a very constrained game making some strict assumptions about game objects and level layout. Although I tried my best to hide it, you can often tell signs of the metatile compression which has a very special "look" many associate as the "NES" style, although it's not necessarily a mandatory trait of the system. (I try to remove that trait altogether in my gothic romance project, tentatively called "Borscht" for the lack of a good name, to show what the NES can really do, given enough storage spent on levels). The bonus of this is that we managed to fit three completely separate versions of the 256 screens into ROM memory of the game, which ultimately means there's 768 level screens in total in that game. I can't safely say every one of them is unique, and some changes are very subtle, like nudging enemy positions a few pixels to make them shoot oftener and such, but that has got to be some kind record on the platform. One thing I’m proud of is that the art helped make Project Blue a platformer game with an 8x8 granularity, which especially shows in the more organic environments of "the dezone" and "underground". Most NES games stick with a 16x16 collision grid because that is a convenient coincidence with the coarse palette grid. But 8x8 collision gives you a lot of finesse in terms of platforming and challenge design. The height axis is especially important.
    I think I’d describe my style as dirty, fuzzy, maybe organic. I'm not great at sharp lines, bold strokes, simple design or cartoony clarity, and I’m not too good at character concept art either - but I’m pretty good at hiding patterns, attention to details above all, and also colour management and figuring out ways to get the most out of the technical limitations. For the end screen, we're using a very rare trick that sets the Red and Green emphasis bits together, which shifts the whole palette towards tan and yellow or otherwise warm colours, while blue colours tend to lose saturation. This was never done before in an actual game, to my knowledge, so emulators vary wildly from each other and an actual original NES. My hope is that emulator and clone developers will pick up the challenge to get the hues, saturations and slightly dimmed brightness correct.
    For my own sake, I don't like when things are too clean, but can sometimes appreciate it in the works of others.

    Project Borscht teaser shared on VGS
    -What tools do you use to code and create?
    Not that I did any coding for Blue other than making some data tables - that's all on Donny's side of the table. But for my own projects I use sublime (text editor) and ca65 (a 6502 assembler; part of the cc65 suite). For graphics, I almost exclusively use shiru's NESST (NES screen tool). Occasionally I use other tools such as aseprite and photoshop but they're not as platform specific, and generally too slow to work with.
    On one hand, I think we're in a golden age, at least for the NES, because we've got a lot better documentation, tools, and community support than the devs of the historical NES library had at their disposal. On the other hand, pixel art in general is in a bit of a dark age because the old tools that professionals used to use don't work anymore. New tools are often either very specific, or have clunky interfaces. Indexed colour animation is not a feature in any of them. There's no concept of position animating an object separately from the pixel animation cels, unless you take the detour and montage still frames in AfterEffects. At least, if you batch export your frames from your pixel editor, AE would update its assets automatically.
    Many seem to recommend pro motion, but you have to accept a very particular workflow that is definitely geared towards modern bitmap works, and while others seem to have success with it, I can't seem to gel with it.
    What's really great about NESST, if you're only making NES graphics, is how direct the interface is. Everything you do a lot is one click away; sometimes with a modifier key. That's twice as fast as toggling tools with a hotkey (the photoshop/aseprite way) and then clicking, and you never have the headache of mistakenly using the wrong tool when you click. The caveat is that you absolutely need to read the readme, experiment some, and then read it again to get the most out of it, but that's the price of an efficient interface. I think the NESST way of doing things is commendable. If you're going to spend a lot of time with a tool, efficiency is more important than beginner friendliness.
    Most of my work on Project Blue was carried out inside Donny's custom Level Editor. I think I spent something like 10% on the graphics themselves, 10% campaigning and keeping in touch with people, and 80% on the never ending process of making the levels fun and robust.
     
    -What was it like working with Donny and M-Tee?
    It's been great! They're great guys. We've always an understanding that we'd be in it long term. It's kind of funny how we live in totally different time zones, though. We've never had the benefit of working together on it in the same room. You can't have creative sprints the same way like this, but on the other hand you get to sleep on things a lot. So it probably takes more time with all the extra communication in letter form, but it's worth it.
    During the most critical period of laying things down for the game, we used the productivity tool Asana, but we've mostly restored to mail and chat across several platforms. I still use Asana sometimes for organizing myself though.
     
    -Project Blue’s level designs thread the needle of easy to learn, but difficult to master. How do you strike that balance? How do you please both casual gamers and gluttons for punishment?
    I think the short answer is, you don't, as in there's no single action that suddenly makes it balanced. It's a lot more like wood carving, I think. At first, you get the coarse shapes out, then you spend a lot of time on the small details.
    But I think what helps Project Blue have something for different play styles and skill levels is that it offers different promises for different people. If you're more of a casual platformer player, the reward is to survive and get to the next room. If you're doing it for sport, there's a lot of headroom for improving your finesse - making elegant jumps and shots. Then, you might want to try to see if you can make it on time. Then you've suddenly raised the difficulty bar for yourself because Project Blue is a whole different game when you play it calculated and safe, and when you're trying to run through it. I'm hoping we're satisfying skilled speedrunners too, because there's a lot of both tactical decisions and finesse to improve, and secret shortcut tricks to discover. Beyond that, I think we were just really lucky when combining the SMB-like acceleration and jumping scheme with tricky level layouts like this turned out to be a fun recipe. 
     
    -What new challenges or surprises did Project Blue present to you? What lessons did you learn that you will carry forward to future projects?
    For me personally, Project Blue is my first big NES game. I've collaborated before on competition entries, and they were all small. I think I’ve learned a lot about the general workflow and how to not waste too much time.. it's been a trailblazer for me. If I have one design regret, it was that we used one (quite big) metatile dictionary* per as many as 64 screens. That took forever to optimize, and it was also too easy to break it since a change on one screen could have destructive implications on other screens using the same set. Had we redone it today, I’d say one definition per 16 screens or something.
    I'd probably also take the investment and make the twice amount of tilesets for that many screens - I think it'd pay off both in looks and in saved time, ironically.
    *A metatile is a defined instruction for the placement of one or usually several tiles. Often in a group of 2x2. Each zone in Project blue has a metatile dictionary of 256 metatiles, and then another dictionary of 1024 meta-metatiles. I don't think most players will notice, considering Project Blue has a more detailed levels than most NES games, but that was spread dangerously thin across the 64 screens sharing them, making level design a resource distribution puzzle.
     
    -Social media is buzzing with praise for Project Blue, calling it one of the best homebrews ever! How does it feel to bask in such support?
    Haha do they? I've mostly paid attention to the reviews we've been getting on itch, and it has been heart warming. Like, it was all worth it. People seem to be enjoying the game and that's all I could ask for. 🙂 It's a shame itch reviews aren't automatically public, because that could probably help casual itch browsers passing by trusting us as game creators.
     
    -Is there another project after Project Blue on the horizon? Another dream project that you hope to bring into existence? I’ve been enjoying your teases for Project Borscht on VGS and I’ve seen the page on your website about an idea for a roller derby game.
    I'm working on Halcyon with Nathan Tolbert (although, it has been a very improductive year for me on that end, I’m just picking up the pace again). It's a planetary exploration and action game in and out of a vehicle. People will no doubt compare it to both blaster master and Metroid.
    "Project Borsht" is definitely my passion project. I've written most of the music for it, and now I’m making scenes based on the impressions the music gives me. It's going to be a gothic romance platformer with a splash of Slavic folk tales, superstition, and history, but set in an alternate fairytale version of medieval Europe. I also hope to bring a bit of inspiration from Poe's "the masque of the red death" into it, but most people will probably recognize it for being inspired from the platforming action from Castlevania and atmosphere from Simon's Quest.
    We (mostly Donny) is already working on the foundation of another game set in the same universe as Project Blue. All I can say for now is that it will probably have a different feel to it, gameplay wise, like all proper NES sequels seem to have. It does scrolling, has a bit coarser level structure, and the character is going to be a bit more agile in some ways than blue was.

    Teaser image of Halcyon from Frankengraphics.com
    -Also I have to ask since you mention on your site that you train with Gothenburg Roller Derby, what position do you play and what is your derby name?
    Haha oh my, does my blog still state that somewhere? I was just a rookie for a few seasons before work got in the way. My derby name was "hen hysén" which was a bad pun on replacing a locally well-known soccer veterans' forename with the Swedish gender-neutral pronoun. the word "hen" (singular they) caused lots of debate when conservatives reacted to when the author of a children’s story used it to describe its protagonist back in 2012. 
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Thank you! Maybe.. Tell your friends about Project Blue... or rather NES homebrew in general! Invite them over. I think lots of people who'd love to play new NES games coming out simply don't know that it's a thing.
     

    M-Tee
    -Before we dive into your work on Project Blue, I'd love to talk about your work generally. What inspired you to be an artist generally, as well as a graphical artist for homebrew design specifically? What are the origins of M-Tee?
    An amazing high school art teacher put me on the path to becoming one myself, although I worked a lot of jobs along the way, ranging from day laborer to graphic designer. The first few years I was finally teaching, I was building a portfolio of short stories and comics for children's illustration. I also got involved with a local arts group, exhibiting work a couple of times a year. Neither fully satisfied my creative itch, and despite the fact that I was making all-ages art anyway, the pressure of creating artwork as a teacher—where everything I was sharing would be google-able by current and future students and parents—was becoming overwhelming.

    A Montage of Pre-M-Tee Artwork, 2010—2013
    Looking for a lower stakes creative outlet, I penned the M-Tee moniker to dip my toes back into my old teenage hobby of ROM hacking. But so few people were actually creating new content in that scene. Optomon and his project, Pyron (which we’d later retitle Pyronaut), were a notable exception. I joined him and we worked on that for a while before putting it on hiatus for each of us to do other things. Most recently, he released Rollie, which I'm super stoked to play.

    Learning NES Graphics Restrictions through ROM Hacking
    (Unfinished / Unreleased Works from 2012—2014)
    Meanwhile, I'd come across the homebrew scene on Nintendo Age, and it was full of people doing exactly what I wanted to support: the creation of totally new content—IPs and all. In time, I'd end up contributing not only graphics, but illustration, packaging design, game design, and writing for NES homebrew. It has been a fruitful outlet for nearly any creative desire I've had, and the community as a whole—both developers and fans—have been more of a supportive audience than I could ever ask for. 
    I had originally thought I'd be working as M-Tee for just a few months to scratch a particular itch, but I found it far more rewarding than the other work I had been doing, and now my M-Tee accomplishments are proudly on my résumé. If I'd known that going in, I'd have put more than 30 seconds' thought into choosing the name. (Long story short, M-Tee is essentially short for manatee.)

    M-Tee Cover Art to Date
    -Which artists initially inspired you?
    As a student, I found Western art history intensely boring, but I would occasionally latch onto the more visually interesting stuff like the densely detailed and humorously bizarre work of Hieronymus Bosch. Outside of class, I’d seek out other artists who appealed to me. One of these artists was Jesús Helguera, whose bold figural compositions have definitely influenced my body of work. I also got into Japanese woodblock prints at this time (and would later spend time as a pretty active printmaker myself, a likely contributor to my comfort with limited, flat colors).

    Details from Artwork by Hieronymus Bosch, Jesús Helguera, Kobayashi Kiyochika, and Giorgio Morandi
    As my interest in color theory grew, I started getting into painters like Giorgio Morandi who worked within a very specific, tightly keyed, palette: high in value, low in saturation. I’d soon find similar palettes being used in French sci-fi, masterfully complimenting the work of animation director René Laloux and the ligne claire drawing style of Moebius.
    But more modern artists, including Ulises Farinas and the late Seth Fisher, had been combining the same clarity of line with dense, Bosch-like detail and humor. This type of art, and the way it rewards viewers for studying it in detail, is very much what I’ve been wanting to explore for the last few years. (In fact, there are a few Easter eggs hidden away in the Project Blue cover art.)

    Details from Artwork by René Laloux, Jean Giraud (Moebius), Ulises Farinas, and Seth Fisher
    -Whose work do you enjoy viewing now?
    These days, there are so many talented artists putting out amazing work: the way Ramon Villalobos communicates the mass and power of the human body, the ridiculous amount of personality Sara Alfageeh conveys in her figures, Erica Henderson's bold character designs, and Jey Odin's intense visual energy are all traits I enviously admire.

    Details from Artwork by Ramon Villalobos, Sara Alfageeh, Erica Henderson, Jey Odin,
    Conner Fawcett, Brittney Williams, Jesse Lonergan, and Sophie Campbell
    Aw, geez. Who else? Conner Fawcett’s lineart and colors are amazing. I’ve long been a fan of Brittney Williams, so I'm stoked to see her getting higher profile work. The silent geometry in Jesse Lonergan's Hedra is astonishing, and Sophie Campbell’s got me re-interested in the Ninja Turtles for the first time in a very long time.
     
    -You've done work on The Cowlitz Gamers’ 2nd Adventure, Gruniożerca 2 & 3, Pyronaut, and are an integral part of the Action 53 series, among other projects. Each looks stunning, and has certain qualities that seem so quintessentially you. How would you describe your aesthetic? 
    That’s very generous, but any style I have is likely just the result of me trying to compensate for my own weaknesses. The program I studied under put a heavy emphasis on formal composition and not much on developing representational skill—which it treated as a lower form of art, a trade craft for commercial purposes. I was repulsed by that type of high horse gatekeeping then and still disdain it today. Regardless, I came out fairly confident in my use of color and space, but I didn't (and still don't) have the muscle memory or fine control needed for technical drawing. Instead of trying to hide that fact, I revel in it with hand-drawn logos, beat-up machinery, and creepy creatures. Hopefully my use of color and composition hold them together well enough to make up for my wavering hand.
    That said, there are a few elements in my visual vocabulary that I do tend to fall back on, for better or for worse: 
    I like to work within a tight value key, so there's not usually a lot of difference between my darkest dark and lightest light. As a result, my line art is rarely black, but some other color from the composition. Whenever I can, I prefer to work in a root 2 rectangle (meaning the long side is equal to the diagonal of the square of the short side). Luckily, NES boxes are nearly that ratio, as are ISO paper sizes (A4, B5, etc.). Also, most of my compositions will have divisions or elements placed upon, alongside, or perpendicular to key angles or points within the format, such as the square off each side, diagonal of the whole, where those intersect, and more. I’m a total sucker for breaking things out of the borders of a composition, like the Doctor's arms or Blue's smoke trail in the Project Blue cover.  
    -What was the evolution of your signature style?
    The visual complexity of my drawings has increased with my confidence—not that I feel like I draw much better now, but I'm way less critical of my work than I was before, and am more willing to finish something, put it out there, and accept its flaws than I once was. For instance, I wouldn't have attempted the curvilinear perspective in the Project Blue cover even a year earlier.
    As for palette, the importance of dull, subtle colors was instilled in me in university, taught as if the aesthetic were concretely embedded in the human psyche, as a scientific fact. Despite my skepticism of the other highfalutin preachings of the program, I accepted that one with the authority it was presented, and it has been a pillar of my work ever since.
    Recently, I've been introduced to the idea that such an approach to color is the result of colonialism, prioritizing an aesthetic that evolved in a geographic locale with less annual sunlight over the bold colors used by cultures from the vividly sunlit areas closer to the equator. As such, I'm trying, and struggling, to bring stronger colors into my own work. Fortunately, making graphics in the notoriously saturated NES palette has been a decent transitioning element, and (as was the case with the Project Blue cover), my wife (who is also a teacher and an artist) doesn’t hesitate to call out my duller color choices while I’m working.
     
    -What tools do you use to create your art?

    An Obviously Staged Photograph of Some Work In Progress
    For larger compositions, I start with a rough draft or thumbnail before penciling and inking. Anyone who's seen my originals can tell that I'm pretty free with my inks, leaving in mistakes or redrawing lines multiple times on the same page. Since I clean them up digitally before coloring, this isn't an issue. Aside from a computer, my most useful tool is probably my lightbox, which I recently upgraded from a bulky one built from scraps to an LED one. I use it to draw over printed sketches or guides (like an isometric grid for the manual illustrations). As a result, I'm increasingly entering a digital → traditional → digital workflow, which may not be the most efficient, but I like having that physical, original lineart as a product. (And to be honest, I’m an old man who can’t use a drawing tablet very well.)
     
    Initial Cover Art Thumbnail and Digital Coloring Progress
    -Let's talk more about Project Blue. You worked on the cover art and manual, and were responsible for aspects of the evolution of Blue's appearance. Tell me about your creative process in developing the physical art. How did Blue evolve from Donny's original design through Ellen's spritework and your contributions? 
    When I joined, Blue's sprite was pretty much complete. I was given a spritesheet, the following description of the character: "Jeans, denim vest, t-shirt, brown voluminous oblique fringe…” and a brief introduction to him being a street urchin up against an evil conglomerate in a cyberpunk, 80s/90s-style  retro-future city.
    My initial takeaway from that conversation was Stand By Me meets Dark City, and submitted my first sketch. It seemed that referring to his jacket as a vest had been an accident (it was always meant to be a jacket, as is evident in his sprite). Also, Ellen aptly pointed out that as-is, my first design read more as a bad-boy supporting character instead of a protagonist. So, I started working to take him in a more innocent direction, less Secret of the Ooze footclan hideout.

    Early Pitch Refinement of Blue’s Illustrated Design
    Instead of a denim jacket, I put him in a blazer with nice ‘80s shoulder pads and rolled up Miami Vice-style sleeves. I also dropped some of the 'tude from his face and skewed Blue a little younger than previously. (I believe he’s canonically 12 or so during the events of the game.) However, before pitching the more innocent Blue, I made sure to double down on the bad-boy aspect and offer a mulleted version. 🙂

    Project Blue with a Mullet, aka Project Brew
    The three of us talked a lot about the logistics of his shooting. I wanted an action that reflected the sprite, but we didn't want any more comparisons to Battle Kid than were already being made. So, no finger gun. Also, I wanted something more original than the palm-shots of Iron Man, so I sent a sketch expanding on the surgically embedded ventilation pipes I’d been drawing him with.

    Initial Sketch and Final Illustration of Blue’s Shooting Mechanism in Action
    It was well-received, and we talked even more about what he was shooting. I think the wildest suggestion I made was some type of goop-covered calcium deposit, like a hard, solid egg (or a lemon-sized kidney stone). Eventually we settled on an undefined bio-energy, something that’s definitely the result of OmniCorp’s experimentation, not something inherent to Blue himself.
    One thing I find interesting with Project Blue, and this is direct praise for Ellen's art direction, is that the game is not overtly blue in color. The most prominent blue is more in the teal range (NES color $1C), and the only place that a bluer blue is used is really in the logo. I wanted to incorporate both the teal of the sprite and the stone-washed, sky blue of the logo into Blue's design to act as a bridge between these separate game components. For his t-shirt, I went with such a heavily sun-faded black that it's practically brown, and although we briefly discussed having some symbol or graphic on it, I would eventually opt for a simple orange stripe to avoid distraction and give a little saturated dash into the complementary hues within Blue's design.

    A Full-Color Version of Blue’s Portrait, from an Abandoned Action 53 Vol. 4 Concept
    Although we hadn't decided on the exact location for the game's city, we knew that it would be set in Asia. For Blue himself, I portrayed him as Afro-Asian with freckles. Having grown up in a notoriously bigoted area of the US, I saw the kind of hardships mixed race people face. Now, as part of a multicultural parenting community in Korea, I see that mixed race children, especially those with Black heritage, face similar hardships in East Asia. Also, I was surprised to find that freckles are looked down upon here to the point that many richer families subject their children to laser treatment for them. Blue's parentage would increase the difficulty he'd have as an orphan and his freckles subtly reinforce that he definitely doesn't come from a position of privilege.
    As for other visual elements, the butterfly stitch on his eyebrow alludes to an injury sustained when he was captured, and the ball bearing necklace (which I don't think anyone's worn since Korn could sell out a stadium) provides a visual connection to the industrial world he inhabits (and Ellen's other sprites in the game, in particular, the watchers, mines, and orbs).

    Detail of the Watcher from the Project Blue Cover Art
    Finally, I had planned to portray the headband in his sprite as a sweatband style, but when drawing the cover art, I wanted something dramatically flapping in the wind, and repurposed a necktie for it.
     
    -How do you interpret Ellen's designs, and how does it compare to other projects you've worked on?
    Typically, I either work from very minimalist pixel art (such as for Swords and Runes) or from my own designs like in the later Gruniożercas. Both of those tasks leave a lot of room for the imagination to run wild. Ellen's work is very detailed though, so mostly, I just draw her sprites exactly as I see them with minor functional flourishes. 

    Project Blue Sprites and Accompanying Illustrations
    Sometimes I’d misinterpret part of the sprite though. In the Omnibot, I had initially drawn the forehead covering as a visor, but she informed me it was instead intended as bandaging, so I fixed it up in the redraw. Other times, I would creatively interpret elements. For instance, what I assume was just anti-aliasing around the Omnibot’s eyes became Clockwork Orange-style eyelid clips to help convey the written description Ellen provided: “two crazed and hauntingly human eyes peek out of this robotic/cybernetic construct.”

    Omnibot Sprite, Initial Lineart, Revised Lineart, and Final Illustration
    These details are less drastic than the departures I took from Ellen’s designs in the cover art. I’ve always been a fan of overly detailed box art that deviated fairly heavily from the in-game portrayals. Thanks to amazing artists such as Mark Eriksen, the NES had quite a few of these covers. But other platforms, like the Atari consoles or early home computers, were a goldmine of them.

    Details from Some of M-Tee’s Favorite Cover Art:
    Bomberman (NES)/Bomber King (MSX), Mega Man 2 (NES, US), Guardic Gaiden (FC), M.U.L.E. (NES),
    GUTZ (ZX Spectrum), Quest Forge (NES), Space Invaders (Atari 400/800), and Donkey Kong (Atari 2600)
    Despite it having aged to a point of popular mockery, I strongly believe this type of cover art enriches the gameplay experience, opening the viewer up to the idea that the world being depicted is much larger than as seen through the lens of the gameplay screen, which very well might be only one of many abstracted interpretations of it. Approaching a similar aesthetic sincerely and without irony is difficult, and I hope I achieved that here. 

    Project Blue Cover Art
    Blue’s proportioned more heroically, and the Think Tank portrayed has been given a hot rod influenced makeover that prominently displayed its industrial undercarriage. For the manual though, I toned down the Doctor’s design, a stepping stone between the cover depiction and Ellen’s original spritework.

    The Doctor Sprite and Manual Depiction
    -You’ve worked with a number of different homebrewers. Is there a process for networking in this niche community?
    Keeping up with where the conversation is happening can be a burden. At one point in time, very different dialogs were happening on the NESDev forums and on NA. Sometimes, the NESDev IRC seemed to have more activity than the forums as well. Now, a lot of it has shifted to twitter for announcements and Discord communities for development, as forum threads are getting less and less responses. I'd say being openly passionate about the work others are doing has been key to my reception. 
     
    -What was it like working with Donny and Ellen? How did you connect with them for this project? 
    I'm pretty sure I first met Ellen on the NesDev forums and we started emailing WIP pixel art back and forth for critique. For Project Blue, she approached me, and I was introduced to Donny through her. He had liked my Pyronaut poster and was wanting something similar. They've both been great to work with. It's clear that we all three had slightly different head-canons, and we'd have these long, creative email chains where we'd work them out before combining and revising the best parts of each for the final product.
    Donny was more gameplay focused in his plans and whenever possible, leaned toward leaving room for the player to fill in the game world through their imagination. He was the voice of restraint which led to the clean, streamlined presentation of the game itself. 
    Ellen clearly was the most familiar with cyberpunk literature and media, and provided the more tragic aspects to the world such as the failed experiments and omnibots both being the products of experimentation on other children. She even communicated some of these ideas through level design in rather brilliant ways. As far as I know, she also came up with the amazing pun of Think Tank and the idea that the bosses were a board of directors.
    With my background in education and interest in children's literature, I emphasized the contrast between Blue's innocence and the darkness of his situation while presenting the tragic elements of the world through humor in my writing. However, my biggest contribution was probably naming the boardroom directors and writing their backstories. I’m also unusually proud of how we explain the fact that each boss seems to show up twice, but is clearly destroyed each time (something we struggled with once we decided to name the bosses).

    The OmniCorp Boardroom Directorate, from left to right:
    Dr. Naomi Yoon, Madame Guang, Senator “Duke” Billingsley, and OmniCorp CEO Michael Guang
    -You mentioned that the print manual's visual design will differ from that of the digital version, how so? Was it a challenge to adapt your artwork to two mediums and maintain a certain parallel between them?
    I'm a huge supporter of the digital distribution of homebrew, so it’s important to me that download packages don’t feel like afterthoughts to physical releases. Aside from some version-specific text, the main difference in our digital manual is that it has been made to look like a fan-scan, maybe something one might have found on vimm.net in the early 2000s. Doing so required overlaying the paper texture, making sure that overlay is different on consecutive pages, showing the center staple, slightly tilting some spreads to imply inconsistency while scanning, and even simulating ink bleedthrough from the backs of pages.

    Thumbing Through the Digital Manual
    This allowed me to showcase what the manual may have looked like aged on lower grade paper, and provides the digital consumer a unique aesthetic in comparison to the crisp, clean, and new manuals that will come in the physical package.
     
    -Manuals aren't the first thing people usually associate with homebrew, but Project Blue's stands out, not only because a lot of effort was clearly put into its design, but it also looks like something that would have been printed in the 80s, with all of the artistic preferences that might come with that period. Tell me about the intentions behind the manual's visual design.
    At first, I was brought on to just make black and white illustrations, and Ellen or Donny would have handled the manual text and design, but there was a long time between when I joined the team and when the game reached a point that it was ready for artwork to be produced. During this wait, inspiration struck. 
    In the US at least, cheap printing methods were usually black and white, like most NES manuals. However, 80s/90s budget printings for Asian markets typically utilized a duotone printing method, where two contrasting colors would be printed in varying densities over each other to produce a fairly unique visual depending on the colors selected.

    Details from an American Game Manual, Two Japanese Game Manuals,
    and an ‘80s Elementary School Workbook from Korea
    Back in ‘13 or so, I had previously attempted to imitate this method and failed. But while waiting on production of Project Blue to pick up, I saw how Arne of Androidarts did it and realized how simply it could be done. Eager to put the technique to use, I constructed a palette from the teal ($1C) and brown ($07) from the game’s most prominent subpalette, used it to make a small mock-up with one of my Cowlitz illustrations, and pitched it to Donny and Ellen for the manual.

    Artwork by Arne Niklas Jansson, M-Tee’s Duotone Style Pitch,
    and the Production Palettes of the Project Blue Operations Manual 
    They seemed to dig it, but pulling it off would require pretty intimate familiarity with the design choices that would have been made to compensate for drawbacks in the physical printing process. For instance, original duotone publications would typically limit the use of the darkest possible colors to minimize over-saturation of the paper, and would print text in a single color of ink to avoid headache-inducing halos in the case of printing misalignment. Excited to work within these restrictions, I would later ask to handle manual design as well.
     
    -You also told me that you provided a lot of the lore-building written into the manual. How did that process unfold? Does your art guide how you build that world, or do you try to create and define that universe so it guides your art?
    The writing definitely guided the art. I was about 60% finished with manual illustrations when I started having difficulty deciding exactly what to draw and how to draw it. I had been given a loose list, but I didn’t want to make anything that wouldn’t get used, nor did I want to make anything that would burden Donny into shoehorning it in. (He was handling writing and manual design at the time.)
    Again, although (or because!) I create work for entertainment media, I feel the responsibility to address important topics. My work for the Cowlitz Gamers’ Adventures alludes to the effects of imperialism felt long after occupation, and the unpublished work I’d done on Pyronaut was heavily critical of short-term contract employment and the glorification of unsafe workplace cultures. Gruniożercas 2 and 3 were the only text-heavy works I’d put out recently though, and there’s just so much one can say about ethical pet ownership before getting repetitive.
    The cyberpunk genre has a long historical context for social commentary, and the world Ellen and Donny had built of a street urchin up against a mega-conglomerate seemed ripe for realworld allegories. So I was becoming more and more anxious to help flesh out that aspect of their universe.
    I eventually asked if I could write the manual as an in-world, OmniCorp document. Luckily, they dug that too, so I killed two birds with one stone. Now, I had a clear goal to direct the remaining illustrations and a platform to discuss the dangers of corporate lobbying, the privatization of social services, and the consequences that come with the lack of proper government oversight. Just wait until you see the company loyalty OmniCorp expects of its interns!

    A Page from the Project Blue Operations Manual 
    Luckily, the promotional video for the Kickstarter campaign had already established an OmniCorp presence outside of the game. (Fun fact: Ellen managed to get the same actor who played Becky Carmichael in the video to provide the character’s signature in the manual as well).
    With the manual writing, I hoped to match the faux-caring voice of internal corporate memos well enough that reading it fills anyone else who’s worked for any publicly-traded corporation with the same nauseating disdain I felt working at one myself. (I may have endured six long, dark, formative years at GameStop, whose corporate voice would later become infamous from its leaked coronavirus conference call).
     
    -Given how much joy you derive from writing and world-building, have you written a standalone piece of fiction? 
    I have a handful of illustrated short stories and comics lying around (see my pre-M-Tee art above), and I spent the last few years teaching a creative writing workshop. So, I'd love to try my own hand sometime at penning proper juvenile literature, and might one day.
     
    -Heck if you wanted to connect it to the games you work on, have you thought about novelizations of homebrews like the old Worlds of Power books?
    A homebrew alternative to Worlds of Power? I love it. Let's get E.C. Myers on the phone. I have a folder full of elevator pitches ready to go. 🙂
     
    -What new challenges were raised by Project Blue? What lessons did you learn that you would like to share with the people who follow in your footsteps?
    Project Blue was a lot of firsts for me, and they all brought their respective challenges. I already mentioned the perspective of the cover art and the visual style of the manual, but it was also the first time I’d made art for enamel pins. I was really nervous about how those would turn out. I could mockup what I thought they’d look like, but it’s not like I could do a test-print at home or anything. Although there are some things I'd do differently for my next pin, I was pleasantly surprised with how these ended up.

    Project Blue Enamel Pin
    Working for Project Blue wasn’t all firsts though. Years earlier, I’d worked on another project that incorporated the brain in a jar trope. However, I hadn’t anticipated the challenge of not getting bored after drawing a half dozen of them. I couldn’t imagine being an animator and drawing them 24 times for every second.

    A 2013 Brain Jar followed by a Small Pantry's Worth of Project Blue Jarred Brains
    -I remember you posted a series of tweets about the other projects you had on your plate, what are you jumping into next? Considering everything you've created so far, do you have a dream project that you hope to bring into existence?
    As of the time of writing, an opportunity for making a short Project Blue comic has come up, so I’m working on that. Afterward, I hope to finally finish up my end of Isolation for KHAN Games, and then hopefully release more games with Łukasz Kur (with whom I’ve worked on the Cowlitz Gamers’ Adventures and Gruniożerca series). Between the two of us, we've had a half dozen ideas for a fourth Gruniożerca and a couple of other projects on the table. But in the meantime, we're working on a small suite of very basic Pico-8 programs for my daughter. If they turn out okay, we’ll release them since there’s not a lot of software for infants and toddlers out there.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Just a thanks to anyone still reading after the monstrosity of self-indulgence I’ve brought to this interview. 🙂
     
    Conclusion:
    Thanks for tuning in to this first episode of a series that will hopefully continue and provide deep dives into promising homebrew games coming across the finish line. What are your thoughts on Project Blue and its talented development team? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     
     

     
     
     
  3. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 19: Montezuma’s Revenge

    Introduction:
    Many of the stories behind the homebrew games shared here began years before their publication or even any real development, like Trophy by Gradual Games. Some celebrated homebrews are ports of beloved games from another time, like Ultimate Frogger Champion, among several of KHAN Games’ works. And sometimes these two narratives come together as a game with a long history is revisited and ported to a new console, with the blessing and oversight of its original creator, eager to keep its legend alive and fulfill a dream of bringing that game to the NES, a goal that has persisted for decades.
    For this entry, I’m sharing a sneak peek into the NES port of an old Atari classic, a platformer and proto-Metroidvania: Montezuma’s Revenge. As of the time of this writing, the game’s development nears completion through its original designer Robert Jaeger and his company Normal Distribution, with plans to launch a Kickstarter campaign in December 2021 through its publisher Second Dimension. As a result, this episode will be another mini-post focusing on the interviews with the development team to whet our appetities.
     
    Development Team:
    Robert Jaeger: project management
    Felipe Reinaud: programming
    @dra600n(Adam Welch): publication & distribution

    OG Atari Artwork
    Game Evolution:
    Montezuma’s Revenge’s story begins back in 1983, when then-16-year old Robert Jaeger’s friend Mark Sunshine suggested Jaeger make a game with a Meso-American theme and call it Montezuma's Revenge, another name for what is commonly known as traveler’s diarrhea. Working day and night to program the game for the Atari 800, Jaeger and his dad showed off the finished game at their booth for Robert’s company Utopia Software at the 1983 (or possibly 1984) Consumer Electronics Show, attracting the attention of Parker Brothers. Although the original Atari 800 game took up 48k of memory, Parker Brothers wanted to reduce costs and fit the game onto disks and cartridges so they could release Montezuma’s Revenge for the Atari 800 as well as the Atari 2600, Atari 5200, ColecoVision, Apple II, Commodore 64, IBM PC, and Atari 8-bit computers. As a result, the officially released game was squeezed down to 16k. One known casualty of the trimming was an unfinished (and unwinnable) boss fight against a huge Emperor Montezuma who would stomp on you.

    Teaser image of NES edition
    Gameplay Overview:
    Montezuma’s Revenge is a platformer with Metroidvania qualities before either of those games existed. You control Panama Joe (a/k/a Pedro), an explorer inside the subterranean labyrinth of Aztec emperor Montezuma II’s pyramid. Your goal is to collect jewels and defeat the enemies who stand in your way. You must overcome the traps and obstacles meant to keep people like you out, while you seek the keys and equipment that will allow you to venture ever deeper into the treacherous maze.
     
    Interviews:
    For real insights into the game as it nears completion, I interviewed the NES port’s development team to get all the stories…
     

    Robert Jaeger
    -Before we dive into Montezuma’s Revenge, I would love to talk about you and your background. What first inspired you to become a game developer?
    Hi. Thanks for the interview. I was inspired by the 1st and 2nd generation of coin-op video games. I was an arcade kid from a very early age, starting with pinball, and by the time I was 11 (1978, Space Invaders) I knew for certain that I wanted to be a game developer. My first computer system was the Bally Astrocade. I started with Bally Basic, then z-80, then the 6502 with the Atari 800 computer. I also coded for the c64, Amiga, PC and others.
     
    -What is your origin story? What is the significance of the name Normal Distribution for you?
    Ah, this is a terrible name for a game developer. I don't think I've ever told this story. My software career has been split between games and fintech. Originally I was working on a "black-box" hedge fund trading system for stock options based on random number math, hence the name. The company is 100% games now.
     
    -Who are your influences? And whose work are you watching closely now?
    From the old days my influences were Bill Budge, Nasir Gebelli, later John Carmack. As far as games now I'm personally most interested in what's going on in VR because the headset has finally become affordable. There are individuals creating revolutionary products right now in the VR space.

    Bill Budge, he’s a pinball wizard, there has got to be a twist
     
    -What tools do you use to code and create?
    I'm very much a C++ guy these days. I haven't coded 6502 in decades. The rebooted cross-platform version of Montezuma (Steam, PC, iOS, Mac, Android) is based on open source Cocos2dx. For cross dev't I use many different compilers, but Microsoft tools have always been my favorite.
     
    -Montezuma’s Revenge was originally released in 1984. What inspired development of an NES port now?
    Felipe Reinaud is a very talented programmer and a huge fan of the game. He came to me with the proposal. I have always been very protective of the brand and I was very reluctant to proceed, but he proved his talent to me and wound up doing an outstanding job. NES Montezuma is a beautiful game.
     
    -Tell me about your creative process for designing and programming the game. What lessons can you share to others who want to learn to make their own games?
    It's hard to describe my creative process for games. Other than arcade game clones, every game product I've been involved with has evolved from what was a basic original idea. Technical discoveries and limitations frequently drive the development.
    One lesson is that if you want to create games, create games now! We have amazing free tools out there. Nothing should stop anyone from creating a great demo.
    The game dev't business is very difficult and competitive. If you love to code in general, other areas of computer programming are less difficult and more lucrative.
     
    -Do you feel that Montezuma’s Revenge has any qualities that are quintessentially you? How would you describe your aesthetic?
    OK, I love to play all kinds of games but I think I'd like to be known for games with good graphics and technology, some humor, difficult, only cartoony violence but most of all - FUN. In Electronics Games Magazine Bill Kunkle noted in 1984 that "Everything is big" which was exactly what I was going for. For its time, Montezuma had a big hero and big enemies.
     
    -Ever since my first blog episode, M-Tee planted this idea in my mind that a game’s protagonist serves as both the player's point of immersion in the game as well as a reflection of its designer. What was the intention behind the design of Panama Joe, and do you feel he reflects you in any way?
    The hero's original name was "Pedro" from the 1983 demo, and we're going forward with this name.  Pedro should be thought of as a Robin Hood type character - he most certainly will use those gems to help all of mankind! I recently told the true origin of Pedro: He actually was a gringo tourist who drank too much tequila and spent too much in the gift shop and then got lost. Montezuma is not a serious game - it's light-hearted good fun created by a game developer who, like Alan Watts, sometimes questions the seriousness of life itself.
     
    -What challenges or surprises surfaced in developing Montezuma’s Revenge? What new challenges emerged in porting it to the NES?
    There are many challenges specific to NES programming. Felipe had a difficult time squeezing Montezuma into a standard NES cartridge.
     
    -Parker Brothers trimmed down the original game to maximize marketing potential and limit piracy. Is the NES port closer to the original 16K Parker Brothers release or your original 48K version?
    This NES version will most closely resemble the other production versions, but rooms are a little different mainly due to how the NES handles character graphics. It's the game as it would have been if released as an NES game of the time.
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects? Collaborations? Plans to port Chomper or Pinhead to the NES?
    The original game demo also had an incomplete boss. We are currently working on another retro cartridge project for Atari computers which will be the "Director's Cut" - the original full vision, complete with boss challenges based on my original source code.

    The undefeatable King Montezuma boss left out of the original release
    Also, there are now free ad-supported versions "Montezuma's Revenge LITE" for mobile systems. We are continuing to improve the full rebooted versions available now for most computers and mobile devices.
     
    -Are there any homebrew games in development that you are excited to play?
    No, I don't follow the homebrew community as well as I should.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    I always thank the fans for keeping the game alive and really keeping my enthusiasm up. If you're interested in following the project, I tend to update first on https://www.facebook.com/MontezumasRevengeGame.
    If you want first crack at the NES version campaign when it's ready, please join the list at https://normaldistribution.com/nes-cartridge-contact-list/  
    Download links for the reboot: https://normaldistribution.com/download/
    Thanks!
     
     

    Felipe Renaud
    @DarkKodKod
    -Before we dive into Montezuma’s Revenge, I would love to talk about you and your background. What first inspired you to become a homebrewer? What is your origin story?
    What inspired me most to become a homebrewer was the work of Michael Chiaramonte https://www.youtube.com/c/MichaelChiaramonte. I saw that many amazing games were being made by normal people just like me. You didn't need talent or a huge background to start making your own game. However, it takes time to have something fun and playable and even longer to have an actual game to publish. I now have a nice collection of homebrew games like Eyra, Rollie, Nebs ‘n Debs, Lizard, etc. Those games are my real inspiration.
    It all started when I was a child and I played the Atari and later I got my very first game console, the NES. My dream back then was to become a game programmer one day and as a kid who grew up in Chile - it was like wanting to be an astronaut. Years later after finishing my degree in Computer Science, I had the opportunity to join the very first video game studio in Chile. Later, I worked on different consoles like the Xbox 360, PlayStation 3, Nintendo Wii, Nintendo DS and PC. I started learning and working on Banana Kong for Android and later porting it to iOS. Long story short, I eventually got hired at a company in Hamburg, Germany, and later I moved to Dusseldorf to work at Ubisoft where currently I am right now.
    Since I always wanted to make my own game, I decided one day that I would make a NES game. People were doing it - I knew I could do it too. I am really bad at designing games, so I thought of making a port of a well-known game for the old NES. I came up with the idea of porting one of the games I played as a child back when I played it on the Atari and the first game that came to my mind was Montezuma’s Revenge. That game in Chile was as important for Atari as Super Mario was for Nintendo. I reached Robert Jaeger on Facebook and after presenting myself and proving that I'm up to the challenge, we started working together on Montezuma’s Revenge, first for the Android and PC version and later on the NES version.
     
    -Who are your influences? And whose work are you watching closely now?
    Of course it is Robert Jaeger who made Montezuma’s Revenge for the Atari, that game is a masterpiece for its era. The only person I'm watching closely now is Michael Chiaramonte and his work on his own homebrew on his channel.

    Michael Chiaramonte being not so randomly random
     
    -How would you describe your design aesthetic, and what to you are the hallmarks of a game made by you?
    The game is a straight port, I didn't really change any aesthetic and that's totally fine. The idea is to make the game as close as possible to the original as if it were an early Nintendo game. It is using a NROM board, so only 40k of memory is available to fit the entire 9 pyramids of 100 rooms each plus new music. There were compromises and some design changes to fit into the NES aspect ratio and memory limitations. Let's say that games are designed based on the hardware they are running on. For Montezuma’s Revenge, it is making the best use of the Atari hardware and I had to translate that into what is capable of, the original Nintendo. For example if you are making a game for the NES, it is better to have all the background tiles designed to be 16 by 16 pixels like Super Mario Bros did. But for this game I could not do it that way because the game is expected to collide with 8x8 pixel tiles so I had to use more memory than I would normally use. I had to cut a little on some features as well, things that I wouldn’t have used if the game was designed initially for the NES. So hardware is a huge influence on the design aesthetic of a game and even though this is a straight port this was no exception.
    A nice feature of this game is even though I’m using a really limited board like the NROM, it doesn't use any fancy additional chip to animate tiles. I am updating multiple background tiles not all at the same time, but it sure seems like it and it looks close to the original and it feels like the original why you play it.
     
    -What tools do you use to code and create?
    I used Visual Studio Code with the extension Beeb VSC so it can color code a bit the source files and also adds the ability to press F7 to assemble and F9 to run. I use the tasks.json file on VS Code to run a bunch of tasks one after another from creating a folder to generate the .nes file and run it on the emulator. For assets I use my own tool created with WPF and C#. Here is the git repo if someone is interested, https://github.com/DarkKodKod/NESTool. The idea was to have a generic asset tool independent from any particular game so I used that to handle and convert the images into animated sprites, backgrounds and banks for the pattern tables.
     
    -In addition to your homebrewing, you are programmer by profession. In what ways is your professional work similar to or different compared to your indie/homebrew work?
    Developing software is always the same, no matter if it is business-oriented software or a game or a game for a 40 years old machine. You have to have a design, a plan and write clean code for everybody to understand - even if you were writing this code yourself and nobody else will look at it. By keeping everything tidy you are doing yourself a favor because the project could last years depending on how much time you put into it. The code you wrote maybe two years ago is going to be really difficult to modify or understand the purpose if it is not well organized and documented.
     
    -Do you find your professional work informs your approach to homebrewing, or vice versa?
    Yes, I think so. I have more than 15 years of experience working with different game engines, some are homemade and some are well established in the video game industry. I learnt how to structure and build a game from scratch and additionally working with talented people you get to learn good practices as well. 
    So I wanted to create a good working environment and put in place good practices as much as possible. So even if you are working on your own project alone, it is good and you will thank yourself later in the project lifetime when you need to restructure something or read code you have written a year ago and having all clean and well-structured will make a huge difference overall.
     
    -Some of the other games you’ve worked on include Alpha Assault, Banana Kong, and the Thrill Rush games for more modern platforms. Do you have a preference creating for a particular platform? Does your process differ when working within a different set of limitations?
    Working for a game console like the Xbox 360 or the Nintendo Wii was ideal because you know the hardware won't change and you can have the same result on every machine. For example, working for a game on Android, there are thousands of different hardware and software combinations that can make the game fail for some unknown reason. If you don't have that particular version of the hardware it is going to be difficult to test and see what is wrong with the game. PC games are a bit similar with different graphics cards for example. I know this argument is not valid if you are using a well-used game engine like Unity3d or Unreal but, I enjoy game development the most when I'm doing everything myself like I used to do it before those engines were a thing.

    Screenshot from Banana Kong by FDG Entertainment
    And in terms of limitations, of course it also makes it different to work with something as big as a PC game or really small as a NES game. I have experience working with limited RAM space on the Nintendo Wii and even smaller for the Nintendo 3DS. It is fun though having more constraints to the work because it is when you have to be creative and come up with optimal solutions for the product you are making. It doesn't feel the same when you have all the resources of the world, it is not that exciting for me in particular.
     
    -Had you played Montezuma’s Revenge on the Atari before?
    Of course. I'm 40 years old and in my childhood, a lot of kids had the Atari. I never had one for myself but I went to friends and family to play and of course everybody had a copy of Montezuma’s Revenge. My very first game console was the Nintendo Entertainment System.
     
    -What was the working dynamic like in the development of Montezuma’s Revenge for the NES?
    I had a plan for what to do for the entire year and I was working on one thing at a time. I tested on the emulator, Mesen, and later in my AVS. It was just me and the computer. Nothing fancy.
     
    -What new challenges or surprises surfaced in working on the game? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    I hit the wall multiple times and for me everything was a learning experience. How to organize the code was a challenge because there is nothing on the Internet to help you out with that. I came up with my own way of structuring the files, methods and variables. Because the game is using only 40k of memory, the biggest challenge was to properly scale down the game and fit 9 levels with 100 rooms each plus a music engine and music.
    Because of the constraints of the memory I could not use a music engine from someone else, I had to write my own and my own format music for it. It wasn't that bad and at the end I enjoyed the process. For example the 3 music tracks are stored inside the CHR ROM alongside with the sprites.
    Speaking of the music, all my maps are compressed using Run Length Encoding (RLE), and the time to decompress the map was taking too long and it made the music run slow while changing rooms. I had to decompress and load the maps in multiple frames and keep the transition between rooms fast enough to not affect the game experience.
    Another challenge was the tile animations. NROM has no built-in tech to handle background animation and Montezuma’s Revenge is heavy in background animation like the fire or conveyor belts, etc. So I came up with a tile animation system that can update multiple tiles on different frames. The important part here is the correct separation between the main thread and the code that runs in the NMI. The challenge was to make the NMI code really efficient and send commands to the NMI to run the specific code only when it was needed.
     
    -Montezuma’s Revenge is an iconic game with a longstanding fanbase. How does it feel to work on a game with such a deep history?
    I’m really proud. This game is an icon in my country, Chile. If you talk about Atari, you have to talk about Montezuma’s Revenge. I played it when I was a child and I never dreamed one day to be part of its history.
     
    -What aspects of Montezuma’s Revenge are you most proud of?
    I started knowing nothing about 6502 assembly nor how to make a game for the NES. So I'm really proud of having a game and releasing it. Actually releasing a game is the most difficult part of game development, because it has to be perfect when it has to come out of the door.
     
    -Are there any other projects you have lined up on the horizon? Any dream projects?
    Not now. Having a side project can eat up a lot of your time but I would like to do something for the SNES or maybe a bigger NES game but now I have nothing in mind.
     
    -Are there any homebrew games in development that you are excited to play?
    Not at the moment.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    If you would like to start developing your own game, start small and always reach out to the NESDev community, they are super friendly and supportive.
     
     

    Adam Welch
    @alteredimension
    -Before we dive into Montezuma’s Revenge, let’s catch up! How have you been since we talked about Curse of Illmoore Bay and Eyra-The Crow Maiden?
    Good! Just been busy plugging away at code and getting ready to start releasing the 16-bit versions of Eyra.
     
    -Between your Twitter and Discord, there are so many brewers who are either using Second Dimension to create physical releases of their games (like the upcoming Fire and Rescue), or are using SecondBASIC Studio to create their games. How does it feel to be one of the go-to people for the development and release of homebrew games?
    It’s really cool! I love seeing these projects that people are working on and happy to see them being able to release their own stuff the way the want to.

    Screenshot from Fire & Rescue by Skyboy Games
     
    -How did you first connect with Rob Jaeger/Normal Distribution?
    Ha! So funny story. I got an email sometime back in April or early May asking if I would be interested in potentially publishing the NES version of Montezuma’s Revenge. Now, being one of the games my friends and I played a lot of, I thought this would be a cool opportunity.
    I didn’t even look to see who sent me the email. I went out to Normal Distribution’s website, contacted Rob about someone asking me about publishing an NES version or Monte, and seeing if he had given the “okay” on it, etc.
    Turns out, he’s the one who originally emailed me. Boy did I feel silly.
     
    -Had you previously played Montezuma’s Revenge on any of the consoles for which it was original released, or the Master System port?
    Back in the 4th grade, our teacher had an Apple LE II in our classroom. If you did good in class, he would let you play games on it, and he had Montezuma. My friend and I tried to play that game as much as we could back then, but we never knew how far we were into the game – plus we only had maybe 15 – 20 minutes to play when we were able.
     
    -What was the working dynamic like in your collaboration with Normal Distribution?
    Rob is very down to earth, very focused, and is very willing to listen to what you have to say. It’s been a great experience so far, and I hope to learn as much as I can from him.
     
    -What does it mean to you that the creator of an iconic game from the Atari-era came to you for help publishing the NES port of the game?
    It’s surreal. It’s kind of like getting to play catch with your favorite ball player, or have a jam session with your favorite artist. Montezuma’s was definitely a childhood favorite that holds a lot of happy memories, so it’s pretty wild to get the opportunity to lend a hand with a game with such history.
     
    -What new challenges or surprises surfaced in working on Montezuma’s Revenge from a publication perspective?
    So far nothing new has popped up. My process is pretty solid, so there’s minimal concern there. It’s really just making sure everything falls into place and any bumps we hit, we just do what we need to in order to press onward.
     
    -You’ve told me there will be a Kickstarter campaign for Montezuma’s Revenge. Do you have a date, specific or relative that we can write on our calendars?
    We’re aiming for December to launch the campaign.
     
    -You recently shared a poll on Twitter to see what game fans were most looking forward to next: Affinity Sorrow and Curse of Illmoore Bay 2. Any news you would like to share about either?
    Affinity Sorrow won the poll, so we’ve been working on that – well, Jav mainly has since I’m finishing up Eyra MD. Lots of content is being created, so we’ll be also working on a campaign for that as well, but we’re not 100% sure of the timeline just yet. Soon, though.

    Affinity Sorrow vs. Curse of Illmoore Bay 2: This Time it’s Ill-more!
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Thanks for taking the time to talk to us! This wouldn’t be possible without our fans – and we appreciate every one of you ❤️
     
    Conclusion:
    Thanks for tuning in to this latest mini-sode of the series that shares sneak peeks into the latest homebrew games and the folks who bring them into the world. What are your thoughts on Montezuma’s Revenge, its talented development team, and its legacy? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

  4. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 25: Homebrew Magazines

    Introduction:
    Nearly every gaming fan, new or old, modern or retro, has or had a regularly published magazine they eagerly awaited, which often contained news on upcoming games, tips for improving their luck/skill at existing games, and shared a general love with the magazine’s creators and fans. Inspired by institutions like Nintendo Power and Game Informer, several enterprising members of the homebrew community have brought this fun to our niche corner of gaming. Where bloggers, podcasters, and YouTubers usually focus on one or a few games at a time, homebrew magazines touch several games from different angles, and include other interesting, related content that rounds out its pages. As a result, I’ve developed a Pavlovian response to any news of an upcoming new issue.
    For this entry, I’m covering several magazines that have dedicated all or part of their content to homebrew news and related subjects: Dev Cart Magazine by Lexington Alexander, Cool Sh#t Magazine by Yan Ian Hook, Retrobrew Magazine by Matt Hughson, and Mali’s Cash by Dave Allwein. As of the time of this writing, all 4 magazines have at least one issue that can be purchased: Dev Cart digitally here & physically here, Cool Sh#t here, Retrobrew here, and Mali’s Cash here. And for those in the know, the recently Kickstarted magazine NES PRO is working on its first issues, with homebrew reviews by Retro Death Row and content from our friend @ecmyers!
     
    The Magazines:
    Each magazine, despite a shared interest in homebrew, has carved out a distinctive corner for itself, cultivating a unique personality. As a result, these magazines do not compete with each other so much as they create a chorus of voices, whose collective harmony provides richer insight and a wealth of content for fans to enjoy.
    Dev Cart began with its introductory Issue 0, released in August 2018. Up to this point, Lex has published five more issues, selling digital editions on Amazon and physical copies through Mega Cat Studios. Declaring a focus on 6502 Assembly, the NES, and cartridges on each cover, Dev Cart focuses on the NES side of homebrew, promoting both available and upcoming games either with detailed write-ups or imagery styled after advertisements. The magazine also includes other fun content like interviews with creators in its DEV Chat segment, and coding tutorials for aspiring developers. Ultimately offering readers a little bit of a lot in each issue, Dev Cart provides a snapshot of what is exciting at the time of each issue’s release, with helpful resources to hopefully give rise to new homebrewers and games that can populate future issues.

    I know a good interview when I see one
    Cool Sh#t Magazine is the edgy older brother to the gaming magazines you grew up with, taking a tongue in cheek playfulness to its content that connects more adult humor with our childhood nostalgia. Debuting in early 2020 and going strong with a prolific nine additional issues to date, Cool Sh#t covers a lot of ground. Sharing hot takes on homebrew games on older consoles, new games on modern platforms, toys, and all things wrestling, Cool Sh#t lets out a primal scream in appreciation of growing up during such a cool time (and living in a rockin’ renaissance). These are the dedicated folks who have the courage to remind you that Michael Keaton is the definitive Batman, and they have the good taste to back up why you should listen to their opinions on all things pop culture and yesteryear.

    Truth
    Retrobrew debuted in April 2022, and though it remains the only published issue to date, fans are clamoring for a follow-up (as might be expected regarding anything with author Matt Hughson’s name attached). Available digitally or in print form from its dedicated site, Retrobrew is devoted entirely to games in development across multiple consoles that excite Matt (plus the exclusive comic 72 Pin Connection by Joey “yoeynsf” Provencio). Rather than provide reviews or lengthier write-ups, Matt lets these upcoming games speak for themselves, limiting his voice to the juicy tidbits he has gleaned from social media or directly from the developers. Retrobrew provides an enthusiastic focus toward the horizon, helping to bring attention and support to well-deserving projects, highlighting features that exemplify homebrew’s place on the cutting edge. Characteristic of Matt’s desire to share data, he has also released his write-up on the first issue’s profit and loss, so others who might create their own magazines (and the generally curious) could learn from his experiences.

    What is it with homebrew and reptiles?!?
    Amidst more traditional magazines, Mali’s Cash strives to be the quirky cousin. First released in May 2022, Mali’s Cash published two additional entries, all available on Amazon. For the most part, Mali’s Cash shares its love of Taiwanese culture, including legends, movies, and good places for coffee or beer. As a center of fun unlicensed games (not to mention the home of Dave’s homebrew game publisher ITG Soft), Mali’s Cash celebrates Taiwan as a capital of fascination, overlooked by too many. Ensconced between its slices of Taiwanese life and your monthly horoscope, Dave includes detailed write-ups on interesting Famicom hacks and homebrew games, as well as retrospectives on older homebrews still deserving of praise.

    When you want to put the BREW in homebrew
     
    Interviews:
    For the exclusive scoop from some fellow homebrew fans, I interviewed the minds behind these great new magazines to learn more about their fandom and what inspired them to take the extra step to publish a magazine…
     

    Lexington Alexander-Dev Cart Magazine
    @DevCartMagazine
    -Before we get into Dev Cart Magazine, I would love to talk about you and your background. Tell me about yourself.
    I started out in game development as an intern and then a production coordinator for HER Interactive. They had a proprietary script and the production coordinators used that to build game environments. It was a good job. I took a certificate program at the University of Washington for 3D modeling and animation for games, but went on to produce casual games for the major casual game portals. I transitioned to Flash, but once it was no longer supported, I didn't do much in games after that.
     
    -What about retro gaming and the homebrew scene in particular resonates so strongly with you?
    I didn't know that development for the NES was possible until the NESmaker Kickstarter. I knew it was possible to make a game for the Sega Genesis, but couldn't really figure out how to get started. That was around 2009. The NES was the first video game console that we had in the house, but we got it right before the Super Nintendo came out, so we kind of forgot about it. Now, I like to go back and see what could have been produced on the NES had the platform continued and developers had the time. I like NES games because they're simple and you can get right to playing around without much orientation.

    The Kickstarter heard ‘round the world
     
    -Do you feel there is any particular phenomena driving the nostalgia for retro games? Is there something inherent in what Nintendo, Sega, or others did during these old consoles’ lifespans that is having this effect? Or is it simply that our generation, having grown up with these games, is excited over something that was a big part of that moment in our lives, and we could just as easily be nostalgic for something else?
    Well, there were so many people playing Nintendo games at one point, that many people referred to all video games as 'Nintendo'. There was little fragmentation in the market around 1989. So, there are many of us that have the shared experience of playing the same games at the same time and on the same console. There was almost no competition or market diversity.
    Today, I could ask ten different people what they are playing and they might all say something different. It wouldn't be surprising to me. Or, you might hear a major online title. It was similar with television. There was little diversity and availability in programming and no Internet. People had to watch things at the same time while broadcast, so people had shared experiences. My mom, dad, sister, and I don't even watch the same stuff on Netflix.
    The retro game console in homes was fascinating because it was the one toy that one child could play with while all of the others sat there and watched – without fighting. Other children watching their friend play a game was the original version of the Let's Play in homes. Fighting of course happened, but the basic pixels moving around on screen practically hypnotized people, especially children. It seemed to, anyway. I like to watch old television broadcasts that covered the NES being played in homes because you can see it plainly.
    NES and other retro games are often simple and people like things that are easy. They don't always like to think. A lot of my friends will not play a game that they think is hard – or work – or requires some instruction.
    Otherwise, I'm not sure. It could be cyclical for my / our age group and our 'turn'. I see people from every decade collecting things from their eras – their childhoods, especially – when they might not have been able to afford them or couldn't find them. Thirty and forty-year-olds have money now. Has there been some regression or retreat into what was familiar or simpler at some earlier time? I would say, probably. You see other industries experiencing similar trends. In fashion, we've seen cottagecore rising, and in collectibles, there is the grandmillennial trend. In media, Stranger Things has been really popular. In fiction, vintage dystopian books are certainly up.
    I don't know whether enthusiasm for 6502 Assembly will continue to be a thing. A lot of developers in their thirties and forties – and twenties – didn't or don't do much with low-level programming in school. I took one computer architecture course that had one lesson of assembly programming and the other students had nervous breakdowns and existential crises over it. Some even thought they couldn't be programmers because they didn't get assembly code! I probably would have, too, but I had been studying assembly code because of the NES, so it was easy for me and definitely fun to be on the other side of it. And I of course helped them. Some people consider C to be lower level, but I don't really feel like it is, mid-level, maybe. I notice … a lot of high-level developers don't know much about low-level programming, hardware, and counting bits.
    Assembly code for the NES is on the metal with no operating system. I think this appeals to some programmers with traditional backgrounds in computer programming. It is interesting to people who are only accustomed to programming for and on operating systems. Many of these people probably have trouble figuring out why their programs are inefficient. Working within the constraints of the NES helps us to start thinking about these things. I know that when I was porting games to Flash, the games didn't run well on web because they were too inefficient. I didn't realize why until I started reading about assembly code and dealing with memory constraints. Going back to these NES games as programming adults helps us to understand how they worked, and this is of interest to people.
     
    -What kind of collector are you (cart-only, CIB, sealed, graded)?
    I pick up whatever, but I don't keep much for long. I try to get rid of sealed as quickly as possible because I know I'll never be able to have much of a sealed collection. I like to pick things up, be done with them, and share them with other people. Though, I do try to make a dollar in the process. I don't make money on Dev Cart and have to make money in other ways. I do have some favorites that I keep duplicates of in case one breaks.
     
    -What first inspired you to launch a magazine? What is the origin story of Dev Cart Magazine, and how did you decide on the name?
    I follow some of the major games news sites, but they copy each other and don't do their jobs, so a lot of stories don't get told and therefore aren't getting heard. There are a lot of stories I would like to read about, but they simply don't tell them. They probably think the readership for such topics is too small – too few clicks for their ad revenue, or something. Likely, this is correct. I saw this as a problem and believed that more people would come into the space if they knew it existed. It is hard to get started developing on the NES because the information and tutorials are fragmented, jump steps, and feel out of sequence if you don't have the background knowledge. It doesn't flow in any form that is consumable for the layperson.
    I wanted to focus on cartridge games because the playability of a cartridge game on an original console validates that such a program was possible – that it could have existed. Emulators are good, but there are some rare behaviors that don't necessarily translate to console. A development cart or dev cart is what programmers used to produce and test games for market. It is something that was commonplace in console game development, but no longer necessary, given that executable files can be played and tested on an OS without physical parts as part of the development process.
     
    -What do you feel makes Dev Cart Magazine unique in terms of both aesthetic and content?
    I wanted to have a retro 90s cartoon style without the drag of poor and unoriginal layouts. I like the style of early 90s cartoons like Ren and Stimpy, Rocko's Modern Life, and Doug. I don't see stuff like that anymore without a reboot, and a lot of cartoons today are just Flash-compatible graphics or 3D. Actually, are there any cartoons left?

    THE golden age of animation
     
    -Who are your influences? And whose work are you watching closely now?
    I'm all in on the NESmaker and #nesdev crowds right now. I don't want to leave so many people out, but I do interact with @DaleCoop for NESmaker stuff a bit. I think Gustavo Pezzi and Nathan Tolbert are interesting players and rising stars in the vintage console space. Pezzi is an educator and Tolbert is active in the NES and Atari 2600 spaces – others, too.
     
    -Dev Cart Magazine includes coding lessons, teasers, news, interviews, and reviews for a host of games. How do you decide what to include? What jumps out at you? Do you have a preference between the types of games you want to cover?
    If I see a game that is not getting (much) coverage, but I think should – I will generally prioritize that. Why would I write or talk about something that everyone else is already covering? What would I add?
    I don't have a preference for the type of game because I'm more concerned about what readers want to see and play. The priority is to create news and lead on stories. Admittedly, I will try to avoid content that cannot be easily explained over a two-page spread. Some things require a demo. I often start by asking people to submit news and content requests to me via Twitter. This helps me to get a beat on what might be happening that I'm not aware of. I then try to go after stories that I think other people are not covering. A lot of people don't need help; they already have established platforms. I have little to provide to such established developers because they already have audiences bigger than mine. Some overlap is inevitable, but it would be nice to avoid many redundancies. If there are questions about a well-known project that are unanswered, I might go after it, but approach it from another angle. Some news might be too big to avoid. I generally try to include people who express interest in being in the magazine because it's easier to get material and questions answered, etc. A lot of it comes down to time. I also need to produce content that people cannot find elsewhere for free. People with completed and publicly available press kits do get priority. (The average reader does not ever see press kits).
    I don't review games. I think I've stuck to that rule, anyway. I try to post that the games exist and describe them, but I stay away from saying whether or not they're good. I don't think there's much value in that and there's extreme sensitivity to what is good or better than something else. It's not a winning topic for content and just makes the tone of the magazine disagreeable and or inaccurate to those who do not agree. I try to stay away from opinion pieces, but I do review films on indie games. This is mainly because people try to compare indie films to blockbuster titles. These are not fair comparisons.
    I initially reached out to the Nerdy Nights' author and asked if I could reprint the tutorials in some format. He said that it would be okay and hoped that it would help more people to learn assembly code, or something to that effect. I try not to change the tutorials too much outside of the order in which the lessons are introduced. This allows people to read and work ahead. Though, I've tried to break things down, I wonder whether NES development without NESmaker will ever be easily accessible for non-programmers. I have not quite figured out how to do this yet.
     
    -What to you are the essentials to making a magazine such as Dev Cart Magazine compelling reading?
    Again, I have to produce content that is not readily available online for free. Though, people have mentioned that they like being able to read about the NES scene in one place. Is it really compelling? I don't know. The reader can discover content without having to read much of the magazine. Some people might just buy it because they want it to exist – to place a dollar vote, or two. I know beta readers often go on to purchase a copy of the magazine. I know there are a few people that really like it because they've told me. Otherwise, I really don't know what people think about it. I would imagine that most people still don't know it exists.
     
    -What is your favorite section of the magazine?
    I still don't quite know who the magazine is for. It was primarily intended to be for new NES and 6502 developers, but the readership might consist of more homebrew gaming fans than anything else. The tutorials are my favorite part as a developer. Is it just a record of my working through the Nerdy Nights' tutorials? It very well could be. Well, I guess a few people have asked me about them or said they learned something. XD
     
    -How do you obtain the information you publish? Do you reach out to people or do your own research?
    I often type #nesdev and #nesmaker into Twitter and scroll. This leads me in various directions. And I will reach out to people, mostly asking for a press kit or press release.
     
    -What qualities do you look for when choosing someone to publish your magazine?
    Well, the magazine is self-published. I previously published the printed version through Amazon, but they made it impossible after they ditched Createspace. They would reject anything that looked like a white edge or image that didn't bleed into the edge, even if that's not what was happening or intentional. It got to the point where I couldn't get the file approved and asked James for help at Mega Cat because I saw they had printed some instruction booklets. Now, I send the file to James and he prints it. It's a huge time saver and it looks how I / we want it to, not how Amazon's A.I. robot demands it is laid out.
     
    -What is the breakdown of your magazine’s physical versus digital viewership?
    I would estimate that 60% of sales are digital and 40% are physical. It varies from issue to issue. The magazine sells long tail, but there still aren't a lot of people reading it yet. I generally don't have a lot of upfront sales, but the products have staying power. People often pick up all issues at one time – once they're aware that they exist.
     
    -Dev Cart Magazine generally serves as an evangelist for the homebrew community, sharing support and enthusiasm for the games that interest you. Would you ever cover a game that didn’t excite you just because it was garnering a fair amount of attention? Are there any controversial subjects in the retro game collecting world that you would want to discuss in Dev Cart Magazine at some point?
    Well, I wouldn't publish anything that I thought might get me banned from Amazon and Kindle Direct Publishing. If something was controversial, I would probably post that something was happening, but not take a position on whatever the issue was. If the issue was widely known and already being discussed, there would be little benefit in pushing in or advocating for or against it. I don't want the magazine to be for or against anything or anyone, rather – a source of news. One of the good things about the NES – I don't think it was ever political or anything like that. I did write about the cannibalization of game parts at one point, but I don't think I ultimately took a position, rather explained what people were considering before destroying a vintage game.
    Again, I might avoid covering games that don't need help because it creates too much overlap. I did include Micro Mages more than once in the magazine because I thought it was important from a business angle. I do not know the developers. I wanted people to see the sales potential by using international reach, one-screen multiplayer, the YouTube algorithm, and Kickstarter money. Though, maybe those things were not what was so important, I thought it might help people to think about what the next sales record might be – how it could be achieved.
     
    -Did anything you learned from working on your magazine meaningfully change your thinking about any aspect of retro game collecting or the homebrew scene?
    The cannibalization of vintage game parts, yes. I think Emceemur is an important person in the retro / vintage game collecting scene. I interviewed him for one of the issues. He kept many of his video game receipts – pre-Internet when people had to buy games in stores. He held onto games for years and made some surprising profit margins, higher and lower.

    I genuinely tried to find a flattering photo of Emceemur, I swear!
     
    -Did your direction or focus change at all between initial planning and putting the first issue together? Have any new revelations emerged since the first issue?
    Initially, I published a 'lite' issue – issue 0 – just to see if people would read it. I was surprised how excited people were over a few pages. However, since the shutdowns in 2020, people have gone back to work. I feel like people aren't thinking about the NES as much, but it might not be true.
     
    -What was the most surprising thing you discovered while making Dev Cart Magazine?
    There are many more homebrew games for the NES than I originally realized. It's also shocking to discover how anybody ever got their game working on an NES without a dev kit and instructions from Nintendo. I often ask people, “How did you even start? How did you get anything working?” I've never gotten a satisfactory or believable answer for this – from anyone.
     
    -If you could go back in time, knowing everything you know now, would you do anything different with your first issue?
    Well, there is a banner on the first issue that says 6502 Assembly code. No assembly code was written in the first issue, so that confused people and they might have given up on future issues because of that. I thought that because the games and hardware in the issue used 6502 ASM … it might still make sense to have that on there. I wanted to have a consistent banner across all issues. I would just change that.
     
    -Are there any homebrew games in development that you are excited to play?
    Yes, but I don't know if they all have titles yet. There is one game that I'm watching called Former Dawn by ... I think Something Nerdy Studios is making it. The graphics look more like SNES graphics. That always impresses me.

    Screenshot from Former Dawn by Something Nerdy Studios
     
    -If you could make your own homebrew game, what would it be about?
    I am working on two NES games. One is aliens, kids vs. parents, 90s neighborhoods, and adolescence. The other is a traditional JRPG, but no random battles. It's similar to Secret of Mana. I have to work, so I generally get little done.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    I wish we could have a monthly magazine, but I just don't think there's a way to make it work in any form. The fans shape the content of the magazine, so it helps to know what they want to read about. If they don't like it, I would like to hear that and I would not think it was rude. Otherwise, I don't know. Some of the content requests are beyond my skill level, so there's a bit of a wait on some things. I'd be interested in getting some help from other NES devs, but I know we're busy with life. Everyone I know just had a new baby. XD
     
     

    Yan Ian Hook-Cool Sh#t Magazine
    @YAN_COOL_MAG
    -What about retro gaming and the homebrew scene in particular resonates so strongly with you?
    We're all lucky enough to have been children of the eighties and nineties, and in that we got to experience the greatest decades, and changes in video game history. Those consoles and their games become part of who you are, your DNA. We all share such incredible memories and experiences playing those games, that for us, it's something that will never leave you. When you come to today and people are still making new games for those systems, it's not only an incredible feat in and of itself, but it gives you the chance to relive that feeling of holding and opening a new game, and that something special.
     
    -Do you feel there is any particular phenomena driving the nostalgia for retro games? Is there something inherent in what Nintendo, Sega, or others did during these old consoles’ lifespans that is having this effect? Or is it simply that our generation, having grown up with these games, is excited over something that was a big part of that moment in our lives, and we could just as easily be nostalgic for something else?
    Several factors are driving this in my opinion. Firstly, they're for the most part fantastic games, and they represent a time when hardware was limited, and programmers had to be creative, not only in design but in how they relayed that story to the player. Nostalgia is obviously a huge part, games, toys or anything you enjoyed from your youth are always just hovering in the back of your mind, and when that curiosity becomes too intense, a collector is born. Supply and resellers are obviously going to affect all markets constantly, there is only so much of this stuff floating around the planet, and those peaks and troughs will also dictate or push someone to purchase that game or action figure they've been thinking about for possibly too long.   
     
    -What kind of collector are you (cart-only, CIB, sealed, graded)?
    I don't own a single graded anything, that's just not in my atmosphere, or my budget. I collect almost exclusively CIB, but in the last couple of years have picked up the odd loose cart here and there. When that does happen, I will usually make my own box for it at some point, just to keep it nice, but my collection is probably 98% CIB. I actually have this habit of remaking boxes when I feel the artwork didn't do the game inside justice.
     
    -What first inspired you to launch a magazine? What is the origin story of Cool Sh#t Magazine, and how did you decide on the name?
    Well, we had all done little bits of terrible writing for other people's magazines and blogs etc., over the years, and I think making something physical, or at least for us was the dream. When the Covid lockdown came into force in 2019, it was a mere month or two before we all lost our jobs, and in some cases businesses. I was in a pretty low place and wondering what my next move was going to be, armed with some savings and little knowledge of magazine production, COOL Sh#T was born! When it came to the name, we wanted something that covered the wide spectrum of topics that we intended to cover, and all of us seem to say "That is some COOL SH#T" when referring to video games or toys, so that just seemed like the perfect fit. It's funny because some people have really taken offence to the name, and refused to be featured because of it, which we just found hilarious.
     
    -What is the breakdown of roles working on the magazine, and what does the working dynamic look like?
    Myself 'Yan', I do all the design, all the page layouts and all the publishing duties. As we go about our lives, and we see new toys coming to market, or games that we are playing, or that have caught our eye, we make little notes on them. That all then gets put into a bigger pile, and we begin breaking it down into articles, reviews etc. Those are then shared out, between who is really buzzed up about whatever it might be. It sounds a little chaotic, and at times it definitely can be, but we just let our passions lead us. Everything about this magazine truly comes from the heart. There's no pretense. 
     
    -What do you feel makes Cool Sh#t Magazine unique in terms of both aesthetic and content?
    I truly, 100%, don't think there is anything else like COOL SH#T on the market. We put so much into every aspect of its design, and what you'll find inside. And what you do find inside is unlike anything else out there. From cover to cover, it is dripping in creative, beautiful pages of information and articles. Our aesthetic is truly our own. Yes, we take influence from things we read as children and young adults, but we morphed that into our own thing. We love video games, but we also love skateboarding, and music, and movies and toys. This magazine serves as a one-stop-shop, for everything that's hot! We're a tiny team, and we think our product stands head and shoulders with publications created by teams five times the size of ours, and bigger. We don't have the budgets, or resources of most outfits, but we'll still give you an incredible read.
     
    -Who are your influences? And whose work are you watching closely now?
     I get inspired by everyone and everything. My Mum inspires me, my girlfriend inspires me, as do my friends. The world around me every single day makes me notice and see things a little differently, or perhaps where I didn't previously at all. There are so many talented people out there, creating so many types of art, it truly blows my mind. To shout out a few: Luce Gray tattoo, Martin Varbarro, Skinner, Mike Winterbauer, Rob Mccallum, Ezkimo 6, Tolbooth10. All of these guys have a different outlet of artistic delivery to the world, and my morning socials feed usually contains something from them.

    Mike Winterbauer
     
    - Cool Sh#t Magazine includes tips, teasers, news, interviews, and reviews for a host of games, toys, TV, movies, and more. How do you decide what to include? What jumps out at you? Do you have a preference between the types of games you want to cover?
    We just keep our eyes open. We either have a gamepad in hand, or eyes on the internet. There is so much great stuff out there to cover, that the magazine could be two hundred pages an issue, and still never run out of new content. As far as games go, we tend to lean toward new indie games, whether it's on a classic system or a modern one. We like new games that are created with a vintage aesthetic. Blazing Chrome, Panzers Paladin, Steel Assault, that kind of thing. But, if it's good, we'll cover it, we've just done an article on Elden Ring and we always cover V.R games. 
     
    -What to you are the essentials to making a magazine such as Cool Sh#t Magazine compelling reading?
    keeping one foot in familiarity, the other in individuality, and package that in a style that punches you in the face!
     
    -What is your favorite section of the magazine?
    I always enjoy putting the news together, as it is lots of snapshots joined at the hip. It makes it fun from a design perspective, and I always just let go and get creative. It's the first section of the magazine that you find, so I always think it really has to pop.
     
    -How do you obtain the information you publish? Do you reach out to people or do your own research?
    For the most part we do our own research and collative work, but if it's about a new game or specific project then we'll reach out to the producers of whatever it may be to get the finer details.
     
    -What qualities do you look for when choosing someone to publish your magazine?
    We self-publish, but if you're pertaining to the specific print side, then price and quality are the priorities. Our profit margins per magazine are much smaller than they could be, purely because we choose high-quality paper, printing and binding. How it looks and feels in the hand are crucial to us, and we listened to what our customers wanted in the early days as far as finish etc.
     
    -What is the breakdown of your magazine’s physical versus digital viewership?
    Zero digital, 100% physical. We offered digital in the early days, but almost nobody was interested in it. We aim to add a little free pdf taster to the store, for anyone who is curious about a purchase.
     
    - Cool Sh#t Magazine generally serves as an evangelist for the retro gaming community, sharing support and enthusiasm for the games that interest you. Would you ever cover a game that didn’t excite you just because it was garnering a fair amount of attention? Are there any controversial subjects in the retro game collecting world that you would want to discuss in Cool Sh#t Magazine at some point?
    Great question. I think my answer to that would be yes. A game could be fantastic, but not excite any of us personally. You need to be open-minded to other people's creations, and artistic vision. However, if a game isn't good, has clearly had little care, and is overall badly executed, we won't feature it. In the eighties and nineties, the magazines were your window to a possible retail decision. The fact that people reviewed bad games, saved countless people from wasting their birthday money, and that served a purpose for that time, now though things are a little different. If somebody sends us a game for consideration, we'll check-it-out first. If it's terrible or not a fit for us, we'll politely decline. We want our magazine to stand as a bible for all things great, so anything inside is immediately worthy of your attention, should it appeal to you. Writing a review of a bad game is a waste of our time, of paper and print and ultimately paints someone's dream in a publicly bad way, which we don't want to do. There is always the chance that they'll develop it further, and it could end up being wonderful. If there are obvious things that could be better, we'll always point that out to somebody, whether they care for our opinion or not. Sometimes another person's eyes are the one thing that you're missing.
     
    -Did anything you learned from working on your magazine meaningfully change your thinking about any aspect of retro game collecting or the homebrew scene?
    I was under no illusion that making games was easy, but from talking to programmers and creators within the scene, it definitely opened my eyes to the levels of dedication, and work that it requires. Just like making a magazine.
     
    -Did your direction or focus change at all between initial planning and putting the first issue together? Have any new revelations emerged since the first issue?
    The overall focus has remained the same, but what you'll find internally has been bettered, every time. We continue to push ourselves further and further to create the absolute best product that we can. We keep thinking there is a plateau that we'll reach in a minute and that will become our blueprint, but it doesn't happen like that. Furthermore, we're continually learning, adapting and improving.  We know it isn't perfect, but it's as close to perfect as we can make it. We just hope that people enjoy it. If people turn the pages and are captivated for a moment by the art design, or a little humour, or a game they now want to go and play, then we've done our job. We're passionate, and we hope that is relayed in our output.
     
    -What was the most surprising thing you discovered while making Cool Sh#t Magazine?
    That I was capable of working a twenty-hour day. That people you are trying to help will let you down. Delivery companies are never on time, and the term '24hr delivery' should be grounds for immediate compensation, when not met. For the record this has just happened again, as I write. 
     
    -If you could go back in time, knowing everything you know now, would you do anything different with your first issue?
    Pretty much everything. It's not perfect. The writing is sloppy, we didn't have any proper editing software. Some articles are questionable. There are far too many adverts. The text is often too big, but we're still extremely proud of it. It stands as the perfect reference for development, when compared to our latest efforts.
     
    -Are there any homebrew games in development that you are excited to play?
    I recently backed The Cursed Knight, and Astebros for the Mega Drive, I would dearly love a copy of Montezuma's revenge for the NES, but I'm a little spent out, and not ballsy enough to beg for a review copy. I'm really looking forward to Copper Jacket, Adventure of Panzer 2, Roniu's Tale. I really want a copy of Haratyler MP, if that the right name's version, I know there are several different one's floating about. Essentially, the one with the enhanced CD music, it looks like you're playing a Pc engine Cd game, but only on the NES. That looks like a really fun and groundbreaking experience. I love to see old systems doing new things. I always keep an eye on Matt Hughson and what he's got going on over there. The fact that he develops triple-A games, but has now turned his hand to classic systems, really interests me. The style of his output is always great.  

    Screenshot from Copper Jacket by Monsoon Studios
     
    -If you could make your own homebrew game, what would it be about?
    Well, I released a game on Collectorvision some years ago for the Atari 2600 called 'Super Trash Truck', it was created with my friend Jason. I am extremely keen to someday remake this for the NES, as the Atari's limits couldn't quite deliver what I envisaged. I have also been working on a couple of arcade titles for literally years. I hope one day to see these through to completion. I planned an NES title based around the magazine, which was a hybrid of styles, but mostly a collect-athon.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    It was my pleasure, thank you for asking me. YES, YES there is. We are taking a little break from Cool Sh#t after the next issue releases, to give us time to work on other projects. I cannot say too much at this point, but if you love video games, you're going to want to know about it. The best thing to do is go to our store page 'COOLMAGAZINE.UK', scroll to the bottom and subscribe to the newsletter. We won't spam you with anything, you'll just get a little note when something is happening, and you will also receive discounts and sales information.
     
     

    Matt Hughson-Retrobrew Magazine
    @matthughson
    -It’s great to talk to you again, and about a very different project. Before we get into Retrobrew Magazine, I would love to talk about you and your background. Tell me about yourself.
    Hi! I’m a professional game developer by day, and a homebrew game dev on the side. So far I’ve released 2 homebrew games, both for the NES: Witch n’ Wiz and From Below.
     
    -What about retro gaming and the homebrew scene in particular resonates so strongly with you?
    I grew up with the NES, and it was a real cornerstone of my childhood. It was what we talked about a recess, it was on TV, in cereal, at McDonalds; it was everywhere. So I have a strong nostalgic connection to the platform. The homebrew scene itself is really fun because you can easily connect with all of the developers, both big and small, and it really feels like everyone knows everyone. There’s a real sense of community, and helping each other succeed.
     
    -Do you feel there is any particular phenomena driving the nostalgia for retro games? Is there something inherent in what Nintendo, Sega, or others did during these old consoles’ lifespans that is having this effect? Or is it simply that our generation, having grown up with these games, is excited over something that was a big part of that moment in our lives, and we could just as easily be nostalgic for something else?
    I would guess that it’s mostly just people my age growing up and now having money to buy all the stuff they loved as kids. I think you see this in all media right now (movies, tv, etc.). I think that’s also influenced by how massive these things were when we were kids, which might explain why NES stuff is so big now, but things like Atari didn’t really have that same kind of cultural resurgence.  I suspect in 20 years we’ll be looking at Minecraft and Fortnite reboots.
     
    -What kind of collector are you (cart-only, CIB, sealed, graded)?
    For homebrew it’s CIB or nothing. I open everything and don’t worry too much about “resale value”. For licensed stuff, I buy cart-only, and I only buy what I actually want to play. I’ve been collecting since the late 90s, but a few years ago I sold most of my collection off, and just kept “the best of the best”. One of the best decisions I’ve ever made!

    Sonic is relieved to hear that
     
    -What first inspired you to launch a magazine? What is the origin story of Retrobrew Magazine, and how did you decide on the name?
    I’ve been wanting to create a homebrew newsletter of some sort for a while now. I’ve had a few false starts and could never really get things looking how I wanted. A few months ago I came across a random zine on this site called “Flipsnack” and it was really close to what I wanted to create.
     
    -What do you feel makes Retrobrew Magazine unique in terms of both aesthetic and content?
    I tried to make sure everything in Retrobrew cannot be found online already. It focuses 100% on up-and-coming games that are either unannounced or are flying under the radar. I treat the magazine more like a “catalog of upcoming releases”, and avoid opinion pieces.
    The digital version is pretty unique. I tried to channel the visual style of Game Shrines and NES Fan-Sites of the late 90s. It’s very image-heavy, with animated gifs all over the place. It celebrates the pixel art of the games it covers, in all their big chunky glory.
    I also commissioned an original comic book, inspired by the Zelda & Metroid comics in Nintendo Power. The story is reminiscent of the 90s cartoon Captain N, where kids are sucked into their NES and need to survive in the worlds of their favorite homebrew games.
     
    -Who are your influences? And whose work are you watching closely now?
    2 of the magazines I really like are Retro Gamer Magazine and Cool Shit Magazine. Both are gaming magazines focused on retro gaming. Where RETROBREW is laser focused on homebrew, these magazines are much broader in their coverage, and much closer to a traditional gaming magazine.
     
    -Retrobrew Magazine includes teasers and news about a host of upcoming games. How do you decide what to include? What jumps out at you? Do you have a preference between the types of games you want to cover?
    It’s really all about what I find interesting, and what I think other people might not know about. Pio Pow (the cover story for issue #1) was a bit of a catalyst for getting the magazine started actually. The creator of that game reached out to me for advice on finding a publisher, and asked for feedback on the game itself. I suddenly had nearly-exclusive access to a finished, extremely polished homebrew, and the magazine was built around that centerpiece.
     
    -What to you are the essentials to making a magazine such as Retrobrew Magazine compelling reading?
    I’m still figuring that out! I think the key part is to keep the content 100% focused on homebrew. I’m not interested in competing with the larger magazines out there, so I need to make sure every single page is of interest to my audience.
     
    -What is your favorite section of the magazine?
    I think the coverage of Pio Pow is probably the part I’m most proud of. It really hits the target I set with the magazine: to feel like a late 90s game shrine, celebrating the videos and character of the game. On top of that I lucked out that the developer, Jeremias, is a fantastic graphic artist and was willing to create a custom cover image for the magazine. I’m not sure if I’ll be able to pull that off for every issue…

    Screenshot from Piopow by Jeremias Babini
     
    -How do you obtain the information you publish? Do you reach out to people or do your own research?
    I already had a relationship with pretty much every developer covered in the magazine. I’ve been following their work, and in some cases having private conversations about what’s going on behind the scenes with development. When it came to publishing the magazine, it was more about asking permission to share some of the work sent to me in private, and getting formal descriptions of some of the features, release dates, etc. It was all pretty organic.
     
    -What qualities do you look for when choosing someone to publish your magazine?
    Everything is self-published, but I used 2 main companies. For Print I used a company called “MagCloud”. I choose them because they do “print on demand”, meaning when you order a copy of the magazine it is printed right then and shipped shortly after. This means that I don’t need to pre-order a bunch of copies and sit on any stock. I also don’t have to do any of the shipping myself. On top of that, they use printers local to the person who ordered the magazine, reducing shipping costs and time.
    For the digital version I used “Flipsnack”. I chose them because they allowed me to do the mix of animated and static media that I was really after. They have a free version you can check out, but you will likely need to upgrade to a paid account for most serious efforts to make a commercial product.
     
    -What is the breakdown of your magazine’s physical versus digital viewership?
    It’s almost exactly 50/50. Feedback for both has been really positive. People seem to really love the animated nature of the digital version, and on the physical side people seem to just enjoy getting a gaming magazine delivered to their doors again.
     
    -Retrobrew Magazine generally serves as an evangelist for the retro gaming community, sharing support and enthusiasm for the games that interest you. Would you ever cover a game that didn’t excite you just because it was garnering a fair amount of attention? Are there any controversial subjects in the retro game collecting world that you would want to discuss in Retrobrew Magazine at some point?
    I think I’m going to really try hard to stick with only covering games I personally care about. Once I start covering everything, I think the magazine loses some integrity. I want people to know that every game covered is going to be something special, and the only measure I can really use is was I think is cool. Obviously that’s subjective, but at least it will be somewhat consistent.
    I would never be tempted to cover a hugely popular game, as that’s kind of the opposite of what I’m trying to do (bring attention to unknown games).
    In regards to covering controversial subjects, I’m not against it really, but I am against injecting too much opinion in the magazine. I don’t really know why, but I want RETROBREW to have an almost entirely a positive tone. It’s about stuff to get excited about!
     
    -Did anything you learned from working on your magazine meaningfully change your thinking about any aspect of retro game collecting or the homebrew scene?
    Not really. I think this experience was a lot less about growing and learning myself, and more about sharing what I know and love about the homebrew scene with the world. I have heard from a lot of people from outside the homebrew world, who maybe grew up with Nintendo Power and are getting exposed to the homebrew scene for the first time. That’s really cool.
     
    -Did your direction or focus change at all between initial planning and putting the first issue together?
    Not a ton to be honest. I had some pages that cut. Originally I was going to do a big collage of the NESdev weekly art challenge happening on the NESdev discord. I was also really hoping to do a short tutorial of Retro Puzzle Marker. But in both those cases I just couldn’t put together a layout I was happy with, so I cut them. I definitely learned that have a great art content is key to making a pleasing layout. I’m not very artist myself, so I rely on the devs to supply great stuff that lets their games shine.
     
    -What was the most surprising thing you discovered while making Retrobrew Magazine?
    It took a lot longer than I expected. I was thinking originally it might take a week or so, but it ended up being months of work. I guess that’s something that changed after initial planning. Originally I imagined the magazine being much simpler. Each page would just be a collection of screenshots and gifs, with a title at the top. But as I continued to work on it, I felt like that wasn’t go enough, especially for print, and spent a LOT of time of layouts.
     
    -If you could go back in time, knowing everything you know now, would you do anything different with your first issue?
    I would be more careful with my spending. I experimented with advertising on Twitter, but it wasn’t worth it at all. I also spent more than I needed to on Flipsnack, which ate into my profits.
    I learned a lot about layouts, designing for print, etc., but I think that’s just stuff you need to go through to learn. Next issue should hopefully go smoother.
     
    -Are there any homebrew games in development that you are excited to play?
    Yah for sure. Everything I covered in RETROBREW! Beyond that I’m especially excited for Alwa’s Awakening, Full Quiet, Halcyon, Orange Island, and probably a bunch of others I’m forgetting about. I’m really hoping to hear more about Genesis and SNES homebrew though, so if you know of any great ones coming up, let me know!
     
    -Speaking of homebrew games, how is From Below Pocket coming along? Any other projects you’re willing to talk about at the moment?
    From Below Pocket is very close to entering Beta. I just a few more lingering tasks, and then I’ll start the process of testing and getting a physical version up for sale. I think I will likely put out From Below NES again at the same time, so if you missed the original release, you’ll hopefully have another shot.

    Teaser for From Below Pocket
    I’ve also started a new NES game project for the 2022 NESdev Compo called “Blades of the Lotus”. It’s a side scrolling platformer, reminiscent of Ninja Gaiden, Vice Project Doom, and Shadow of the Ninja. It’s super early, but I think it’s going to be pretty cool!
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    If you are working on a homebrew game, please reach out! Especially game on systems other than Game Boy and NES. I’m out of the loop on the other consoles, so I would love to learn what’s in the works out there, and hopefully find some more games to cover in Issue #2 of RETROBREW!
     
     

    Dave Allwein-Mali’s Cash
    @familybits1
    -Before we get into your new magazine, Mali’s Cash, I would love to talk about you and your background. Tell me more about yourself.
    Well as you know, my name is Dave, though a lot of people know me by the name fcgamer. I was born in the mid-eighties, and by chance, my older (step) cousins had introduced my brother and I to the NES. As I can remember, I had gone up to the bedroom to play NES with my cousins, and I thought it seemed really amazing. My brother, who is five years older than me, thought that the NES was some sort of music machine, and he had no interest in it. I then went back downstairs and somehow managed to convince him into coming upstairs to play as well, and we would then ultimately get a NES machine for Christmas. Ironically enough, this is honestly my first memory on this green earth, as I was only three years old when the whole ordeal occurred.
    Unlike many children, my parents never really wanted us to sell our previous gaming machines to raise quick funds to purchase a newer machine. Doing chores and receiving good marks on our report cards at school allowed us to purchase games occasionally, and we’d also generally get something for birthdays and Christmas.
    Growing up in rural Pennsylvania, my family was pretty strait-laced, and as there wasn’t a lot going on, gaming was a very important aspect of our lives as kids. With the NES, we never stopped playing it, and then by 1998 or 1999 a Funcoland moved into a strip mall in a small city near us. My parents had been taking dance lessons there, and so my brother and I would always tag along and purchase these old games, primarily for the Nintendo, and then we’d wait out the rest of the time for my parents to finish up their lessons by eating pizza and drinking Mountain Dew at a nearby pizza shop. This was when my interest in collecting NES games came about, though by the time college came about, I sold off most of my collection, aside from my favorites and my childhood games, to purchase CDs and later, beer.

    A true 90s destination
     
    -What about retro gaming and the homebrew scene in particular resonates so strongly with you?
    I never ever stopped playing these old (Nintendo) games, aside from a very dark period in the mid-nineties when we couldn’t get our NES games to run due to faulty pin connectors and dirty games. We were forced to play SNES, or we had to do without games. I think this has actually subconsciously made me have little interest in the SNES now, and it might also be one reason why I much prefer the Famicom console’s overall design. But yeah, these games have always just been a part of my life.
    As for the homebrew scene, as I had maintained a website back then, I remember when all of this first started! I was actually on the list to purchase a Garage Cart, but I backed out for one reason or another. Knowing where the scene had started, and watching it as it has grown into what it is now – it blows my mind, honestly.
    Additionally, I view the homebrew and indie games now as a form of art. We have people making chiptune music albums, and then there are others working tirelessly attempting to create games that push the graphics capabilities of the gaming machine. On the other hand, I also remember there being some contests in the earlier days of homebrew NES games, where the idea was to create a game within a very limited amount of memory. In this way I can draw parallels between the homebrew scene and the art / music scenes, in which I’m also involved, wherever I am living. It’s a lot of fun meeting others that have a passion and interest in your hobby, and I like supporting these types of people anyway that I can.
     
    -Do you feel there is any particular phenomena driving the nostalgia for retro games? Is there something inherent in what Nintendo, Sega, or others did during these old consoles’ lifespans that is having this effect? Or is it simply that our generation, having grown up with these games, is excited over something that was a big part of that moment in our lives, and we could just as easily be nostalgic for something else?
    Story time! It’s a bit anecdotal, but I have three stories to share from here in Taiwan, and I think this can demonstrate how these games really are something special.
    For the first several years after moving to Taiwan, I didn’t have a smart phone, so I’d always carry my old Game Boy Color in my bag, so that I’d have something to do when riding the bus or while on break at work. Anyways, one day, some of my fifth and sixth grade ESL students had seen me playing my Game Boy Color, and they all crowded around. I finally let one of them have a turn, and before long, everyone was taking a turn playing. A few of these kids even had smart phones with games, but they all wanted to play my Game Boy Color, and if I didn’t bring it, they were disappointed. This was back around 2014 or 2015, and the kids were born probably around 2002 or so. Needless to say, my mind was blown.
    Then in 2018, I had the opportunity to meet up with the former owner of a game clone company. His company used to make clone machines, though they’d also extensively hack some of the classic NES games, such as the original Mario Bros., which they had turned into a “game” titled Roge Brer. I asked the boss if he enjoyed gaming himself as well as why he had decided to hack the classic NES games to release them as updated, “new” games. While the boss was ultimately motivated by money, he said that the classics all still hold the test of time and are fun for kids, and that his reason for updating them was just so that the kids who had these clones as opposed to the modern games, could still feel as though they fit in with their richer peers.
    Finally, I was at a cultural antique market just today. I ran into a guy that had a stand dedicated to classic games, primarily Famicom. Before I knew it, a pair of brothers, aged about three and five, came over with their mother and they asked to play, settling on Mario Bros., Twin Bee, and F-1 Race, and they really seemed to be enjoying themselves.
    Unlike earlier home console machines, such as the Atari 2600 and Colecovision, the games developed for the original Nintendo and Sega Master System, and subsequent machines, although dated, still look quite nice. The enemies, characters, and backgrounds are mostly recognizable for what they are, and then of course with the Super Nintendo and Sega Genesis, things become even clearer. Combine this factor with the initial, inherent simplicity of the games compared to modern offerings, and it is no wonder why everyone is feeling nostalgic for these games.
     
    -What kind of collector are you?
    Beginning my collecting adventure in the late nineties, I’m a product of the times, where there’s no way of collecting aside from that of the so-called “full set”. After collecting more or less a complete Famicom full set, I eased up on the rules, and while I still have the full set mentality in mind when purchasing gaming machines, it’s not something that I actively chase anymore.
    These days my larger focus is on collecting Taiwan-region games and homebrew games. For the Taiwanese games, I am not concerned about whether they are licensed or bootlegs, rather were they produced specifically for the Taiwanese market or not. I’m quite interested in the gaming landscape over here, as it sits somewhere between the Japanese and American landscapes, and my collection sort of illustrates this. As for the homebrew games, it’s just always so exciting to be playing a new game that was made for one of the older machines.
     
    -In addition to Mali’s Cash, you’ve published the guide that accompanies Hungry Ghost Night, the book that accompanies your own game Hot Pot Runs, and Family Bits. What was the inspiration for those projects, and how did your company ITG Soft come about?
    Let’s tackle these in chronological order, and therefore we must start with Family Bits. I moved to Taiwan in 2011 for work, and I quickly ended up fired from my job, through no fault of my own. Worried about my visa expiring and getting kicked out of the country, I ended up taking a job in a small town situated along the coast of western Taiwan. I didn’t speak any Mandarin Chinese, and even if I did, most of those people also throw a lot of the local language (Taiwanese) into their speech. As a result, I started becoming very nostalgic for my past, and this led to me asking one of my colleagues if she could help me purchase a Famicom machine to entertain myself on weekends and weeknights.
    One thing led to another, but I quickly realized that the games we westerners used to refer to as “Hong Kong originals” were actually mostly developed and manufactured in Taiwan. My interest in gaming from pre-2004 started creeping back into me, and I then decided that I would try to collect all of the unlicensed and bootleg Famicom games. The only problem was that all of the sources I could find online were horribly incomplete. This ultimately led to me creating my own lists, which I shared with other collectors, though I always felt that these games deserved their own guide. The project went through many transformations and was canceled multiple times, but then just last year I realized that I could make the project viable, and I just recently released the first volume.
    I guess it was towards the end of 2018 when ITG-Soft was born, and it was a whole string of events that led to the whole company forming.
    I guess one could say that the tale actually started back in 2016. That July I had switched jobs and moved to downtown Taichung, as things had taken a turn for the worse at the job I had been working for the past five years. Basically a new manager had been hired, and she had brought her own crew to teach some of the hours, giving them preferential treatment and leaving me with fewer teaching hours (and less pay), as well as the less desirable shifts and classes. I hate to sound crude but as the owner of the school had been shagging the manager, he couldn’t care less about the treatment until I left; shortly afterwards the manager quit as well as her buddies, and the school had trouble finding reliable teachers. One of my former colleagues actually mentioned that the owner’s daughter wondered why they let me walk, but it was too late to get me back as I had not only switched jobs, but had also moved an hour away to downtown, to be closer to the woman I had been seriously dating at that time. After the move, things wouldn’t work out between us either, but there’s no need to get into that.
    The point is that when I moved, I rented a post office box at a post office near the school where I now work. In those days I frequently bought games online from local sellers, but as I had just moved, I wasn’t buying anything as I didn’t have time to update my shipping address. Lo and behold, one day a random parcel showed up in my P.O. box. The incident was strange enough as I hadn’t ordered anything, but to make matters even odder, the parcel had contained a copy of Super Mario Kart, for the Super Famicom, along with around $12 worth of money.
    I was never a big fan of the original Super Mario Kart game, so it wasn’t something I would have ordered anyway. As Taiwanese can be a bit superstitious, when I got home, I added up the money and it turned out to be something like 331 or 311 or something. It really freaked me out as after looking the number up, it was supposed to be some sort of angel number. For the rest of the night I felt a strange presence in my apartment and even the cat was weirded out, I slept with the lights on that night. Later I looked up the return address of the game and according to Google Maps, it was located at a cemetery.
    This whole incident reminded me of another creepy story that I had been warned about. When giving money in Taiwan at weddings or for Chinese New Year, the money is placed inside a red envelope. I was told never to pick up a red envelope lying on the ground in the street, as likely the envelope would contain some money, along with fingernail clippings and locks of hair. The catch is that these items came from a young, unmarried woman, who had died an untimely death. By picking up the envelope, you are unknowingly agreeing to marry the woman and generally the daughter’s parents would be hiding around the location to wait and watch if any passersby picked up the envelope or not. A wedding would then be held with a picture of the deceased woman and the man, and I found the whole thing to be quite unsettling, especially as it still occurs in some rural areas of the island.
    Because of these incidents, I decided that I wanted to create a Nintendo game based around the theme of Chinese horror. The idea was that the protagonist would pick up a red envelope and be forced to marry a ghost bride, but he makes an agreement with her parents that if he avenges her death, he is left off the hook. I contacted Frankengraphics about doing the game, as she does amazing pixel art, but she was really backed up on her schedule, and for the kind of money we were talking, between graphics and finding someone else for programming, it just wasn’t going to happen. I then thought about trying to do it as part of a Kickstarter campaign to go along with my Family Bits book, in a similar way to Jeffrey Wittenhagen and the Black Box Challenge game, but again, I was struggling to create an appealing video to pitch my Bits book, so I just scrapped the whole idea entirely.
    Sometime in the autumn of 2018, I heard about NES Maker, and after watching a few videos, decided that this might be the way to feasibly create the game I had initially conceptualized in 2016 / 2017 about the red envelope. I was certainly late to the NES Maker party, but I guess I still joined earlier than a lot of people.
    After watching some of the tutorial videos that Joe Granato had done for the different NES Maker modules, I decided against making the Red Envelope game, and I instead opted to do a shooter. To be honest, platformer NES games are easily my favorite genre of all time. I grew up playing the greats, such as Castlevania, Marios, Mega Mans, the Disney games, etc. The platformer module just didn’t look like it was where it needed to be to create a game that I would be personally happy with, and something like a shooter just seemed like it would be less complex to make, i.e. you just dodge obstacles and shoot planes. I still needed a theme though, and without much deep thought Cross Straight Independence was decided upon.
    Going into the game, I knew it wasn’t going to be good by any means. When I had first entered university in 2004, I had studied to be a comp sci major. This was my first experience with programming and I had a lot of trouble wrapping my head around java and C++, so I eventually switched my field of study after about a year and a half. As such, although I had some knowledge about how to break down “problems” and “think” like a programmer, it was very basic, and in terms of assembly, I had no knowledge at all. So I might have had a slight leg up in this department compared to some people who were going in completely blind, but it wasn’t a huge advantage either.
    In a similar manner, I had been classically trained in piano, and also play guitar and had learnt music theory as it relates to guitar and songwriting, in part thanks to a personal friend of mine who is also a professional musician. That being said, although I love playing music, I am not a *great* musician either – the only reason I have the skill I have is because I’ve been muddling through it for over fifteen years. Also, I never did anything relating to chiptune music in my life, and I don’t play drums or any rhythmic instrument.
    Finally, although I’ve been quite into creating art and painting abstracts over the past five years, I am not a great artist by any means, which is why I focus on abstracts. Are you starting to see a pattern here? Due to my knowledge and interest in art, music, and programming, I knew I could make something that didn’t look or sound half bad, but it was destined to be average at best, right out of the gate.
    Since around 2014, China has been getting a lot more aggressive towards Taiwan. I’m not particularly a political person, but Taiwan is a free, safe country, and genuinely a nice place to live. Over the years my dislike towards China’s politics has grown, as I suddenly have a dog in the race. It’s not a good feeling to be teaching a class of five-year-old children how to read, when you suddenly hear fighter jets flying overhead, for example. After almost a decade of this sort of unnecessary aggressive behavior, it was quite easy for me to decide upon creating a shooting game where the locals try to prevent an invasion.
    When I first had the idea to make a game myself, I knew I wouldn’t be able to compete with experienced developers, the likes of Sivak, KHAN, etc. in terms of quality, and it was then that I realized I would need to take a different approach to make the game memorable. And so I decided to make the game as ridiculous as I could, basically also as a nod to the notorious Super Nintendo Hong Kong ‘97 game.
    I sketched out a title screen of the leader of both Taiwan and China facing off against each other, with the island nation centered between them. I believe I had also started working on the first stage, and I took a few screenshots and shared them with OptOut a month or so later, when we had met for a boys trip up to Taipei one weekend. I remember we had talked about the game and some things relating to the game and the feelings of the time. Here were a few of the things we had discussed at length, while on the train and at the station.

    Screenshot from Never Say Die/Cross-Strait Independence by ITG Soft
    As I’m sure you remember, it was around 2019 that NES Maker finally started coming into the public’s eye, and there was a lot of discussion about the utility at that time. A lot of the old-time developers seemed to have felt threatened by the tool, as obviously it would lower the bar of entry into the homebrew / indie market, and as we both can attest to now, with so many games coming out now (made from scratch, by NES Maker, etc.), it is almost impossible to purchase everything, or even track down everything. I felt the hatred and fear towards NES Maker was unfair, as I was around and remember when people first started making homebrew NES games back in the Solar Wars days, and while it wasn’t until 2010 or so when some of the games actually started being sold in any decent numbers, commercially, some of those games were...well...simplistic. I don’t mean any disrespect towards anyone, but if a company such as American Video Entertainment or Color Dreams had done the game, as opposed to someone from within the community, I honestly believe some of the titles would have been viewed negatively.
    What does this have to do with NES Maker, you might ask? I’m one of those guys that understands that sticking something out long enough just to finish the project can be a big accomplishment in and of itself. So I felt it was unfair that some developers were trying to raise the expectations or standard to a level beyond what they had been creating when they got in, as I believe everyone needs to start somewhere, and hopefully projects get better as people get more experienced.
    OptOut didn’t think the fear that NES Maker would pollute the pool of homebrew NES with garbage titles to be warranted, as it would require a lot of time, money and dedication that most people wouldn’t have, if they were truly just after a cash grab. Either way, I wanted to distance my game from NES Maker due to the whole controversy.
    The other big thing that had been discussed was any potential safety issue relating to the game. Although it sounds silly to talk about it, politics in the mainland are quite serious, and China tends to go off the deep end over anything that tarnishes their image. My family back home were against the creation of the game full stop, for fears that I would “disappear”. Furthermore, I do have some collector friends on the mainland, I mean, the game was going to be quite provocative, and I really didn’t want to have trouble from that angle either. The girl I was dating at the time also wasn’t fond of it, though it was more about using the Taiwanese president’s image in the game, without permission. Taiwan has some odd laws relating to defamation and privacy, so she thought I was just asking for trouble and might get sued. So even though the project wasn’t particularly serious, it was something I definitely didn’t want to risk putting my name on. Safety was definitely the number one concern though, and it seemed like a serious concern back then.
    I figured that things would seem more legitimate if the game had a team of people credited in it, so I had come up with a whole team of people, and gave everyone a bit of a backstory. I was Kiki Wang of course, and Richard Miao was famously my cat Richard. I always wondered if anyone would actually stop and realize that Miao and Meow are the same. Although Richard Miao just worked in marketing and doing graphics or programming or whatever, he always had a “bad temper” and would start getting destructive if progress wasn’t made to his liking. Once my cat had bit one of my rare game boxes, and when OptOut found out about it, he mused something along the lines of “I told Richard Miao to do that, since you weren’t working as hard on the game as you should have been.” OptOut is even credited in the game, albeit again under a different name.
    As for the company itself, I named it ITG-Soft, which although never mentioned, was short for Independent Taiwan Games Software. I imagined it to be situated near the one local university, which is situated near a night market, as well as a place known as “art street”, where there are some cafes and curio shops and things like that. I know this area quite well and am fond of the area, and always saw the devs of ITG being out of university, yet still young enough that they haven’t had their spirit broken by the cold, harsh realities of the working world, with ITG-Soft just being a fun project that they did on the side for hobbyist reasons. I guess in some ways, it was the mirror opposite of a lot of local friends here in Taiwan, who gave up on their dreams years ago.
    I could go on forever discussing interesting tidbits and the thoughts that had gone through my mind, but I’ll spare you the details...for now, and I’ll try to focus primarily on a few interesting points regarding the first release and things directly afterwards. If there’s anything else that you’re particularly curious about, then feel free to ask!
    As I mentioned earlier, CSI was quite a provocative game. In some of the stages, the player shoots down communist flags off of buildings. In the final Taipei stage, the player literally fights against a huge enemy that is literally just the Chinese characters which read “One country, two systems”, which of course is a reference to China and their failed system for ruling Hong Kong in a so-called democratic way. And at the end of that stage is the leader himself, depicted as Winnie the Pooh. His manhood is hanging out and that’s where the hit detection box is. When you shoot him in the groin, he smirks, before giving it a yank and continuing on with his attack. This would be seen as highly offensive, and I became so concerned about safety that when I sold the game locally, I changed the plot and removed all references to politics. I even changed the name of the “company” publishing the game, in an attempt to add distance from the projects.
    As it was the first game I designed, Independence has a lot of design flaws. Ignoring issues with poor animations and what not, the stage designs are just too difficult for many, though as I had been playing the game constantly to test it, I couldn’t really gauge this. OptOut didn’t fare well at it, but he’s not particularly a NES gamer, so I couldn’t really judge if it was him or the game itself. So while the game is horrible in many ways, I have a soft spot for it in my heart.
    The stages themselves are somewhat accurate of the actual topography of Taiwan. I did some research into possible invasion points too, and there are landmarks that can be recognized such as the lighthouse in Kenting, the Buddha in Changhua, and Taipei 101. Some of the non-offensive enemies are quite funny, culturally, such as the monkeys that spit betal nuts at the plane. Oh, and the music track of the first stage has ties to Taiwan too, as I had sampled it from a local expat band here, called the Peaks. The song I borrowed is titled “Bring the Devil Out”.
    From a development standpoint, I had a lot of fun making the game. Sometimes I would play test it or work on the stages while at my day job, and my (former) students were really excited to help and watch, as any six-year-old would be. I added a lot of hidden paths in the game, and I even referenced this via the map in the instruction manual, though I doubt too many people actually found the secret path leading from Chiayi across Alishan Mountain, eventually having the hero approach Taipei from the East via the port at Keelung.
    There’s also a warp at the beginning of the first stage, which takes you to the “tester’s” room. There are a bunch of secret messages and if you can find your way out of it, you’ll find yourself at the beginning of the final Taipei stage. As a child, I loved the idea of secret stages and brand new areas that were referenced somehow in the game, yet so obscure that they remained nothing more than rumors to most. So I had to do the same with this game, and I also added a few secret rooms to the Peace, Love, Trippy Club game, though not to the same extent as with Cross Strait Independence.

    Screenshot from Peace, Love, Trippy Club by ITG Soft
    As I mentioned earlier, I paid a professional to do the artwork for the game. It’s funny, that artist and I run around in the same circles locally, but he’s quite eccentric, and can be hard work sometimes. I also paid another guy I know to advertise the game in a local magazine he publishes. The magazine is a bit offensive and controversial, so it was a perfect fit for the game. It was funny, I just wanted the guy, Ross, to design up an advert for me and I’d pay him – this guy loves making and editing videos and graphics and what not. Well, he insisted on me coming over to the school that he owns, one Monday evening. In reality, he is friends with the artist that did the box art, and he just wanted to see the original artwork as opposed to the low-res image.
    So against my better judgment I had gone over, and we sat there, him rambling on and on about various conspiracy theories while designing up the advert. He also insisted on us drinking whiskey and as the hours dragged on, I had wanted to escape but I just couldn’t find a means of doing so. I finally got out at around 4 AM., and I overslept and made it into work about an hour before my lunch break. My manager was so angry, but as she is friends of Ross, I just told her to speak with him if she wanted details on the ordeal, and it smoothed things over. Oh and regarding the game, not once did anyone ever message inquiring to buy the game based on seeing the magazine advert.
    When it came time to actually produce the game, I was once again diving into uncharted territory. I asked a Polish collector friend of mine to help design PCBs for me, and he did – the PCBs for all of my games are custom, only ITG-Soft uses them. As this guy is an engineer, I paid him in the form of old bootleg Famicom games, mostly non-functional carts. He enjoyed reverse-engineering the games, and then sometimes he was able to fix them and sell them or keep them. He even sent them back to me repaired one time.
    Originally I wanted to buy Taiwanese components to build the games, so I went down to the old computer components district in my town but let me tell you, it was a ghost town. Aside from IC sockets (which I used to make a cartridge to test individual chips when making protos and demos), I couldn’t find any of the components I desired, and all of the guys were shocked I was even trying to find these parts anymore. Frustrated, I was delayed again, and the Polish friend then helped me find the components I needed on AliExpress, and I ordered them from there.
    This wasn’t smooth sailing either though, as one of the orders had been canceled, and for another one of the orders, the seller shipped by private courier, despite me paying for local service. As a result, they couldn’t deliver the parcel to my P.O. Box, and so I had to drive my scooter all the way out to the science park area of the city, which is located in the middle of nowhere, to pick up the parcel directly from UPS or DHL or whoever it was. As for the order that was canceled, I found a local seller selling the item, but I had to buy it in bulk and I still have tons of stock that I’ll probably never use.
    There used to be a toy store in my city, which had a lot of old stock from the nineties, and I cleared him out of good stuff years before I decided to make Independence. I went down there to buy the remaining junk Famiclone titles to harvest for their shells, and I did the same with the junk Sega bootlegs (for the cases). I bought him out of everything, and had about 100 pieces of each, but I had planned on doing a 200-piece run of CSI, so I figured I’d do 100 to begin, then after they sold, worry about sourcing more cartridges and boxes from somewhere. Then OptOut helped me print out the artwork and manual, and I took those proofs to the local print shop to make copies. Soon it would be time to start assembling these games.
    I sold a few games on Nintendo Age and received payment, then that weekend I would try to assemble everything. I had never soldered before, so I was hoping I would even be able to do so, but at worst I figured I could pay someone locally to help me out. I watched some YouTube videos to learn how to solder, and then I attempted to assemble a cartridge. Tears filled my eyes when I powered the machine on and saw the title screen for my game on the television screen, and heard the music that I had composed coming from the TV. It all felt so surreal, I mean this was every boy’s dream, right?
    As an aside though I will just mention that those times were weird times. Against my better intuition, I had been set up to date my good friend’s sister, and the woman I was seeing had decided to take a course on the weekends to get trained in architecture design. To make matters worse, the time we did have together was generally spent at the hospital as my friend’s mother has had serious health issues for the past ten years or so, and the problems had gotten really bad around the time that I was doing Independence. I guess I bring this all up as I think in some other way, Independence really was a coping mechanism for me, a way to deal with the stress in my life at that time. As my ex had taken the class late in the evening on Saturday nights, and the class was close to where I live, she’d always rather crash at mine than drive an hour back home. As a result, I couldn’t really travel or go out and do things, and then Sundays were spent traveling with the family to visit their mother in the hospital. Independence gave me something to focus on though, during those incredibly bleak times, and ironically enough I had a fight with the woman I was seeing the day I had fabricated the first copy of my game. I told her, “I’m having an amazing day and I’m not going to let anything get in the way of that”. Obviously she wasn’t happy by my cavalier attitude, and I felt really sad inside, as I had wanted to share my project with someone and I couldn’t really do so, but that’s just how things go sometimes. Things weren’t meant to be in that relationship for a lot of reasons, but she’s a great person and we managed to become friends, so it’s just one of those odd points that I think about whenever I remember making my first CSI cartridges.
    In the end, I sold probably around fifteen or twenty copies of the Independence game, and I gave copies away to a few friends as well as my parents and brother. I actually kept track of who I was selling the games to, again for the sake of being able to track them should there be some sort of issue with safety, and IIRC, I only sold one single copy of the Never Say Die hack, it might have been to you or Neodolphino. No one had bought it locally. One of my local (former) collector friends had come across CSI at one point, and he and his friend had each wanted one, so I burned them each one, but somehow I had lost the final ROM of the game, so their copy is just near final, with one or two minor graphical changes.
    That brings up one final point, in this legend. I honestly have no idea how you had gotten the impression that the game was out of print (and thus you marked it as such on the VGS list), but as far as I had been concerned, it still was in print, as I had planned on doing a run of 200 games. When I saw you had marked it as out of print, I decided to just go with it and let sleeping dogs lie, as the game was horrible, and I just wanted to remove all ties of myself to it, once again just for safety reasons, so that had given me an out. If someone really wanted one, they could get the censored version, and the other version would just be something of legends, a legend which you ironically enough had even contributed to.
    That brings up one other point. I recognize that there might be some revived interest in these games, and as such I know that some people might want to own a copy of the game. On the other hand, with so few cartridges having been produced, and as a collector myself, I thought about the best way to handle the situation, and this is what I intend to do.
    I plan to occasionally auction off “original print” versions of Independence in auctions for charity, along with other ITG-Soft games as a set. For example, I will throw a set of ITG-Soft games in the auction I am currently doing for donation to VGS, and I also plan on sending KHAN a set to auction for his NES Game a Thon fundraiser for Autism. On the other hand, I am never going to sell any more original print versions of the game for profit, for myself. For those who want a copy of the game, I am planning on doing a reissue, changing the copyright date, adding the missing cover to the manual, using brand new shells instead of recycled ones, possibly including an insert detailing the history of the game, etc.
    Being on both sides of the coin, of wanting to play a homebrew game legally and not being able to purchase it, and also being a collector and watching as a game that I have paid $$$ for plummets in value, I think this is sort of the happy medium, and as for the charity bit, I’m definitely not rich working as an ESL teacher, but if I can help raise some money to help people and for good causes, then that makes me happy too.
    I think that more or less sums up the story of Cross Strait Independence, and the early years at ITG-Soft. When I went into it, I thought it would be a one and done, or possibly a test project that would give me experience enough to create that Red Envelope game that I had wanted to do since 2016. The further I got along with Independence though, the more I realized that it would be a looooooooong ways off before I could create a game that met my personal expectations for Red Envelope. And that’s when I started playing around with other projects and ideas, with the hope of someday fulfilling the Red Envelope dream.
    You might have noticed, but ITG-Soft’s slogan is “Simpler Times”, and I already explained to you the way that I imagined these characters saw life. In some ways I think I might also be just crying out for homebrew / indie gaming to get back to its roots. And Piss the Fish is an example of that.

    From ITG Soft’s homepage
    Piss the Fish is weird, it’s silly, it’s stupid, and it’s slightly vulgar – but its artsy. I got the idea from when I noticed I was holding my Micro Genius Famiclone controller almost vertically, quite similar to a Wii remote, one evening while playing a game. Peace, Love, Trippy Club was also a bit vulgar, but it tried to push the envelope, in terms of sexuality, drug use, etc. With Hungry Ghost Night one got the guide, plus there were two totally different games released at the same time. Dragon Boat Fest was a holiday-themed game.
    Even some of the ideas that haven’t made it yet to fruition are out there somewhat. I have a quiz game planned that I might try to do for the NES Maker contest this September. Basically Richard Miao is the host and he quizzes you in radical facts based around felines. The Hot Pot Runs game my brother and I are doing, it was supposed to be the way that I could “go legit” and start doing some games away from ITG-Soft. It had the novel to go with, which documented the “creation” of the game that people were playing. I even have a murder mystery game planned, and I’ve been trying to collaborate with a friend from Argentina and a bodybuilder buddy from New York to do some chiptune albums, as well as some custom mini-games. Oh, and although it never happened (at least not yet), another idea I had was titled “Taiwan in Pixels”, basically each cartridge is a photo album from a single region in Taiwan. I might actually revisit that one and sell it with the Taiwanese snack boxes that my friend and I sell.
    I guess what I am trying to say is the following: NES homebrew has very humble beginnings, which I try to showcase and dive into when I write my homebrew history articles for my Mali’s Cash magazine. I remember when Chris Covell first put up instructions on how to burn Solar Wars onto a game cartridge, I was on the list for a Garage Cart when Memblers was selling them (though backed out at the last moment, I was just a poor teenager). When I received an email about Hot Logic, I just about shit myself, it looked amazing compared to any homebrew games previously, and then there was that amazing-looking NeoToxin game, or the forgotten Time Conquest that had always intrigued me.
    By now, we have ex-programmers from back in the day using Kickstarter as a means of presenting ideas and gathering capital to create commercial-level NES homebrew / indie games. From a gaming standpoint, I absolutely love this, as I get to experience more amazing games designed for my favorite gaming machine. On the other hand though, I sometimes do miss the quirkiness and originality of the earlier homebrew, where creators didn’t have to worry about pleasing backers and had free reign to experiment and make games how they saw fit. In some ways, I guess ITG-Soft is a nod to those times. We’re always looking to do something out of the box or slightly controversial, for the sake of having fun, seeing where things lead, and going back to earlier times.
    Regarding Hot Pot Runs: Originally, I didn’t even intend to make a game for it, rather it was just to be a book. Over the years, I’ve read a lot of novels and literature, as it came with my studies as an English major. That being said, two books that have oddly stood out to me were Herman Wouk’s The Lawgiver and Thomas Glavinic’s Das bin doch ich.
    I had read Das bin doch ich years ago, I am not sure if it was ever translated into English or not; however, I found the book to be oddly entertaining, as we followed the author and his attempt to get his book onto the short list of books. Actually, I had read the book back in 2008, so I am really stretching my memory about the plot, though I remember that I had really enjoyed the book. As for the other book, my father had left The Lawgiver at my apartment after visiting me in Taiwan, and after many months of it just sitting there, I had picked it up and fell in love with the book immediately. If you read that book, you can see that I completely stole the format when creating Hot Pot Runs, and I guess one could argue that these books both are just a modern form of the epistolary novel, i.e. Bram Stoker’s Dracula.

    From the game’s accompanying book (or rather the book that accompanies the game)
    Anyways, I think in terms of gaming companies, we always tend to romanticize companies such as Active Enterprises. Even today, people suggest that the company was just one or two guys creating games out of their basement, though it was a much larger organization then that. The same could be said for Color Dreams, Sachen, or likely any of the independent gaming companies from the NES era.
    Hot Pot Runs is therefore a direct tribute to the romanticized idea of the two or three entrepreneurs with the get rich quick plan of creating a kick-ass triple A game title, despite not knowing anything about games or game development. I wanted to make sure that all of the characters in the story had their own voices, so I made an email account for each character, and then my brother and I corresponded over the course of several months, to create the story. We even had a few Google Meets calls and transcribed everything. You might see some mistakes in the emails, either grammatical or spelling, but I left them in as it creates a sense of realism as people sometimes do make mistakes when corresponding via email or whatever.
    My brother actually wasn’t onboard with the project at all, initially, but I eventually was able to bring him around and then he had a blast!
    We decided to do a Hot Pot Runs game simply as a tribute to those in the gaming community. It’s sort of like if a movie or book features a fictional product, and then the item is eventually produced. I know that the Hot Pot Runs game is not particularly good, which is why we are only selling it to those who have bought (and hopefully read) the book, but then again, Raj did a terrible job with the game in the book, so if the real game was an amazing title...well that would be a whole different issue. So it’s just a fun item for the fans.
     
    -What first inspired you to launch a magazine? What is the origin story of Mali’s Cash, and how did you decide on the name?
    Unbeknownst to me, everything happened around May or June last year. COVID-19 had finally reached Taiwan, although not to the same extent as it had the rest of the world; however, I will never forget that fateful Tuesday afternoon. My supervisor came into the classroom and said to me, “After you go home today, don’t come back for two weeks, no pay. Enjoy your holiday.” Two weeks then turned into four, and before long, we were all wondering how we were going to pay the rent and bills. I guess I shouldn’t complain, as we had it easier than many people in the States or elsewhere, but I was out of work for about three months, unpaid, and as a foreigner, the government had also hung me out to dry, refusing to offer me the same assistance that the locals had. These were very dark times, and my average day went something like this. I’d wake up around ten o’clock, and I’d lift weights for an hour. Then I’d walk half a mile to the supermarket and purchase a six-pack of beer, or maybe a bottle of wine or spirits if I were feeling particularly low. I’d snag any frozen pizzas, bags of french fries, or bags of chicken nuggets that I could find, then head to a second supermarket to load up on more frozen provisions. Afterwards I’d head home and talk to my mother via the internet before taking another nap. I’d wake up again around eight at night and call my parents and brother again, before going to bed sometime in the wee hours of the morning. Aside from any brief interaction at the shops, the only human contact I had during this time was a cat, and well...oops, he’s a cat, hahaha.
    Although I didn’t realize it then, this situation had a profound effect on me. I realized that even after working for a school for six years, despite having my visa tied to this school – well, when push came to shove, they wouldn’t be there to help me, if circumstances had turned out poorly. If you’re interested in my experiences, I wrote a memoir about it titled Always a Painted Smile.
    These experiences had led me to start thinking about my future and what I had wanted to do, and I decided that I wanted to focus more on writing, something that I had enjoyed back when I was in university. Sometime around January or February this year, I had been taking the above-ground subway in the city to link up with the main train station, and from there I had planned to head south and go game hunting. I was chatting with an American friend of mine from Buffalo, and I told him that I wanted to do a print magazine about unlicensed, pirated, and homebrew video games. He sort of laughed, and then told me that if anyone had the contacts to pull it off, I did.
    A few weeks later I was in a junk shop and I heard a familiar voice on the radio. Apparently Avril Lavigne had released a new album, and it sounded basically the same as her older albums. I was dumbfounded, I mean this is 2022, right? It was at that point that I sat down and decided to make Mali’s Cash a reality.
    As for the name, that’s a whole other story. Originally I was just going to run copies out at the local print shop, and then cut and assemble them myself, in an attempt to make the magazine feel really underground. To keep with the vibe I decided to use the name “Mali”, which is a romanization of the Chinese word for Mario. In my mind, I had the idea of the ugly “fortran” Mario from the bootleg TV Mario game as being some sort of unofficial mascot for the magazine. As for the cash part, I thought it sounded a bit edgy, but admittedly enough there’s a female character in a Hong Kong drama I like who is named Cash. The drama translates into something as Hitman or Killer, and it is quite action-packed. I thought the two words sounded quite good together, and the rest is history.
     
    -What do you feel makes Mali’s Cash unique in terms of both aesthetic and content?
    I think to start a print magazine now is quite a difficult undertaking, and therefore it is critical to create a unique personal brand. For me, I really wanted to use a lot of bright colors in the magazine, such as “hot” pink and green, as perhaps I wanted to invoke either a punky feel or an eighties / nineties feel. As for the writers, well of course they are avatars for real people, and I’m the lion guy, Renny Lions, though I’m not from Brisbane, nor do I smoke, but I wanted to create a bit of an edgy feel to the magazine. Maybe this goes back to my days of undergrad studying English lit and determining hidden meanings.

    Oh hello Renny, rawr
    As for content, I’m trying to draw from several different angles, namely homebrew / indie games, bootleg / unlicensed games, and Asian culture. My goal is to write about niche genres that I think other people will find interesting. If I can get more people to become interested in homebrew games, for example, it would be a dream of mine, as more support generally equates to more projects, and the fact that I know a lot of these folks in one way or another is just gravy on the top.
     
    -Mali’s Cash includes reviews, teasers, and news about a host of games, as well as cultural pieces centered around Asia, and Taiwan more specifically. How do you decide what to include? What jumps out at you? Do you have a preference between the types of games you want to cover? What about Taiwan and your experiences are you hoping to share with others?
    Let’s address Taiwan first. From a gaming standpoint, I see it as being a wildcard, lying somewhere between Japan and the States. For example, about one third to one half of the NES game library was never released in Japan; however, it was released in Taiwan, albeit as bootleg versions. The brightest Taiwanese often go abroad to live and work, yet they maintain ties to the island. I know many people here who have relatives living in California or Texas or wherever. As a result, I guess some of these people were related to the gaming industry, and brought back North American exclusives to Taiwan, where they were copied and then released unofficially.
    Then there are the official items, such as that Pokémon-themed 7-11. There’s also a product being sold here at the convenience stores where it is herbs or plants, which grow in Pokémon-themed planters. I even have a few official Pokémon displays that were never released in Japan or the west.
    Taiwan will never be the gaming mecca that Japan is, though it comes in second place. We get a lot of official merchandise from Japan, but we get the best from the States as well. This is what I want to share.
    There’s a stationary shop near me, for example, and it has PC keyboards for sale, including one decorated with Snorlax and another with Pikachu. These are official items, released for this region by Pokémon / Game Freaks themselves. I think it’s so neat seeing these things.
    For the articles, I try to include things that will interest others. That’s why we’re doing a three-part special on Mario hacks – I always found these games to be interesting, even back in 1999 or 2000. As for the homebrew games, I want to cover those which I personally found interesting, for one reason or another, as well as those that I find to be culturally significant. Let’s take Solar Wars: it’s not the type of game that I generally play, but to me, it is the most significant homebrew NES game, historically. Garage Cart would be number two, and then for three and four, I’d throw Hot Logic and Sudoku in there somewhere.
     
    -What to you are the essentials to making a magazine such as Mali’s Cash compelling reading?
    Don’t make it dry! With my Family Bits books, I am trying to be objective as an encyclopedia, but for Mali’s Cash, I hope to be a bit more subjective.
    We also decided to latch onto things such as the Super Jeff – if you respond to the advert, you’ll get a response, lol, and the name should look very familiar to a certain someone in Hot Pot Runs.
    My dream is to make the magazine both fun and informative, something that the gaming mags of yesteryear were.

    Cover from Family Bits
     
    -What is your favorite section of the magazine?
    Oh that’s an easy one, definitely the Sachen horoscopes! Sachen had made a horoscope “game” and released it on one of their multicarts. Basically what I do is I run each sign through the game, take the message, and then we add a bit of flare to make it unique. I know it’s really silly, but who knows, maybe one of these readings will resonate with someone and lead to something big!
     
    -How do you obtain the information you publish? Do you reach out to people or do your own research?
    Honestly, we do both. I learned long ago that without the assistance from others, it is sometimes unfortunately too easy to overlook something or get all trapped up in one’s own personal thoughts and opinions. Due to this, we do our own research though we also reach out to others hoping that we can make Mali’s Cash a top-tier magazine on the market.
     
    -What qualities do you look for when choosing someone to publish your magazine?
    For us, the biggest factor is a publisher that grants us the freedom to write about the things that we desire. For example, a lot of publishers refuse to publish books or magazines that include articles on bootleg games. Although I don’t condone bootleg games, I personally feel that there is a difference between providing links to modern PS5 bootlegs, and bootlegs from thirty or forty years ago, which are being discussed primarily for historical purposes.
    I take a similar stance with bad language and nudity. I’m definitely against censorship, but similarly, I realize and recognize that some people, my brother included, don’t enjoy f-bombs or naked bodies. Therefore I am trying to toe that line, where I can please everyone. I want a publisher that allows me to post a few racy pictures, if necessary, though similarly I am trying to create something that is appropriate for everyone. I know that these two objectives may be at odds with each other, but I am trying to meet somewhere in the middle.
     
    -Do you have any interest in offering a digital edition of the magazine in addition to its printed format?
    You know what, I’m honestly not a fan of digital at all. For starters, the very idea of a print magazine is somewhat nostalgic in and of itself. It’s sort of like creating a homebrew and wowing people by breaking out original hardware, versus playing a modern game that was designed to “look” retro. Having a magazine that covers new games for old machines, yet is digital, just doesn’t do anything for me at all, personally, as the idea behind Mali’s Cash is two-fold, namely that content, but secondary that I believe physical media is going to be making a comeback within the next ten years or so.
    Never say never though about a digital version of Mali’s Cash – if it did show up digitally, it would definitely be exclusively for monetary gain; I guess I’d be selling myself out to my constituents giving them what they wanted and going against my personal tastes, just for money. Hopefully it doesn’t get to that point, but who knows!
     
    -Mali’s Cash generally serves as an evangelist for the retro gaming community, sharing support and enthusiasm for the games that interest you. Would you ever cover a game that didn’t excite you just because it was garnering a fair amount of attention? Are there any controversial subjects in the retro game collecting world that you would want to discuss in Mali’s Cash at some point?
    As I mentioned earlier, my coverage of Solar Wars in the first issue was not out of any personal interest, rather a decision spearheaded by historical significance. I have a feeling we are going to be going down this route again and again as the magazine progresses. I am trying to cover games and items that I think the readers will find exciting and interesting, while ignoring my own preferences.
    Not game related, but it’s definitely a cultural point that I’ll be throwing in one of the later issues. There’s a chain of convenience stores here, originating from Japan, named Family Mart. Did you know that some of these stores have washing machines inside, where one can wash their clothes? In the same shop you can buy slabs of frozen meat, such as steaks, chicken breasts, etc. I’ve been away from home for way too long, so this doesn’t have the wow factor that it once did, but it’s honestly incredible, and who knows, maybe some entrepreneur with cash might read one of these articles and then bring the concept to the States.
    About the controversial stuff, I think I mentioned earlier that the single deal breaker for me, in terms of a publisher, would be one that censored me. When I first envisioned Mali’s Cash, I saw it as some sort of tabloid, a rag that one might pick up near the till at a supermarket. At that point, I was still planning on just leasing a copy machine and printing the magazines myself, taking it truly underground from the safety of Taiwan.
    I then decided to tone the magazine down a bit, around the time that I decided that I’d let others handle the printing and shipping. I still want to cover controversial topics in the magazine though. I’d love to talk about the whole sealed market, the NES Maker versus from scratch debate, dumping versus not dumping games, or even the concept of repros. On all of these issues, I’ve probably been on both sides of the debate, personally, and at the end of the day I think most of the arguments stem not from protecting one’s best interest, rather stem from one single thing: fear.
     
    -Did anything you learned from working on your magazine meaningfully change your thinking about any aspect of retro game collecting or the homebrew scene?
    A pivotal moment for me was when I decided to write Family Bits. I had posted a few sample images, and the text was a bit subjective, and while most people liked it, a single person told me that I should try to be more objective in my writing. This was influential to me, as it forced me to look critically at whole libraries of terrible games. I spent whole weekends playing games that were not to my liking at all, and to make matters worse, I had to write something about them afterwards!
    How does this relate to Mali’s Cash? I guess it’s changed the way that I look at games as a whole. I’ve begun to look at games critically, trying to determine which games might be significant culturally and why. I then use this knowledge to help determine the games that I write about in the magazine, as I want to produce a magazine that is informative and interesting now, yet also has relevance in the future.
     
    -Did your direction or focus change at all between initial planning and putting the first issue together?
    Yeah, definitely! I decided to tone things down a bit to make the magazine more friendly for all audiences. Initially I wanted the magazine to be like a tabloid, and I had the idea to include a lot of trashy articles in each issue, though most of that got removed, aside from the Piss the Fish article and the Sachen horoscopes section. I’ll probably still reuse many of the initial ideas in later volumes of Mali’s Cash, but I’ll limit it to keep things fun for everyone.
     
    -What was the most surprising thing you discovered while making Mali’s Cash?
    Writer’s block is real, even for seasoned writers as myself. There were many nights when I didn’t get anything of use accomplished, simply because anything that I put to paper read terribly. I also realized just how expensive it was to make copies at the local print shop!
     
    -If you could go back in time, knowing everything you know now, would you do anything different with your first issue?
    I wouldn’t change a thing! I’m the sort of person who realizes that there’s no point looking backwards in life, and overall I was quite pleased with how things turned out.
     
    -In recent months, some of your posts here on VGS have referenced your work with TV Game Foundation Formosa, describing articles on classic gaming and a reference library. Tell us more about this project: its origins, its goals, and your work on it. How do you feel it complements your other projects?
    The TV Game Foundation Formosa is the end result of my collecting habit. As mentioned earlier, gaming and subsequently game collecting has been a large part of my life, something that even resurfaced after moving abroad. I was basically in the right place at the right time, as the locals generally didn't start feeling nostalgic about these old games until about five or six years after I had begun collecting here; as a result, I ended up building contacts with old shopkeepers and amassing a really amazing set of classic games, consisting of Japanese imports, Taiwanese originals, and Taiwanese bootlegs.
    Gosh, I've spent thousands of dollars over the years on this hobby, and my family and friends are quick to point this out; however, as we both can recognize, the values of these games continue to climb and if I sold everything off tomorrow, I'd be a rich man, haha.
    That's sort of where the idea for the TV Game Foundation Formosa came into play. I own more games than I ever care to play, or even want, but somewhere along the line I had decided that I'd just start keeping any game that I could purchase locally, which cost me $3 or less. As I grow older, year by year, I come to realize that I am gaming less, and although I still care about gaming immensely, similarly I can't just keep blowing tons of cash on old games that I don't even play, to complete full sets, and think that at the same time I can establish meaningful relationships with a loving partner, start a family, save for retirement, etc. So I began to think of something that my father had said long ago, simply that if you have a hobby, is there a way to make it viable, i.e. to turn it into a career somehow? Thus the TV Game Foundation Formosa was born.
    Although we have just started, our focus is to research, preserve, and document everything related to gaming here in Taiwan. For example, we started compiling a list of the Asian version Xbox games released. We scan boxes and cartridges to preserve them, of course the Family Bits series of books is being endorsed by the TV Game Foundation Formosa, and although it isn't really mentioned, we also dump and release ROMs. In the future we hope to write some articles about games and gaming here, and similarly, the content in Mali's Cash coincides with the aims and goals of the TV Game Foundation Formosa.
    I have a few friends, who are in the coffee business, and I am trying to get them onboard with my vision. What I eventually see is for us to have a few coffee shops situated in some of the cities across Taiwan. I'll donate some of the rare and historically significant pieces for the shops to display, and we'll also have gaming stations set up. Think something like a cross between Hard Rock Cafe and an arcade. Then continue to do the writing, the scanning, the dumping, while also working with other preservation groups such as Gaming Alexandria. That's where I want to take things, within the next five years - I don't think I need to hold onto 80% of my collection forever, but similarly, I think it's a damn fine collection and to just part it off isn't fair either, so I'd like to see some good come from the whole thing, as I progress into a later stage of my life.
     
    -Are there any homebrew games in development that you are excited to play?
    There are four titles that are currently on my radar. The first is Orange Island. Ever since I saw the Kickstarter and trailer for the game, I felt that it looked amazing. The graphics looked so detailed, yet colorful and cute, and I’m a sucker for that sort of thing. I know the game is supposed to be an action-adventure RPG, but in some odd way it reminded me of Gimmick. And what about the moon? I’d love to know what’s on it!
    I’m also interested in ITG Soft’s Leopard Cats and that What Remains game. Both seem to have been more or less finished, so I’m just wondering what the holdup is to an actual release. Finally, Bitca Games’ Sun Wukong versus Robot looks VERY interesting to me. Not only does the game look extremely fun, the idea that it draws influence from Chinese mythology is another selling point that personally jives with me.

    I’ve heard of that one…
     
    -Speaking of homebrew games, you’ve been working on your own game, which has an accompanying book: Hot Pot Runs. How is that project coming along? Any other projects you aspire to develop?
    As you know, the book is done, and the game is about 80% complete. I was hoping to finish it this weekend, as I had three days off, but one thing led to another and I have got almost nothing done this weekend. The Hot Pot Runs game should be finished pretty soon though, definitely sometime early in June.
    Regarding other projects, I had an idea for a game years ago, which came about after several experiences. As I mentioned earlier, I used to live along the coast, but then in 2016 I moved up to Taichung city center. I rented a new P.O. box, and randomly one day a package arrived for me, containing a copy of Super Mario Kart for the Super Nintendo. There was also a substantial amount of money included in the envelope, I think it was around 221 Taiwan dollars, okay that’s not a lot, but it definitely wasn’t a refund for being overcharged on shipping or something.
    Anyways, Taiwanese are very superstitious, so I counted up the money and it turned out that it was an “angel number”. This had freaked me out, and it brought my mind around to a story I had heard years ago, which is honestly the creepiest story I’ve ever heard in my life.
    In Taiwanese culture, money is given out for special occasions, such as Chinese New Year, and it is stuffed inside a red envelope. I was warned early on though that I should never pick up a random red envelope that has been dropped on the side of the road, not under any circumstances.
    These red envelopes include money, as well as locks of hair, fingernails, and sometimes a picture of a beautiful woman, namely someone’s daughter who had died an untimely death before getting married. By picking up the envelope one basically consents to marrying the woman’s spirit, so that the dead woman’s spirit can find rest. They’ll even have a wedding ceremony, the whole works! It’s not so common in the cities, but in some rural areas, it still occurs.
    This story had led me to the idea of creating a game based off of this scenario. A beautiful, popular woman was raped and murdered in an untimely fashion, and then a random guy ends up picking up the red envelope; of course he doesn’t want to marry a ghost, so he makes a deal with the family, namely that he avenges the daughter, and then he is let off the hook. I had pitched the idea to FrankenGraphics years ago, as they do beautiful artwork, but it was obviously out of my price range. I later pitched the idea to ITG Software and while not a reality now, it may become a reality at some point in the future.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Tell me what you would like to see in Mali’s Cash! The same goes for my Family Bits series of books. Constructive criticism is always necessary, if we want to achieve our full potential.
    I’d also like to thank everyone for the support that has been offered. My aim is to become a full-time author in a year and a half, yet similarly, my other goal is to create something that resonates with others. I mean, I believe I was put on this earth to help others, so why not? I guess we’ll see what happens.
     
    Conclusion:
    Thanks for tuning in to this special episode of the series that explores the new and exciting goings on in the homebrew community. What are your thoughts on Dev Cart, Cool Sh#t, Retrobrew, and Mali’s Cash, and their dedicated publishers? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

  5. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 9: 8-Bit Xmas 2020 (Dr. Covio)

    Introduction:
    Video games are a lot like movies, an excellent effort can give rise to a sequel, potentially even a series, one which perfects a formula and offers something new and fun while retaining everything that made past installments worthwhile. It is a difficult tightrope to walk: providing more of what works without merely delivering a carbon copy, while also experimenting with new features without undermining the essential, winning formula. There may be missteps, but fans know the highs of a good series eclipse the lows, such is my devotion to the James Bond films, the Dragon Warrior/Quest series among licensed-era games, and the 8-Bit Xmas series among homebrew games, but I digress. For some, the holidays begin with Thanksgiving and the Macy’s parade, but for others the season begins when Brian Parker lists a new 8-Bit Xmas cart on RetroUSB, featuring a new game, some holiday chiptune, and blinky lights.
    For this entry, I’m covering 8-Bit Xmas 2020: Dr. Covio, an arcade action puzzler for the NES, inspired by Dr. Mario, and developed by Brian Parka aka bunnyboy aka RetroUSB fka RetroZone. As of the time of this writing, the physical release of the game is available here on RetroUSB.
     
    Development Team:
    @retroUSB (Brian Parker): programming
    @Peek-A-Brews! (Jon Piornack): graphical art
    @zi (Thomas Ragonnet): music
     

    Behold the power of blinky lights
     
    Game Evolution:
    This particular holiday tradition traces its history back more than 12 years, when the first 8-Bit Xmas cart was released in 2008 during homebrew’s earliest days. The original 8-Bit Xmas 2008 served as a digital Christmas card, featuring snow falling on the letters “NA” in tribute to the NintendoAge forum, and holiday chiptune to accompany it. The cart was a fun homebrew alternative to the burning yule log that you might play in the background of holiday festivities.
    In the ensuing years, more entries to the series were added, including two 16-Bit Xmas carts, each now featuring a playable game and more holiday chiptune. The series was immensely popular, and the rarity of older games made them highly sought collector’s items, with 8-Bit Xmas 2008 becoming one of the Big 3 homebrew grails.

    8-Bit Xmas 2008: cart, pinup insert, and both box variants
    Brian shared early news of 8-Bit Xmas 2020 on VGS’ Brewery Discord on July 25, 2020 when he solicited the community for Dr. Mario-related game ideas. More news came to the Discord on August 19, 2020 when Brian shared a beta rom for bug testing. As the game’s development continued, Brian announced the rest of the development team on September 22, 2020, with Jon providing art and Tom providing another dose of Christmas chiptune cheer.
    On November 2, 2020, RetroUSB opened sales of 8-Bit Xmas 2020, and began shipping carts later in the month. Also, as per tradition, NES-City, led by our own Francis Spedafino aka @fsped09 designed and sold a box for the game so CIB collector’s could get their fix.
     
    Gameplay Overview:
    Given its inspiration from Dr. Mario, 8-Bit Xmas 2020 would best be described as an action puzzler in the falling block tradition. If the Dr. Mario theme during COVID-19 seems apropos, the timing of the release right as vaccines are receiving emergency use authorization is especially uncanny.
    You control the movement of capsules (two tiles wide) as they fall down a large beaker, with the goal of matching colors across capsules and viruses in rows or columns of at least 4 in order to remove tiles and get rid of the pesky viruses scattered throughout the level. Clear the viruses, clear the level (and notch a big score and an even bigger password). Controls are straightforward: the A and B buttons rotate the capsule you control, left and right on the d-pad move the capsule accordingly, and pushing down on the d-pad speeds up the falling process.
    Before starting the game proper, you can customize the game through an elaborate menu. Options include setting the number of players (up to 4), the width of the beaker/game’s field of play, capsule fall speed, relative number of viruses, number of upcoming capsules you can see in advance, and color scheme, featuring Christmas (red, green, and white) and classic (orange, blue, and magenta) options.

    Pick your poison
    Meanwhile in the background are 4 new holiday chiptune tracks compliments of zi. This year features The 12 Days of Christmas; Baby, It’s Cold Outside; Rudolph, The Red-Nosed Reindeer; and Happy Holidays.
     
    Writer’s Review:
    8-Bit Xmas 2020 offers a fun, Christmassy homage to Dr. Mario on steroids.

    Dexamethasone to be specific
    Depending on your selections in the extensive pre-game menu, the game can take the same size as Dr. Mario’s beaker or much, much bigger, offering the temptation of even higher high scores for arcade junkies. While the original Dr. Mario included a similar menu to set the game’s difficulty, Dr. Covio’s selections create a more bespoke experience, and thus a more replayable game that will bring players back again and again to experiment with different setting combinations to see how it impacts their high scores. The key word for this 8-Bit Xmas entry is MORE. More options, more customizable, more players. More fun. While gameplay in both Dr. Mario and Dr. Covio is simple and addictive, the 8-Bit Xmas treatment elevates this cart to party game status.

    You can cooperate to fight a virus in a way our state and federal government didn’t!
    Adding to the visual charm of 8-Bit Xmas 2020 with its deathly cute virus sprites is a detailed background from Peek-A-Brews! that frames the beaker, presenting a laboratory setting that one-ups Dr. Mario’s simple checkered pattern background. Meanwhile, the game is also wrapped melodically by the chiptune stylings of zi, who continues to pull our nostalgic heartstrings with his 8-bit covers of holiday classics. After playing the game for awhile, I enjoyed putting the controller down just to sit back and enjoy the music.
     
    Interviews:
    I convinced Santa’s elves in the game development department to take a break from their work to talk to me about the holiday homebrew on everyone’s list.
     

    bunnyboy
    @retroUSB
    -Before we dive into 8-Bit Xmas 2020, I would love to talk about you and your background. What first inspired you to become a homebrewer? What is the origin story of RetroUSB?
    My parents never let us have a NES, but my best friend had one and we played at his house all the time.  Lent was the best time for me because he had to give up the NES and it came to my place!  After college he requested a USB NES gamepad to play emulators, and I didn't have a job because I went to college for supercomputer architecture and all those companies disappeared.  RIP Cray/SGI/IBM/HP/etc.  I figured selling gamepads to them would pay for a new bike frame until I got a real job.  17 years later the bike is still my primary one, but I never got that job...

    And the dream lives on…
     
    -What is the significance of the bunnyboy and RetroUSB names? What brought about the name change of your website from RetroZone to RetroUSB?
    bunnyboy goes back to 4th grade (~1990), when I was a boy with pet bunnies.  No relation to furries or Playboy.  It came up again in college when I needed a username with 8 letters and everything with Brian was already taken.  
    The RetroZone to RetroUSB switch was because when I started the company I wasn't expecting to go so long and I never did a check if retrozone.com was available.  Turns out a random HVAC company was already using it and had no interest in selling.  Always check the URL before naming something!  I still have some labels that say RetroZone because I ordered too many, and I am too lazy to change it.
     
    -Looking across the entire 8-Bit Xmas series, you have developed homebrew games that feature a wide variety of genres and gameplay mechanics. Beau and Kevin mentioned on The Assembly Line that you like to set yourself a technical challenge and then program a game around it. Is there any truth to that? What is your inspiration in deciding what a given game will feature?
    Yeah now it frequently starts as a tech concept and a game builds around that.  Sometimes that means the game isn't very good...  For 2014 the goal was more than 4 players, which took 2 PowerPads and made the game confusing.  Sometimes the programming challenge isn't obvious.  The isometric background of 2018 was very tricky to get right, but the effect on the ski speeds didn't really work.  This year was going back to the original Xmas idea of 4 player games while making something that didn't feel like a mini game.  Next year, who knows?
     
    -Despite that diversity of game features, do you feel your games have a unifying aesthetic that define them as yours?
    None at all!  Other than not wanting to program a platformer, I just go with whatever seems interesting at the time.  Each game had different artists so that isn't a connection either.
     
    -What does the development process for an 8-Bit Xmas game look like?
    November - "I am going to get started now and have something huge!"
    I am now in this stage for 2021, but I bet the normal process will continue.
    April - "I should get to work and have a special Xmas in July"
    July - "Hey wouldn't it be cool if..."
    Inspiration randomly strikes.  This is the part where the project is interesting for me, so it’s 1-3 weeks of mass programming to go from nothing to a playable game.  For 2020 my family was gone for a week so almost all coding was done July 28 to August 1, that made my hands hurt.  It has been a few years since I have had a block of time that big dedicated to one thing.  Then it's weeks/months of much slower testing, debugging, and adding features. 
    September - "Oh no, this needs to be finished asap"
    Music, graphics, label artwork, any other content is added here.  This year I was late getting the labels ordered, then they were delayed, so ship date is a few weeks behind the normal target.  PRGE has typically been a deadline to add pressure in previous years.
     
    -How does coordination work with the development team you assemble for each game?
    The development team is mostly friends in Discord having early ROMs forced upon them often.  Any missed bugs are their fault, or they are features.  Usually by the time the other artists are involved the project is mostly done.  This year the artwork was so amazing that we kept adding more art, which needed some reprogramming to get it to fit.
     
    -What tools do you use to code and compose?
    NESASM forever!  I am still mostly on the same tools I used 15 years ago.  Xcode for writing, NESASM for assembling, and FCEUX for testing.  There are better choices for each one of those, but transitioning to them would be time that could be spent developing.  Same with all my hardware dev tools.  Get off my lawn!
     
    -Which is your favorite 8-Bit Xmas game? Favorite 8-Bit Xmas chiptune?
    2015 (Twelve Seconds) is the one I played most, but 2020 (Dr. Covio) might beat that soon.  If there are friends over then 2011 (Quadralords) is still the top pick.

    Screenshot from 8-Bit Xmas 2015 aka Twelve Seconds
     
    -You released two 16-Bit Xmas games in 2011 and 2012, what led you to start and then stop a parallel SNES series?
    Before that era I wanted to do EVERYTHING and making SNES boards was easy.  I figured eventually I would have Xmas carts for Gameboy, N64, and other sucky Sega systems too.  Afterwards I shifted to only working on things I was actually interested in, instead of whatever would make money.  SNES sux, so 16-Bit Xmas and SNES PowerPak were dropped.  Repros are boring so those went away too.  I still have the same mentality of only doing projects I will use myself which is why there has been nothing like wireless SNES gamepads.
     
    -Your creativity isn’t limited to gaming either, with fun blinky lights across the series, the LCD screen “label” on 8-Bit Xmas 2017, the RetroVision, the PowerPak, and the NES knitting machine you brought to PRGE 2018 where I first met you in person (you even gave me a piece made with the machine featuring a Goldman from Dragon Warrior). What drives your experimentation in hardware in addition to coding?
    The hardware is the part I want to do, there just aren't that many possible NES hardware projects!  Any piece of hardware also needs a large amount of software.  New parts for ROB should be next...

    Now you’re knitting with power!
     
    -I would be remiss if I didn’t also mention the AVS, with its audio and video output over HDMI, USB power supply, wireless gamepads, and a line of games to accompany it. What drove you to develop the AVS console?
    As kids we designed new games and even new consoles in 4th grade so once I got started on the path of NES hardware those seemed obvious.  It just took years of learning through projects like the PowerPak to have enough skills to do it well.  That same friend who wanted the gamepad now does industrial design, so he did the physical design of the AVS and many other concept renderings.

    The future of retro
     
    -You participated in the 2011 Annual NESDev Coding Competition with Panesian Power, which was Zapper compatible. Do you have a different attitude toward working on a compo entry as opposed to something on your own timetable?
    The competition deadlines are always a problem and seem to come up when there's no inspiration.  Has to be the correct mix of a good idea and enough time to actually do it.  If the theme or focus of the type of the game was narrower it would probably help me, but not the competition.
     
    -You are one of the first publishing platforms for the homebrew games of others, helping to grow the community and with all new parts. How did you develop those relationships? Did you take on any additional roles in those games beyond publishing?
    I went after the first one (Sudoku 2007) but after that it was always people coming to me.  NintendoAGE (RIP) being welcoming to people at all levels was the more important community part.  I helped some people with programming but that was unrelated to the publishing part.
     
    -The COVID connection for this year’s game needs no explanation, but were you already thinking of a Dr. Mario-inspired game before the pandemic?
    Nope!  I first started thinking of the game in June or July.  Before that I had no real ideas and no time.  The desire to do an RPG comes up every year but there is just too much content for it to happen.  1942 style scrolling shooter is still on my list too.
     
    -What about Dr. Mario resonates with you? Are you a fan of the other NES Mario puzzle games such Yoshi, Yoshi’s Cookie, Wario’s Woods, etc.?
    We never really played puzzle games as kids, so I have only done a few minutes of the Yoshi ones.  I like Tetris but I am not fast enough to be good.  Somehow Dr. Mario doesn't need the same mental speed.  The puzzle game I have done most is Tetris 2 with my wife and she still wins.

    Screenshot from Dr. Mario
     
    -What new challenges or surprises surfaced in developing 8-Bit Xmas 2020 as opposed to previous years? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    The lesson is always Nike, JUST DO IT.  Writing software only costs your time, and lots of hardware design is very cheap too.  The internet makes learning anything "easy" if you are willing to actually do it instead of giving up quickly.  For these games I don't do much planning, I just start coding it.  Finishing fast is more important than having beautiful code that nobody will ever see.  The challenge was having enough CPU time to have the music during the game so zi didn't kill me.
     
    -As far as NES homebrew goes, you pretty much own Christmas, while Retrotainment and K3VBOT share Halloween, and GreetingCarts/Retroscribe covered Valentine’s Day and birthdays. Do you think there are any other holidays deserving the homebrew treatment?
    Christmas in July is a yearly goal which never happens, and would also cover my birthday.  Maybe bday card for the NES would be cool.  I always wanted to do valentines with pink LEDs but that just comes too soon after the Christmas rush to find the time to do it.  Halloween is always a stressful time getting Xmas finished so they can keep it!
     
    -Your 8-Bit Xmas games are so beloved that earlier entries carry 4-figure values on the secondary market and the release of a new game makes players giddy for the holidays. How does it feel to bask in such enthusiasm and support?
    Just makes me wish I made more in 2008 and forgot them in a closet here.  Enthusiasm for the new games is cool (and this one is a really good game) but the values of old ones don't really affect me much.  I am not selling mine and I don't think they push new cart sales.  When shipping carts it is always great to see names of people I have lost contact with like mattbep.  I do miss the list of people who have the full set and wonder how few it is down to now.
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects?
    There are three projects at the top of the list, but there isn't any active work on them right now.  The portable AVS became too expensive, especially when the tariffs hit.  Still needs work on the analog audio which I don't understand.  My Dragon Warrior style RPG is forever waiting for people to do the content.  I can program, but not art.  Last one is a giant ROB model, which was my display idea for the cancelled PRGE 2020.  That mostly needs someone else to remove it from the expo because I don't have space for it afterwards.
     
    -Are there any homebrew games in development that you are excited to play?
    Sneak and Peek 2021 is going to be amazing!  I think the one I am excited about isn't public yet, which probably means there are a few more years of development.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Buy everything I sell!  I need to get more space in my office for whatever is next...
     

    Peek-A-Brews!
    @peekabrews
    -Before we dive into 8-Bit Xmas 2020, I would love to talk about you and your background. What first inspired you to become a homebrew artist? What is the origin story of Peek-A-Brews?
    I think it was about 6 months after officially starting Peek-A-Brews that I read a post on Twitter by Kevin Hanley of KHAN Games. He was reaching out to any new or aspiring artists that might want to work on his next project. Having always been into art in some capacity and recently becoming obsessed with NES homebrews, I jumped for the chance at fulfilling one of my dreams. I am very glad that I sent him a message because it couldn’t have been a better experience.
    Around the same time that I discovered homebrews, my friend Bryan and I were having these NES game nights after work. The idea was to beat as many 2-player games as possible and check them off the list starting with our favorites. This led to conversations about maybe doing YouTube or Twitch. We decided on YouTube because it was more feasible for us to make pre-recorded episodes on our own time. When it came to choosing content, we naturally landed on homebrews to keep it current and less predictable. There were enough channels out there focused on nostalgia.
     
    -Do you have a favorite game that you’ve covered so far on your YouTube channel?
    Oh, that’s a tough one. I don’t know if I could ever pick a definitive favorite. I will say that The Incident will always be in my top 5 because it scratches most of my itches. It’s a puzzle based, sci-fi mystery with great music. I can see myself replaying that game for years to come. However, the most fun I had recording an episode would probably be Super Russian Roulette. I could not stop laughing at Bryan switching between voices and accents.

    It truly was a rootin’ tootin’ good time
     
    -Who are your influences? And whose work are you watching closely now?
    When it comes to homebrews, it’s FrankenGFX. Ellen Larsson makes me want to quit! I mean that in a positive way, obviously. I really enjoy Zachary Curl’s work on all the Retrotainment games as well.
     
    -You leapt onto the homebrew scene as a developer with your art in NEScape, do you feel your artwork has a signature aesthetic that is uniquely you?
    I don’t know if I could even have a signature aesthetic yet. The few games that I’ve worked on have all been so different from each other which is perfect for me to home in on my own style. That would really be something though if, down the road, someone could actually recognize my work by the art alone.

    Portrait of the artist as a pixelated man
     
    -In your opinion, what makes game art stand out?
    You really know when someone has a handle on the use of color, especially with the limited amount of colors on the NES. I still have to push myself to experiment and not take the safe route all the time. Another thing that I really appreciate is when someone takes the time to blend things when they could easily chalk it up as it being a tile-based system. A clever use of shading or reserving a palette to house mutual colors is simple enough and goes a long way.
     
    -Tell me about your creative process while working on 8-Bit Xmas 2020?
    Playing a bunch of Dr. Mario of course! In all seriousness, I went straight to analyzing Dr. Mario’s viruses, the bigger versions on the side of the playing field to be specific. I was excited about creating my own cartoony viruses without totally ripping off the originals. The next step was thinking of a clever way to use them in the title screen while relating it to Christmas somehow. I’m really happy with the way all that turned out. When it came time for the actual gameplay, Brian already suggested the greyscale lab for a background so I didn’t need to waste time brainstorming what I would do. I just did a quick image search online for things like “science lab” or “chemistry set” to get me started. Everything just sort of fell into place from there.
     
    -What was the working dynamic like in your collaboration with Brian? How did you two connect for this game?
    Well, we did work together before on 8-Bit Xmas 2019. I made the title screen and updated a few sprites from the first Study Hall. For this one, I received an email from Brian deeming me his new artist and that he needed the graphics “yesterday.” I got a kick out of that. Brian is easy to work with in a way that he sends me a demo and some ideas, and then he just lets me do my thing. There’s a nice freedom to it.

    How long until we get 8-Bit Xmas cookies with our cart?
     
    -What tools do you use to create?
    I use Shiru’s NES Screen Tool. I tried a couple different programs when I first started but I felt most at home with that one. It’s been brought up a few times as a joke that I use MS Paint but I have never used it for a job. However, I may have used it to throw my hat in the ring for NEScape!
     
    -Do you collect the 8-Bit Xmas series? If so, which years do you have, and do you have a favorite?
    I have not gone back to hunt down the originals but I do have 8-Bit Xmas 2017 with the LCD screen. That thing is cool. I also have a copy of 2019 from working on it. Oh, and I left 2018 at an ex’s so I’ll probably never see that again.
    If I were to choose a favorite right now, it would be 2011’s Fireplace Bash. I grew up with Warlords on the 2600 so it holds a special place in my heart. I also think it’s a clever adaptation into a Christmas theme.

    Screenshot from 8-Bit Xmas 2011 aka Quadralords
     
    -Do you have any reflections on being part of a series that essentially kicks off the holidays for homebrew fans and is eagerly awaited each year?
    Well don’t go making me nervous by putting it that way! It’s a series that started a decade before I even knew about NES homebrews so it’s an honor really.
     
    -What new challenges or surprises surfaced in developing 8-Bit Xmas 2020? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    I’d say the biggest challenge I had with this game was the deadline. Other projects usually have wiggle room in the event that you want to improve something or try an interesting idea you had late in development. You can’t move a holiday so when it needs to be done, it’s done. Which sort of ties in with the next question.  Sometimes you just have to know when to call it. You can “improve” something forever but then it will never get out there into anyone’s hands. That’s a lesson I learn over and over again with every project.
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects?
    There is one project that Kevin and I are really excited for that we are not able to talk about just yet. It may, or may not, involve a TV show. Who knows, maybe it will have already been announced by the time this comes out so stay tuned! Other than that, I did start working on my own NES game that is a dream project of mine. It’s called Courier and it’s an homage to the SNES version of Shadowrun. Kevin Hanley will be programming it and Sergio Elisondo is composing the music and sound effects. I’m a little nervous because this one is my brainchild and the last thing I want to do is let those two down. Either way, I’m excited for everyone to see more of it.

    A homebrew draws near!
     
    -Are there any homebrew games in development that you are excited to play?
    Full Quiet. That Kickstarter campaign dropped right when I was falling down the homebrew rabbit hole so I have this sort of nostalgic memory attached to it already. I also played a bit of it one year at MAGFest. I can’t wait to get my hands on that one. Orange Island is another one that I’m looking forward to playing.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Just that it’s been a blast so far and I’m excited to see where the community goes from here.
     

    zi
    @BleepBopRecords
    -Before we talk about 8-Bit Xmas, I want to talk about you and your background. What first inspired you to be a musician? What led you to compose music for games? What is your origin story?
    I first played on my great-grandfather's piano which sat in the enclosed patio in Queens at the age of 3, whilst the family chain smoked in the living room in the early 80s. They were very supportive or just wanted to stop the constant bitching about Koch, but at the end of every piece I played they said “very good.” So, I kept making up songs as I began lessons in first grade - stopping formal instruction only a few years ago after a stint on a cruise ship and quickly realizing I needed to get a real job. As a kid I LOVED the vast NES library and the soundtracks (taped - yep, cassette tapes- whatever I could from any games I could get my hands on) and have always wanted to create for the system. It wasn't until 2008 when I realized people are using programs to create music on NES ROMs did I fully realize my dream.

    Zi’s family, like many New Yorkers, simply would not bear with Ed Koch despite his entreaties
     
    -What is the significance of your Zi username as well as the Bleep Bop Records label?
    It's pronounced z-aye. The last piece of being a game composer is being computer obsessed: you can check that box. I was deep into the text-based world of MUDs in college where, looking for a short name (they wouldn't let me enter Z) I took Zi. Bleep Bop Records came from the sounds a human makes when making fun of a computer, which isn't cool. They have feelings too. Also, it's kinda jazzy and I like the jazz music.
     
    -Who are your influences? And whose work are you watching closely now?
    This isn't a joke: Bad Religion, Yanni, Dvorak. Blend em up and you have short, in-your face, classical/modern sensibility, but then bit shift it down to some recognizable waves. I'm all over the map now as far as artists- I just spent a month to figure out what Rush was all about. Most of the time it's other chiptune artists where I'm either listening to the songs or taking a scalpel to them and trying to understand the progression, the movement, the effects, the tone, etc. I was just on a chiptune compilation album (Chip for Change 2020) and now have 24 new artists to enjoy!

    A whole month? No rush
     
    -Do you feel that your music has any qualities that are quintessentially you? How would you describe your aesthetic?
    In the early days, yep, I just qualified 2010 as early, I found chiptune to be sorta disjointed… technically impressive but not catchy, not a song. I try to get my music to be approachable (hopefully memorable) with a distinct feel- like if MegaMan had intro, verse, pre-chorus, verse, pre-chorus, chorus, bridge, chorus, outro. With the progressing chiptune scene these days everyone's got that feel, but it wasn't always like that, and I want/hope my music has a smart yet poppy sensibility. Deep yet digestible? Open, yet conquerable. Removed, yet connected? Nope, spiraling and moving on.
     
    -What tools do you use to compose, generally as well as for games?
    For games, Famitracker is my workhorse. Not that fancy modded ODD one, but the OG FT. With the progression of Famitone and it's (sorta) easy integration into game engines, the workflow is much easier. For my regular stuff I love LogicPro. I'm currently going through a horn thing where everything has horns, so thank you everyone for dealing with this (started 2018-2022?).
     
    -Tell me about the development of 8-Bit Xmas’ music, what is your composition process? Is the creative process different compared to when you compose more traditional music?
    So. Damn. Hard. At least with game composition you can play the game, look at the stills/gifs, talk to the programmer, get a vibe, work on some stuff, figure out the number of levels, intro, credits, etc. That to me is easy. It's tough to do covers because, well, everyone knows the song. So do the song, but do it in your own way, but don't stray too far from the original, yet make it recognizable. BTW, it's July 4th and this is due Aug 1. The creative process is far more focused on style than creating a new and catchy song, because we’ve all been listening to that holiday song for 60 years now.
     
    I have a list: song's I've done and want to do. I've settled into a sorta pattern of an upbeat Xmas song from the 60s, a traditional song, a quirky song, and a kid friendly/everyone knows song. I think I get weird with the traditional because we all know em- check out this year’s fun/mind-numbing rendition of “The 12 Days of Christmas”!
     
    -Which are your favorite holidays songs?
    That’s a null set for me. Everyone holiday song has the high probability of getting stuck in your head because the catalogue is so limited, which leads to a very high rate of ear-worm recidivism. I'll wake up in the middle of the night and be humming “Grandma Got Run Over by a Reindeer”, and it's July 21st. Not cool, festive music world, not cool at all.

    Adapted into a WB animated film in 2000
     
    I’ll tell you my least favorite songs: 1. “Wonderful Christmastime” [by Paul McCartney]- you can’t just throw sleigh bells into a song and repeat a noncommittal statement about a holiday moment. Well, you can, but there should be more blowback, even if you were in the world’s most popular band over a half century ago. 2. “Little Drummer Boy” - there’s a few horrific versions, one where the electric/synth bass moves either too early or way to late and the Bieber one. No, don’t look it up. 3. I’m stopping here- this is why people get depressed during the holidays.
     
    -Are there unique challenges to adapting a recognizable song to chiptune?
    The real challenge, for holiday tunes as well as pretty much any NES chipset chiptune, is finding space to build the sound you want. You're only given 3 channels that produce melodic tones, and that could come off sounding stark or empty. It's not all about building that wall of sound, but I believe there's an expectation of sophistication when it comes to music and throwing up a baroque-esque tune isn't going to cut it.
     
    -Your work on homebrew games spans the 8-Bit Xmas series as well as a wide assortment of gems, including UXO, which Chris aka Deadeye interviewed you for. How has your approach to composition evolved over the years?
    I used to wait for some specifics from the programmer(s) or producers, but now I’m not afraid to get elbow-deep in the project as it progresses. Musically, I try to envision what that music would complement the overall game and the immediate space (level/menu).

    An essential read for homebrew lovers, and other people sick of me
     
    -What new challenges or surprises surfaced in your work on 8-Bit Xmas 2020? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    If you want a music job, especially in the game work, definitely have that portfolio ready to go (Soundcloud at the very least). Know a few different DAWs, and be fluent in the genre you’re targeting. Be organized, hit your deadlines, take notes/criticisms but not personally, and know all of your music nerd stuff (it’ll get you out of a jam about a billion times).
     
    -How did you connect with Brian for the first 8-Bit Xmas game you collaborated on, and what is the working dynamic like as you work on your respective aspects of the game?
    Kevin Hanley was stepping back from the Xmas series to focus on his programming and I must have been bugging Brian for years before he wrote back and said, sure, you can do this year's music. That was 2013, making this year the 7th year of the music tradition.
     
    -Do you collect the 8-Bit Xmas series? If so, which years do you have, and do you have a favorite?
    I do have a full set, purchased all at time of sale or given to me for my musical efforts! I think my favorite is 2017 (the multi-cart) even though I was sad I didn't have a chance to compose that year.

    Menu screen for 8-Bit Xmas 2017 multicart
     
    -Do you have any reflections on being a consistent part of a series that essentially kicks off the holidays for homebrew fans and is eagerly awaited each year?
    A few thoughts: 1. you won’t make money reselling these so buy em because they’re cool (that goes for all vidya games). 2. make sure you play em with your family, especially if you have kids or nieces/nephews during Christmas or whatever holiday get-together you might hold. They might be simple games, but playing them together really makes them more enjoyable and secretly unites families during the holidays, thus fulfilling your need for non-stop consumerism as well as memorable family time.
     
    -You are also working on transferring Fie to FamiTracker for its cart release in addition to your work on the Quiet album and Retro Artists of the Future, Vol 1. Do you have any updates that you would like to share on these or any others on the horizon? Another dream project that you hope to bring into existence, video game or otherwise?
    The Quiet Album (due out October - check twitter @bleepboprecords for updates or the site: bleepbop.com) is my main focus right now. It’s a whole thing to make a cart release, but it’s almost done! No dream projects yet, but I’m talking with a few (more than one, less than four) producers/programmers on their 2021 slate!
     
    -Are there any homebrew games in development that you are excited to play?
    There’s a wave of NESMaker games I’d like to try. It feels like the earlier days of NES homebrew, where there’s a lot of ideas out there at varying skill levels. I’m mapper 30 compliant and ready to dive into some wonderfully new and inventive worlds!
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Thank you for the opportunity and PLEASE follow @bleepboprecords on Twitter, find BleepBopRecords on Facebook/Insta/SoundCloud, and always check the main site for posts, bonus content, and general musings: http://bleepbop.com
     
    Conclusion:
    Thanks for tuning in to another installment of the series that goes beyond the board to learn the about the latest and greatest in homebrew. What are your thoughts on 8-Bit Xmas 2020 and the elves who development this holiday treat? Which game in the series is your favorite? What homebrews are you eagerly looking forward to? Perhaps you’ll see it under your tree on Christmas Day when…A Homebrew Draws Near! Command?
     

    Merry Holidays everyone!
     
  6. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 16: Eyra-The Crow Maiden

    Introduction:
    Developing and releasing a single homebrew game is an immense undertaking. It’s no wonder some brewers either work on one project at a time or chip away at multiple projects over a long span of time. Or if you’re Second Dimension, you assemble three separate dream teams to develop a game for three different consoles and release them almost simultaneous to another game they developed. Fortune truly favors the bold.
    For this entry, I’m concluding my 2-part series on Second Dimension, highlighting Eyra-The Crow Maiden, a sword and sorcery action platformer for the NES, SNES, AND Sega Genesis/Mega Drive. As of the time of this writing, the cartridge release for the NES version has been fulfilled for Kickstarter backers, and the 16-bit versions continue to progress in development. You can order/pre-order the cartridge releases or the digital files for the NES release here, the SNES release here, and the Genesis release here.
     
    Development Team:
    NES:
    Adam Welch: project lead, story
    Jav Leal de Freitas: graphics, story
    @Vectrex28(Antoine Fantys): programming
    @Famicuber(Myles Davidson): music
     
    SNES:
    Adam Welch: project lead, story
    Jav Leal de Freitas: graphics, story
    Alek Maul: programming
    Sebastian Abreu: music
     
    Genesis:
    Adam Welch: project lead, programming, story
    Jav Leal de Freitas: graphics, story
    Sebastian Abreu: music
     
    All 3:
    Jav Leal de Freitas: case art (regular & deluxe editions)
    Luis Martins: case art (limited edition)
     

    NES CIB
     
    Game Evolution:
    As Second Dimension continued its work on The Curse of Illmoore Bay, it began teasing another game: Eyra-The Crow Maiden. The Kickstarter campaign for Eyra launched on February 15, 2020. Like Illmoore, Eyra met its initial funding goal in its first 24 hours. By the time the campaign concluded, 435 backers had pledged more than $32,500, smashing several stretch goals. Although the original Kickstarter revolved around the NES game alone, unlocked stretch goals expanded the campaign’s scope to include development of Eyra for the SNES and Sega Genesis. Additional stretch goals brought in extra levels, power-ups, and promised a vehicle stage for the 16-bit versions of the game.
    Backers were presented with a wide variety of tiers, featuring no less than 40 options. At their center, the available backer tiers included digital, cart only, standard edition CIBs, deluxe edition CIBs (which included accessories with the game), and limited edition CIBs (featuring translucent carts with LEDs embedded within) for each version of the game across the NES, SNES, and Genesis, and every conceivable bundled combination between them. As an extra special option there was a Super Tribe/Mega Tribe tier that offered to include backers’ names and faces in the SNES or Genesis versions respectively.
     

    Screenshot from Eyra-The Crow Maiden (NES)
     
    Gameplay Overview:
    Eyra-The Crow Maiden describes itself as a swords & sorcery action platformer. You play as Eyra, a young priestess of the jungle dwelling Koruhaurus. Your people enjoyed an era of peace until the Infernal Marauder abducted your tribe’s warriors in order to transform them into his own dark army by way of ancient, forbidden magic. You must journey across the world with your trained crow, Nunkamah to defeat this evil and rescue your people.
    Gameplay consists of tried and true platforming as you fight monsters and avoid obstacles while rescuing your kidnapped kinfolk scattered across each stage. For now I’ll stick to discussing the NES game’s controls, where you can expect the A button to jump and B button to attack. The D-pad will move you around while pushing down allows you to duck. You can attack with Nunkamah by pushing the B button and up on the D-pad simultaneously, which is extremely helpful when you need to fight from a place of cover. Be mindful though that Nunkamah, like our own real-world animal sidekicks, won’t do your bidding for nothing, so don’t count on a crow charge attack if you don’t have any more crow treats on hand.

    My cat is the same way, even when she does get treats
    You’ll find plenty of crow food laying around levels in addition to some meat to boost your own health. Coins will boost your point total for all you hi-scorers out there. And watch out for weapon upgrades hidden through the level; but beware that if you can’t hack it with better blades and instead get cut yourself, your weapon will get downgraded in addition to you taking damage.
     
    Writer’s Review:
    Like The Curse of Illmoore Bay, Eyra-The Crow Maiden is a game simple in design, but rich in execution. Learning how to play is easy but playing well is a taller order. The first enemies lure you into thinking the game is a cakewalk, providing a good tutorial to ground you in its gameplay. But once you encounter the Acolytes and their magic projectiles or the Woken Souls who seem to hover right over the platform you need to jump to next, you realize careful timing and second guessing every jump is essential to defeating them without taking damage. And yet each level’s design feels carefully crafted to be fair enough that you will keep blaming yourself instead of the developers every time you die. My only criticism of the gameplay would be that on platforms near the top of the screen, your jump is diminished as you bump up against the game’s HUD display, making it more difficult to move around on higher planes.
    Graphically, Eyra is a colorful delight between the animated sprites and lush backgrounds that seems to push what the NES is capable of. The dev team may not be thrilled that the first word that comes to my mind when describing their hearty swords & sorcery game’s color palette is “sherbet”, but I love love LOVE to see something this different and beautiful in a new game. I’m reminded of the backgrounds for Tanglewood, one of the most beautiful homebrews for the Genesis, which could have sold prints of its backgrounds on Etsy, and I would buy them in a heartbeat. I feel the same way about Eyra’s graphics, so bold and beautiful that I might come back to play again and again just to progress and see what the next level looks like.
    Meanwhile Eyra’s music channels a classic 80s vibe that reminds me of the kind of adventure platformers I could sink into for hours on end. The soundtrack Eyra most reminds me of is James Bond Jr. for the NES, with a sense of ongoing adventure as if the music itself were cheering me on as a supporting sidekick (which makes sense given Famicuber’s admiration for Neil Baldwin). What is also interesting to me, and I don’t think I’ve noticed this in other games, is that the game’s sound effects, from taking damage to freeing one of your captured warriors, seem to mesh well with the game’s music. These sounds are not merely functional from a gameplay perspective, but in fact contribute to the soundtrack. This to me reinforces my earlier impression that the music in Eyra is a supporting character with sound effects joining the music to urge you on and confirm you are killing it with this game.
    Even though the 16-bit Eyra’s remain on their quest to finish development, the teasers posted so far show these games are hardly just upscaled carbon copies of its NES sister, but lush adventures and experiences in their own right that can be genuinely considered as separate games.

    Screenshot from Eyra-The Crow Maiden (Genesis)
     
    Interviews:
    Interviewing the development teams for three iterations of a game across multiple consoles can seem like a daunting task, but fortunately I was able to chat with Adam, Jav, and Sebastian about Eyra when I interviewed them about The Curse of Illmoore Bay. For their stories about both games, you can read their interviews here. For the second half of my interviews with more of the talented folks behind Eyra, keep on reading!
     

    FG Software/Vectrex28
    @FG_Software
    -Before we dive into Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to become a homebrewer? What is the origin story of FG Software/Vectrex28?
    I've had an interest in retro gaming ever since I was a kid. I grew up in the early 2000's so obviously, the NES was way before my time. However, I used to have the Mario remakes on the Game Boy Advance which probably ignited this passion for older games inside of me.
    Later, after getting some pieces of retro hardware, my desire to actually make something on retro platforms was sparked by my first discovery of the Commodore 64 and its BASIC prompt. Unknowingly, while thinking it was very funny to print offensive words on the screen in various ways, I was learning how to program.
    Around the same time, I also got into ROMhacking, and, being in my teens, the results were full of lowbrow humour as well. Those two hobbies ended up colliding when I found out about the Nerdy Nights, and that's where I realized I could create new games to draw dicks on!
    So, because I thought it would be fun, I ended up porting one of the risqué Atari games to the NES (Beat 'em and Eat 'em), and ever since making that mess I wanted to make more, and that's where we are today!
    Oh, and don't worry, I grew out of doing it just to draw dicks in a creative way........ Mostly 😛

    Screenshot from Beat ‘Em for NES
     
    -What is the significance of the FG Software/Vectrex28 usernames that you use on VGS and elsewhere?
    Vectrex28? I just love the Vectrex, and 28 has always been my lucky number. As for FG, it just stands for *my family name* + Games, so F[*****] Games 😛
    Pretty creative, I know 😛
     
    -Who are your influences? And whose work are you watching closely now?
    My influences, at least in the overall mood of my games, are late 90's European microcomputer games (Amiga mostly). I just love that style! Sensible Software is a big influence, Henk Nieborg is another one, in terms of graphics at least. He's doing graphics for Bitmap Bureau nowadays, which coincidentally made my favourite Mega Drive game, Xeno Crisis. I'm quite excited for their next game, which was Henk's passion project.

    Henk Neiborg
     
    -You have developed several homebrew games for the NES such UXO, Rekt, Saturn Smash, and Brony Blaster. In developing your games would you say they have any qualities that seem quintessentially you that you have maintained across games? How would you describe your aesthetic? I’m in love with the neon retro font you’ve developed.
    Hm, I think that would be just having fun with creating these games, and making what I want to make. These games may not have the quality of many of the games from back in the day, but I'm having great fun making them, and trying to make the coding and graphics better with every game.
    The aesthetic is definitely inspired by this 90's Amiga style I mentioned earlier, and the demoscene in general.
     
    -You have been programming for several years, do you feel your approach to homebrewing has changed in that time?
    Not really, I've always done this for fun and wouldn't want this otherwise. Obviously the quality has improved over the years, but my core approach to making homebrew games always was to do it as a fun little hobby of mine really.
     
    -What tools do you use to code?
    Nothing fancy. All I need is Notepad to write the code, a tile editor like TileMolester, and an emulator like FCEUX. Everything else I make myself (Stuff like level editors and the like).
     
    -Do you have a different approach/attitude toward the games you work on by yourself compared to those you are commissioned to work on? Is the experience of developing them different?
    I'd say the experience is slightly different, but not that much. On my own games, I'm basically a one-man team, but for a commissioned project, I gotta work with a team. So far, my teams have all been fantastic (Well partly because I only really do this for people I know :P) and all I want is that me and the commissioning team share a common vision for the project.
     
    -Tell me about the evolution of Eyra-The Crow Maiden. Any interesting stories on the game’s development for the NES?
    The evolution was pretty straightforward. It started out as a concept over at Second Dimension, then I made tools for it and started making the whole engine. When that was complete, it was time for polishing and bugfixing the game. Just a smooth development cycle really.
    I think the funniest story was when Adam launched the Kickstarted a day early and I had to scramble to have a decently playable demo hahaha!
     
    -How did you first connect with Adam and Second Dimension, and what is the working dynamic like as you both work on your respective aspects of the game?
    I had known Adam since the NintendoAge days, having been a regular in his tinychat that NA members used to go to before the advent of Discord (Gosh that feels like such a long time ago hahaha).
    But as far as homebrews go, it all started when I was looking for a publisher for Family Picross, a little Picross game I made for the NES. Adam bought the game from me and he released it.

    Screenshot from Family Picross for NES
    Later, he was looking for an NES programmer for a commission project, so he hit me up and the rest is history!
    As far as the working dynamic went, Adam was the project director/supervisor, while everyone worked on their respective tasks. Then Famicuber and Jav would share their progress on the game's development Discord, and I would implement their work in the ROM.
     
    -What new challenges or surprises surfaced in developing Eyra-The Crow Maiden for the NES? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Challenges? Probably knowing that I had to finish the game since people already spent real money for the game, meaning I had a commitment to finishing the game, haha. Also, the mapper we were targeting (or rather the lack thereof) meant I had to be careful with ROM usage, as the whole game had to fit in 40KB or ROM!
    As for the lessons I learned, I'd say that having a team to provide feedback as the game was being made really helps when making a game!
     
    -What aspects of Eyra-The Crow Maiden are you most proud of?
    Putting so much content in an NROM game, definitely. I managed to find creative ways to compress such a sophisticated game (for NROM at least) into such a small ROM. I've also managed to work on some compression schemes outside of level data, such as palette data, enemy metasprites, and text data among others.
     
    -There is a lot of buzz around other projects you are working on: Space Soviets and Raycaster. How are those progressing? Are there any other projects you have lined up on the horizon, NES or otherwise?
    The raycaster was supposed to be a "because I can" thing where I wanted to see if it was possible to make a decent raycasting engine on the NES. Well it ended up blowing up on Twitter so I just had to make a little game with it, which culminated in a little proof of concept (which I also used as this year's April Fools' game) called Los... I mean Horror Hospital. I've since written a thread on it on Twitter which has a lot of details about the making of the game :).
    I might use the engine again in the future, but for now I want to focus on Space Soviets.

    Screenshot from Space Soviets for NES
    Speaking of Space Soviets, now that I'm done with my April Fools' raycaster project, I'm once again focusing my attention on it. I'm currently working on a new level for it. I'm almost done with all of the tilesets I need for it, and most of what I need to do now is adding levels, enemies, and bosses. The engines themselves only need bugfixing and polishing really... So yeah, I think it's progressing quite smoothly 🙂
    As for projects on the horizon, I want to make a Metroidvania on the PC Engine/Turbografx-16 once I'm done with Space Soviets. I'm doodling some art assets for it every once in a while, and I just really want to make a game for this console I fell in love with as I started living most of my life in Japan.
     
    -I remember you also developed a Nintendo-themed homebrew of Deal or No Deal. Have you thought about reviving that project with homebrew characters similar to how Super Homebrew War used homebrew characters for its take on the Smash series?
    Oh, that game haha. It's the second game I ever made, and quite frankly, it kinda sucks. The concept just doesn't work all that well as a game. That one is definitely canned I'd say, unless someone sends me Magical Chase and Coryoon for the PC Engine or something 😛
     
    -Are there any homebrew games in development that you are excited to play?
    As I mentioned before, Bitmap Bureau's next Mega Drive release! I'm excited to see what they'll cook up this time!
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Stay awesome, and keep retro alive by supporting your favourite homebrew creators 🙂
    Peace!
     

    Famicuber
    @Famicuber
    -Before we dive into Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to be a musician? What led you to compose music for homebrew games? What is the origin story of Famicuber?
    My father was also a musician and a guitarist back in his day, when I was young, he would teach me how to play piano and let me play some of his guitars he has, I also attended some music lessons when I was in high school. Truth be told, I was always more intrigued by the sound of 8-bit consoles and computers than musical instruments, even at a young age. More often, I would mess around with music tracker programs that emulate certain sound chips and make either original tracks or covers from games or cartoons in my free time.
    When I started using the "Famicuber" name back in 2013, I was originally going to make gaming reviews that's all over on YouTube, but that never surfaced beyond some scripts which I still had lying around. I then tried doing flash animations which never really went anywhere and wasn't really proud of them looking back. Eventually I've lost interest in making animations, stopped caring about YouTube and started focusing entirely on making games.
    When I started making games at age 14, I wanted to make games for older platforms like NES and wondered if such a thing was possible, that's when I discovered NintendoAge and its Nerdy Nights tutorials upon researching. It took me a few years to learn how opcodes, assembly, compiling, or even just coding in a text editor worked, because my only experience with game development prior was with Game Maker, I would eventually make my first and very simple NES game from these tutorials which was "Rookie Egg Jugglers".

    Screenshot from Rookie Egg Jugglers for NES
    Around 2018, when I was looking for some work, I figured I could do some music commissions for NES programmers as well and around that time, Vectrex28/FG Software was looking for a musician for Space Soviets. So I messaged him and asked if I could do some tracks for it, he responded that he already got someone for it but told me to send him some sample tracks for future projects, so I did and he was impressed with the work I've done. When he released a demo of Family Picross, I messaged him again with feedback of the game along with a minor nudge, opening to do some music work, this time he asked me to make a track that fits with the chill theme of the game. So I made a demo track (which would be Music A in the final game), converted to the sound engine as requested and made a test ROM out of it, he loved it and asked me to make a couple of more tracks for it, and that's how I got my start in composing music for projects.
     
    -What is the significance of the Famicuber name?
    It's just a dumb mashup of my two favourite Nintendo consoles with an extra "r" I came up with when I was 12/13, there's no real significance behind it, haha.
     
    -Who are your influences? And whose work are you watching closely now?
    The biggest would be just about every British/European composer from the ZX Spectrum and C64 scene in the 80's, whichever one comes to your head is likely on my list. NES Sunsoft games are another massive influence with not just its use of DPCM bass samples but just kickass tracks in general... and sometimes a bit of Marshall Parker just for a laugh, haha. Honestly, I listen to so much game music that the work I watch or listen changes all the time. One day I could be heavily listening to NES music by Neil Baldwin, then SMS music by Matt Furniss the next day and then a variety of SNES music next and so on and so on. It would be impossible to answer who's work I watch now because of how often it changes.

    Neil Baldwin
    -Tell me about the development of Eyra-The Crow Maiden’s music for the NES, what is your composition process? Is the creative process different compared to when you compose more traditional music?
    For Eyra specifically, the process went like this:
    I'd ask the others at the team on the description of the game from the likes of genres, themes and characters to get the idea of what tracks I'm making, along with how many tracks to compose and other technical stuff, I'd also receive some source material from them, like concept art and mock-up shots to help out with ideas, whatever inspirations the project has, I do some research on them, if it's from another game, I'd check out a clip from that particular game.
    Once that's done, any details I've gathered is then written down into a little notebook I have as a reminder while composing music and creating sounds.
    I then start brainstorming and make the track in OpenMPT, when I start making tunes on trackers, I focus entirely on the track I compose and don't listen to any other music. This process usually takes a day or two for a track to complete, sometimes longer depending on my brainstorming or satisfaction.
    After it's complete, I send the finished track to the team for their opinion and approval, once the tracks are approved, I move on to the next track.
    Once some songs are made or when I can't think of new tracks, I start converting them to FamiTracker to emulate the NES's sound capabilities. Squeezing the multi-channel tracks down to its 4 channels isn't difficult once knowing how its instruments and note patterns are planned out, turning any chords into arpeggios (hence the term, "broken chords") and some echo leads being fused together into one channel if needed, sometimes I put a bit of my own magic to the tracks when converting. This conversion process takes less than a day to do, after it's done, it goes through the same approval process again.
    I then reconverted the emulated tracks to the NES itself with FamiTone, I'd make a new FamiTracker file and manually recreate the songs to carefully fit within the limitations of the sound engine. Once recreated, the file is exported to a text file which FamiTone takes and converts it to code as data if there aren't any issues. The data is then placed to my music development ROM, "SECT" to test out if the converted tracks play properly on an emulator and actual hardware. After the tunes play correctly on hardware, I send the converted song data to the programmer to put into the game.
    Creative progression-wise, the only massive difference between Eyra and other NES music I've composed was that I didn't used a sample tracker when making the music.
     
    -What tools do you use to compose, generally as well as for games?
    I use FamiTracker to compose NES music and FamiTone to convert it to hardware along with a music development NES ROM I've programmed myself to test out the converted tracks called the "Sound Engine Compatibility Test" program or "SECT" for short. I sometimes also use a sample tracker called OpenMPT to have a bit of freedom from the limitations when composing.
     
    -Tell me about the evolution of Eyra-The Crow Maiden. Any interesting stories on the game’s development?
    It started around the end of December 2019 when I was wrapping up on projects for the year to take a Christmas break. As my break began, I received a DM from Adam asking if I was interested in doing sound for an NES project. After some discussion back and forth along with agreements, I was invited to a dedicated Discord server for development of the game. It was around that same time when I, along with the help of my aunt, purchased a new PC that's worth updating since my other PC was at that point nearly 9 years old. Eyra became the first game-related project to be developed on that PC.

    Second Dimension’s Discord is definitely a friendly communi…oh would you look at that? #shameless
    I think the most interesting part of the story was how I got involved in making the limited CD soundtrack, I was contacted by Adam about making a Kickstarter tier for it, we were discussing back and forth about how he was going to do the tier, but as we were discussing, before any agreement was made, Adam accidently launched the Kickstarter earlier than attended, making a bit of an awkward situation since he wasn't able to edit the tiers. Eventually an agreement was made where I can make the tracks for the CD which included the originally composed MIDI tracks and the uncut versions of the NES tracks.
     
    -How did you first connect with Adam and Second Dimension, and what is the working dynamic like as you both work on your respective aspects of the games?
    The first time getting in touch was from a project he was working on years ago, I'm however not allowed to go into detail about it. When Vectrex sold the publishing rights of Family Picross to Second Dimension and I spoke with Adam about shipping, I also started a discussion about sound for Sega Genesis and shared some samples made with trackers associated with its FM sound chip.
    Working with Adam was fun, we both have a sense of humour (as same goes with the others at the team) and he's a cool, talented bloke based on the casual talk we had during development of Eyra.
     
    -What new challenges or surprises surfaced in developing Eyra-The Crow Maiden? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    One of the challenges was composing tracks in OpenMPT as I haven't made heavy use of the program prior to Eyra, I actually didn't even realize that I can use custom samples in the tracks until after I've finished doing Eyra, hence why all the original tracks make use of MIDI instruments, the outcome of the challenge was positive though as I've enjoyed making the attempt at "modern" sounding tracks and I've learned a lot from using the program since then.
    The other challenge would be dealing with the limitations of FamiTone which isn't a surprise since I've worked with the engine before, the more of a surprise (to me at least) was how the team dealt with the limitations. You see, when Eyra would make use of NROM (containing 32k of code), the programmer assigned the music data to the size of only 8k, and considering that I was given nine tracks to compose, two of them being boss themes, it's a lot to ask for size that small. I'd already have to remove the bells and whistles in the songs during the conversion process along with other attempts of compression to save space, but that still wouldn't be small enough to fit, so of course in this situation, sacrifices are expected to be made. When the 8k limit is being reached and we started discussing a solution through cuts, one of the ideas I proposed was to scrap one of the two boss themes and reuse the other, Adam however, instead suggested to scrap some portions of the song in the level themes. I was at first opposed at the idea as my concerns is that cutting it may destroy the flow of the songs, but eventually I gave in and made some cuts, just barely fitting all nine tracks in 8k. Listening back to what's in the final product, the song cuts weren't as bad as I'd feared to be and I'm still happy with how the tracks sound at the end, so I guess not all was lost.
     
    -What aspects of Eyra-The Crow Maiden are you most proud of?
    This is going to be a bizarre answer for me, but I'm proud of the catchiness with the temple theme I've composed, because every now and then, whenever I take a break from technology and do other things like weekend chores, I'd sometimes hum or whistle music from other games, and recently, I would out of nowhere hum that temple theme, I don't typically hum to my own songs as I'd think it would be narcissistic of me to do so, but I think at that moment, that's when I've realized that I've composed a good track. That's not to say that I'm unhappy with the other tracks of course, but something about that temple track makes it feel special.

    I mean, if that’s what you mean by weekend chores I’m not surprised (art by VGS’ own CasualCart)
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise?
    Since the completion of composing for Eyra, I've been programming my own NES sound engine and been making good progress on it, I'm currently working on a second revision along with a demo ROM which hopefully should be released ahead of time. Along with that, I'd like to eventually compose music on other platforms as well, such as the Gameboy and Sega Master System.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Thanks for the interview, doing this is admittedly a first for me, but I've enjoyed and appreciated answering questions. I don't often hang around on social media, but I do post on Twitter every now and then there @Famicuber, If any of you folks are a homebrew developer for whatever platform and looking for a musician to compose for whatever project you're working on, feel free to shoot me a PM there as well. Cheers, take it easy, and stay safe!
     

    Alekmaul
    @Alekmaul
    -Before we dive into Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to become a homebrewer, creating games for old consoles?
    Well, you know, when I was young, I loved playing a lot with friends on their Intellivision or ColecoVision consoles but my parents were not rich enough to buy me such consoles.
    It was really great to see such games on ColecoVision for example. During my childhood, I couldn’t imagine one day I will develop for such consoles ^^.
    Now I’m old (more than 50 years old), and when I was around 30-35 years old, I took a look at devkits for portable consoles because I wanted to reproduce games for consoles I had, like the GBA.
    It is great to see your own games on such consoles and be able to say “It’s me who made this game 😄 !”.
    It started like that.
     
    -Who are your influences? And whose work are you watching closely now?
    I have no particular influences; my goal is to give people fun games and also games with a good gameplay.
    It’s great to see people playing your games and saying “I like to play this game”.
    But, if I consider more deeply your question, one of my influences is to make games I played when I was young or when I was a student. Yeah, it’s nice to see again some games I played on AtariST or Amiga with our retro consoles like the SNES or the Genesis/Mega Drive.
     
    -You have developed several homebrew games for the NES, SNES, Genesis/Mega Drive, PC Engine, ColecoVision, Gameboy, and Gameboy Advance, such as Uwol: Quest for Money, Sydney Hunter & The Caverns of Death, and Deflektor. In developing your games would you say they have any qualities that seem quintessentially you that you have maintained across games? How would you describe your aesthetic?
    No, I don’t think I have a specific “Alekmaul touch” in my games. I just try to use as best as I can each console to make the games nice, efficient and fast.

    Screenshot from Sydney Hunter & The Caverns of Death for SNES
     
    -You have been programming for several years, do you feel your approach to homebrewing has changed in that time?
    Yeah, for sure. Now, I’m more “professional” if we can say that for a job I do during my free time ^^ (lots of people forget that).
    I developed some tools to help me for each console, I know better the consoles I’m developing on. So, it is really more efficient than I was when I started to develop on Gameboy for example.
     
    -What tools do you use to code?
    I’m developing my games in assembly and C language. Sometimes, I’m using some SDK if they are available (like devkitpro for GBA / NDS) or SGDK for Mega Drive/Genesis. With the SNES, I created my own SDK because no existed when I began to work on the SNES console.
     
    -Do you have a different approach/attitude toward the games you work on by yourself compared to those you are commissioned to work on? Is the experience of developing them different?
    For sure. When you are making a game by yourself, you are free to make it when you want. You have no stress trying to develop it.
    If I think the game will not be playable enough, I stop it, and there is no problem (if you knew the number of games that are in my hard drive for several years without any release because I think they are not fully playable ^^).
    When I am commissioned for a game, it is really not the same job, I need to make it, and make it really playable, with the stress of the deadline.
     
    -Tell me about the evolution of Eyra-The Crow Maiden. Any interesting stories on the game’s development for the SNES?
    Well, when I began the development, I had no idea about all the things Adam wanted in the SNES & Genesis version. Now, it is a little clearer, but I don’t know if Adam has new ideas for the game, regarding the NES version. We added lots of stuffs like a password management system for example, and also more levels than the NES version.
     
    -How did you first connect with Adam and Second Dimension, and what is the working dynamic like as you both work on your respective aspects of the game?
    Adam contacted me during the NES development of the game. He wanted someone to develop the game for SNES, and, you know, we are not so much developing games on SNES 😉.
     
    -What new challenges or surprises surfaced in developing Eyra-The Crow Maiden for the SNES? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Well, doing a game for SNES is really something hard if you want to have a game smooth and fast. You need to manage with assembly code for critical parts (like the map engine in Eyra’s case). So, if you want to do a game on SNES, you need to learn how the SNES works and after, assembly language to be sure that your game will be great.
     
    -What aspects of Eyra-The Crow Maiden are you most proud of?
    Well, when I began to code the game, Jav (the graphic artist of the game) sent me the first map and it was horrible. I needed to manage more than 70 objects for each map! I knew that it will not be possible in C language … So, I wrote an objects engine from scratch in assembly language and it works fine. I’m really proud of that, it is a flexible engine who works great in the game.
     
    -Are there any other projects you have lined up on the horizon, SNES or otherwise?
    I’m currently working on ColecoVision titles for Côté Gamers, a French company specializing in homebrews (https://cotegamers.com/shop/fr/).
    I’m also working on a Genesis/Mega Drive game with an old French friend. You will have some news later this year about this game 😉.
    No more stuff on SNES, I will see later if I can do a new game.
     
    -Are there any homebrew games in development that you are excited to play?
    Well, I did lots of game for CollectorVision (https://collectorvision.com/)  that are not yet published like Bizbille or Jester. You will see, they are fun!

    Screenshot from Jester for NES
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    I hope fans will like Eyra for SNES and Genesis/Mega Drive. We are working hard to try to make the game playable, nice and fun. And don’t forget, it is not our real job, we are doing that for fun 😉 !
     

    Luis Martins
    @XLuis_MartinsX
    -Before we dive into Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to be an artist generally, and more specifically how did you break into homebrew game art?
    At an early age I was inspired by comic books and then Saturday morning cartoons. As time went by, I started drawing, wanting to reproduce what I was enjoying. Video games were of course a big part of my childhood as well, then came anime in my teens. That impressed me as it was something totally different in quality and maturity at the time. What we call now anime classics : ) Anime then became a huge inspiration. As for homebrew, this came later in my career but a huge interest to revive older consoles, create content for them was the idea behind my motivation. It's now a success, an amazing amount of talented individuals are working hard to create labors of love for these older consoles and it shows. Its honest and amazing thing. 

    -Who are your influences? And whose work are you watching closely now?
    My main artistic influences vary, but I'd say that anime, manga have been my main inspiration. But that said I follow and enjoy many different artists with their different art styles. It's a huge inspiration to improve and do better for myself. I am amazed at the talent some individuals have, truly impressive.

    -What in your opinion makes art compelling? What grabs your attention? And what kind of video game box art would make you choose one game over another?
    The detailing, shading, linework quality, the dynamic of the composition, the lighting and the subject. As for game box art, I can say as an example that gaming box art from the 90's like the Sega Genesis have amazing art styles and imagery that captures our imaginations and alone can sell me on a purchase. Just beautiful, so you're hoping that the game itself is that good, haha.

    Box art for Paprium for Genesis

    -You've also created art for other prominent homebrews such as Demons of Asteborg and Paprium. Do you feel that your art has any qualities that are uniquely you? How would you describe your aesthetic?
    Well, yes I have done other art projects and still do. What's unique about my art? Well I guess that would be a question to ask those who enjoy my art ha ha!  But I think that my aesthetics and goal is to capture a specific 90's art style and aesthetics. I also mix in a bit of my own but the goal is to give a certain nostalgic feeling for those who enjoy it.

    Box art for Demons of Asteborg for Genesis

    -What tools do you use to create your art?
    Mainly Photoshop.

    -Tell me about the development of the art you created for the Limited Edition for Eyra-The Crow Maiden, what is your composition process? Is the creative process different compared to when you create character designs and illustrations for other projects?
    The creative and composition process isn't much different from piece to piece. It's quite simple in fact. I usually go over a few ideas with my clients, they literally become friends during this process, it's important to build a relationship with them. They are important.  They usually either share with me what they want or other times they simply ask me to come up with something. So far so good, happy clients. 
     
    -How did you first connect with Adam and Second Dimension, and what was the working dynamic like?
    I met Adam through another friend Javier who I worked with on another Sega Genesis project. Javier is a really talented and wonderful individual and so is Adam. It was very easy to work with them, I would love to work with them again for sure.

    -What new challenges or surprises surfaced in your work on Eyra-The Crow Maiden? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Working on the game covert art with Adam was great, he trusted my experience through this process. I also shared feedback with Javier on the cover. In the end the goal was to capture the essence of the main character, her sidekick, and the enemies she faces in the game and environment.  I think it came out wonderfully.  

    Limited Edition box art for Eyra-The Crow Maiden

    -Is there another project after Eyra-The Crow Maiden on the horizon? Another dream project that you hope to bring into existence, video game or otherwise?
    Sure, there are a few things on the horizon and yes I will definitely keep supporting the homebrew scene. 
     
    -Are there any homebrew games in development that you are excited to play?
    There are many, but there is one I'm looking forward to play and it's my friends Tim Jonsson and Chris's (@pixelarcstudios) Bushiden game. Anything ninja, I'm all in haha.

    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Yes, if you have any requests for art, game covert art or anything related to art, gaming or anime, drop by my twitter, it will be a pleasure to talk with you. Thank you for sharing my work and your support, it means a lot to me. 
     
    Conclusion:
    Thanks for tuning in to part two of my talks with Second Dimension in this series that shares the stories behind the latest homebrew games. What are your thoughts on Eyra-The Crow Maiden and its talented development team? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

  7. Scrobins

    A Homebrew Draws Near!
    Episode 42: NESdev Competition/Action 53 Multicart


    Introduction:
    Our enjoyment can be found in things of various sizes and levels of “completeness.” For all of the feature-length films and long-running shows we love, some of our favorite movies and tv shows are shorts, miniseries, and anthologies. So too is our love of video games, with favorites found among those experiments in which the developers showed off their skills in a proof of concept, or demos that could whet our appetites with the promise of a larger game in the future. See Exhibit A: Super Bat Puncher. These projects allow homebrewers more flexibility to play with their creativity, free of the pressures to deliver a complete game to paying fans, as they need only provide us a small sample. In the context of a development competition, it’s like coming together for a film festival in the mold of Cannes or Sundance; it becomes an event in which followers watch curiously for the latest from the usual entrants, the fascination for the newcomers, and the art offered by them all.
    For this entry, I’m covering the NESdev Competition, also known as the NESdev Compo, originally known as the NESdev Annual Coding Competition, which offers a wide array of games, demos, and tools for the NES. In the past, cart releases polished from entries were known as the Action 53 series. As of the time of this writing, the programming putting together Action 53, Volume 4 is nearly complete, though ordering information is not yet known, and subsequent compo carts (which will not continue the Action 53 name, but begin as NESdev Compo ’19, and continue as a cart collection for each subsequent compo) are also in the works.

    In the beginning there was Jeroen, and he was good.
     
    Compo Evolution:
    The compo began in the NESdev forum with a July 15, 2010 thread created by Jeroen, who sought to gauge community interest in a coding competition for the NES. The response was immediate, and over the next few months its structure began to take shape with a set of rules and a website. By the time the dust settled on the first compo in 2011, there were 5 submissions for the NROM contest and 4 submissions for the free-for-all contest, in which Twaite and Super Bat Puncher were the winners respectively.
    Following the compo, a cartridge was released which featured entrants as well as other games, and most notably Streemerz, a playful reimagining of Bionic Commando. As a means of funding the competition and preparing for future cartridge compilations, Action 53, Volume 1 was released in two production runs by Infinite NES Lives: first a 50-cart run of clear carts, followed by a second run of 100 standard gray carts.
    With its emphasis on being a community-run effort, the compo continues to thrive thanks to its organizers over the years: Joey Parsell/Memblers, Damian Yerrick/Tepples, M-Tee, Jonathan Roatch/JRoatch, Paul Molloy/Infinite NES Lives, Bradley Bateman/NES Homebrew, and most recently Matt Hughson and Antoine Gohin/Broke Studio. Thanks to their many hours of volunteering for homebrew, a platform exists for fresh talent and cool new ideas. Some of the best games and most exciting new developers made their splash here. Keep an eye out for who dives in next.

    Action 53, Volume 1: rarer and a helluva lot more playable than its namesake forebear.
     
    Interviews:
    There are so many people to talk to about this compo over the years it has been around and bolstered the homebrew community. How do I even approach an interview section? I interviewed Damian recently, and I’m hoping to talk to Joe and Paul for a separate piece, so I decided for this one, I would reach out to those most currently and heavily involved in running the competition. Otherwise I either tried reaching out to other people involved or decided I needed to draw a line somewhere to ensure I could finish this episode when I wanted to. I hope you enjoy these interviews.
     

    Matt Hughson
    @matthughson
    -It’s great to interview you again! Last time, we talked about From Below, I’m excited to talk to you this time about your role in the NESdev Coding Competition. When did you first become involved in the compo, and what is your role? How has that role evolved over time?
    Originally, I became involved in the competition as a participant, when I entered an early version of my game Witch n’ Wiz into the 2020 competition.
    The following year I volunteered to help run the competition when the original organizer didn’t have time to run it anymore. That was in 2022, so 2023 was my second time helping to run the competition.

    Screenshot from Witch n’ Wiz
     
    -In your opinion, how has the competition itself evolved over the years? How has it grown? Where would you like to see it go in the next few years?
    I think the most obvious change was in 2022 when the competition was moved to itch.io where it now lives. This exposes it to a lot more people and has a more professional suite of tools for presenting, submitting and judging games.
     
    -I’ve tried to pay closer attention to the compo’s discord lately, and among other subjects, I’ve noticed some meaningful philosophical discussions, such as whether the name “NESdev Coding Competition” is still fitting, how to structure eligibility rules, and to structure voting. What are your thoughts on these questions, and are there other meaningful questions you’ve noticed that this competition has raised?
    The crux of these discussions seems to center around the ease at which someone can create an NES game now. It is no longer a guarantee that all entries are serious efforts. You can now create a complete Sokoban game in a few minutes, and it isn’t always obvious when that is the case.
    It used to be a right of passage to be able to create anything for the competition, but that’s not really the case anymore, and it causes a bit of friction with what the competition has traditionally meant. I see it as a microcosm of the homebrew scene at large, to be honest.
    My feeling is that we should embrace the inevitable and run the competition more like a traditional game jam. There are more entries than most people would be interested in playing, and there may be lots of “low effort” entries. The final score and the judging will sort it all out in the end though, and the average player will only check out the top entries.
     
    -This competition has a meaningful influence beyond itself. What impact have you observed this competition to have on other compos, on the NES homebrew scene, and the overall homebrew scene?
    I see the competition as a yearly celebration and something for the community to rally behind. I don’t think many people see winning or losing as a big part of it, but rather just see it as a great excuse to create something in a low-pressure scenario (where the expectations aren’t too high).
     
    -Do you feel the competition has been influenced in any meaningful way by other compos, and the wider homebrew scenes?
    Not really, but I certainly look at the NESMaker ByteOff awards as the high bar to strive for, and the GBDev competition comes across as extremely polished and professional. I kind of like that NESdev competition has a bit of a home-grown vibe though.

    This year’s competition is already underway!
     
    -What about the impact of the competition on your own work as a homebrewer?
    I’ve found it super motivating to work on games for the competition. First, the potential to have my game on a physical cart was something that really excited me. And then being able to use the competition as a sounding board for different ideas is valuable.
     
    -Do you have a favorite all-time competition entry? What about a favorite entry that’s gone on to a full game release?
    I think my favorite would be Spacegulls. Maybe that’s a bit of a cope on my part, since it is the game that beat my entry (Witch n’ Wiz) in the 2020 competition, but I pick it because it is such a solid, fun experience start to finish. It doesn’t feel like a game jam, or a demo. It feels like a full project.
    My favorite game that went on to a full release is probably Nebs n Debs, which I consider my favorite homebrew of all time.

    Screenshot from Spacegulls
     
    -What trends have you noticed among competition entries past and present?
    Morphcat are very good at making NES games 😊
     
    -Do you think there are any patterns or common qualities shared by competition entries that tend to score higher?
    I haven’t thought about it too much, but I think the games that feel like complete experiences do very well. Games that require multiplayer tend to struggle.
     
    -Do you have any advice for people considering entering in next year’s competition?
    Just do it! I don’t think I’ve ever met anyone who regretted entering, but I’ve met many who regret missing it. You’ll also notice that there are lots of people who come back year after year, so it must be fun!
     
    -I really appreciate you taking the time to talk with me and share your experiences again. Is there anything else you would like to tell readers and fans?
    Nope! See you next year!
     
     

    M-Tee
    @mteegfx
    -It’s great to interview you again! Last time, you were one of my first interviews, and we talked about Project Blue, I’m excited to talk to you this time about your role in the NESdev Coding Competition. When did you first become involved in the compo, and what is your role? How has it that role evolved over time?
    My pleasure as always! So, long story short…
    …in 2016, I was hired to illustrate a book on NES homebrew, which led to a few months of research and brainstorming (i.e., digging through forum posts and downloading ROMs). The job eventually fell through, but all that diggin’ led to two things:
         1) me falling in love with a whole bunch of earlier homebrew titles; and
         2) a real hankerin’ to draw them.

    Fan art of Memblers’ Munchie Attack and NovaSquirrel’s Forehead Block Guy
    So, the next year, I illustrated a couple of older compo titles and pitched myself for the next multicart’s cover art. Folks seemed to dig them, welcomed me aboard, and then I got to make the arcade-themed packaging for Action 53 Volume 3.

    Action 53 Vol. 3 print assets (image courtesy of Infinite NES Lives)
    Since then, I’ve handled the graphic design and most visual assets for the competition, its multicarts, and eventually, the Action 53 itch page.
     
    -In your opinion, how has the competition itself evolved over the years? How has it grown? Where would you like to see it go in the next few years?
    The original goal of the competition, I hear, was to encourage folks to bite the bullet and release whatever projects they were working on—which it still does successfully. As long as we keep getting a healthy mix of newcomers and veteran developers participating, compo day will continue to be my Christmas morning.

    Nothing else encapsulates the nostalgia of waking up to a new NES game or two than compo morning.
     
    -I’ve tried to pay closer attention to the compo’s discord lately, and among other subjects, I’ve noticed some meaningful philosophical discussions, such as whether the name “NESdev Coding Competition” is still fitting, how to structure eligibility rules, and to structure voting. What are your thoughts on these questions, and are there other meaningful questions you’ve noticed that this competition has raised?
    To be honest, there has never been any consistent branding to the competition’s title and formatting. Even on official pages, it’s wildly inconsistent, and as such, a nightmare when trying to decide what to put on the cart packaging or promo images.

    rampant title and formatting inconsistencies
    ·        Is NESDEV part of the competition title or not; and if so, is it Nesdev, NesDev, NESdev, or NESDev?
    (5 options)
    ·        Does the year come before or after NESDev?
    (2 options)
    ·        Coding is in the name, but no one ever mentions it colloquially, so Coding or no Coding?
    (2 options)
    So, there have been at least twenty (5×2×2) title format variations I could choose from, all with justifiable precedence. 
    What did I do when I needed to choose one? I combined them all for the mouthful that was The NesDev 2019 NES Coding Competition Multicart, and stylized it in all-caps stylization to gracefully avoid that decision.

    Compocart 2019’s web manual header
    But that only lasted for two competitions. I don’t remember who suggested dropping Coding, but I’m glad it and the redundant NES are gone. Now the title is now much more inline with its colloquial one anyway.

    Assets through 2028 have been produced with this format, so hopefully it won’t change soon!
     
    -Do you feel the competition has been influenced in any meaningful way by other compos, and the wider homebrew scenes?
    In fact, the above naming inconsistency is one of many indicators that the compo isn’t a commercial endeavor. It’s not really branded, polished, or shiny. Its title is literally just a description of what it is, and it’s run with virtually no hierarchy by a fluctuating wave of volunteers. Ultimately, whoever is handling whatever task has the final say on their contribution, often resulting in mild chaos, delays, decision paralysis, and more…
    …but that’s also its charm!
    No one seems to have any motivation (or opportunity) to profit, and as a result, there are no airs put on. Another key element to its appeal is how downplayed the competitive aspect is: no theme and no time constraints (aside from a deadline). But if someone wanted to work on a title for years and submit it, they could!
    So, I guess I’m saying that flashier competitions or bigger jams can be great, but I’m glad that this compo has its niche and is filling it.
     
    -This competition has a meaningful influence beyond itself. What impact have you observed this competition to have on other compos, on the NES homebrew scene, and the overall homebrew scene?
    Confession time! When I entered the homebrew scene, there was a dichotomy of release philosophies: either free ROMs or a costly physical-only cart. I’ve never been quiet about my opposition to physical exclusivity, so it should be no surprise that there was a cheeky little devil on my shoulder, cheering every time an unusually polished compo entry was released for free.

    The devil on my shoulder
    (AKA Lord A’zul from La Patifferie, a title Wendel Scardua, Raftronaut, and myself
    started for a past compo, but sidelined for scope creep)
    These days, affordable digital releases are the norm, so that’s not really a factor anymore. However, I still use the 2016 compo (Nebs n Debs, Twin Dragons, Filthy Kitchen, etc.) as a major milestone when separating eras of NES homebrew history.

    2016: The year in which five potent platformers swept the top of the competition
     
    -What about the impact of the competition on your own work as a homebrewer?
    The social aspect of collaborating on an entry is genuinely one of the high points of my year. Knowing that my teammates would be bummed out if we didn’t get something submitted is quite a motivator (even if it means ditching a larger project, and starting a smaller one, often days before the deadline, which we’ve been guilty of thrice so far 😅). 

    The entries I’ve collaborated on so far:
     Łukasz Kur’s Gruniożerca 2 and Gruniożerca 3 (the latter also with Chip Jockey)
    Wendel Scardua’s Bare Metal 2.0, HBC Phutball, and Miroh Jr. (the latter two with Raftronaut)
     
    -Do you have a favorite all-time competition entry?
    My top five favorite NES games are (currently): Miroh Jr., Megaman 2, Blazing Rangers, Bubble Bobble, and We Are Hejickle. Two of those are compo entries (and one of them I co-designed with literally me as its target demographic, so is that cheating?)

    A totally unbiased look at the five objectively best NES games of all time
     
    -What about a favorite entry that’s gone on to a full game release?
    I typically prefer smaller standalone entries (Böbl or Espitene for instance) to those which tease a larger game. That said, there have been quite a few games that really deserved, but never got, a more fleshed out version. And of those, none has left me hungrier than Nalleland. 

    Nalleland: A superb platformer with DK ‘94-style depth of movement, but only one level… ㅠㅠ
     
    -What trends have you noticed among competition entries past and present?
    Every year, we seem to get:
    Humble projects from first-timers; Exploratory side projects from veteran developers; and… Multiplayer-only (or at least multiplayer-heavy) titles. Those last ones often get less love, but are the ones I look the most forward to because there are so few multiplayer NES releases outside of the competition. Having friends over? You could make a heck of a party cart by throwing the multiplayer compo titles from each year into a folder.

    Just some of the awesome multiplayer titles across compo years (pictured):
    RHDE, Spacey McRacey, No Good Can Come of This, LightShields, Super Homebrew War
    NNNNNN, Spacegulls, HBC Phutball, CatMercs, and Tiny Golf
     
    -Do you think there are any patterns or common qualities shared by competition entries that tend to score higher?
    Because judges are the developers themselves, and that roster changes every year, I think the scores are generally more reflective of that year’s judges than of the games. That said, the feedback is still invaluable. The competition forces a couple of dozen other devs to not only sit down and play your project, but to tell you where they think it could be improved. It’s an extraordinarily rare opportunity, and an aspect that’s often overlooked.
     
    -Do you have any advice for people considering entering in next year’s competition?
    Do it!
     
    -Any news on when fans can expect cartridges for Action 53, Volume 4 or subsequent competition carts?
    There have been a lot of delays (many, but not all of them my fault, I promise! 😅). But now with Broke Studio at the helm, I suspect we’ll get Action 53 Volume 4 soon. After that, we’re currently… four years behind the compo . Each has a planned standalone release, and I hope that they’ll make a very nice set of shelf candy one day. Hopefully we can get them out in waves that’ll eventually get us caught up to the competition year too. Fingers crossed, eh?

    The most recent revision of the Action 53 Vol. 4 cover art.
    It’s a wraparound, so the other 29 titles are shown on the box and spine.
     
    -I really appreciate you taking the time to talk with me and share your experiences again. Is there anything else you would like to tell readers and fans?
    Next time you almost click an OMG! Hidden NES Gems?! youtube video, save yourself the heartache and dig into past compos. Some of the console’s best and most interesting games are hiding out in there, and a lot of great titles get overshadowed by the compo big guns.

    Mike J. Moffitt’s Karate Kick for instance…
     
    Conclusion:
    Thanks for tuning in to this latest episode of the series that shares the adventures behind the latest newest homebrews making their way to you. What are your views of the NESdev Competition as a pillar of the homebrew community? Which of this year’s entries do you hope will get a full release? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     


  8. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 26: Alwa’s Awakening

    Introduction:
    The deep catalog of 8-bit inspired games has fired up enthusiasm for retro content, leading to the development of similar new games, hunger for the old games that served as the catalyst for this new appetite, and adding momentum to the homebrew games that bridge the gap between them. Some of the most popular of these retro/modern hybrids hew so closely to the limits of the hardware that defined those bygone eras which inspired their work that they could play on those very consoles with a little tweaking. And once in a while, someone decides to make those tweaks, adapting a game so it may cross the bridge from 8-bit inspired to truly 8-bit. Not different enough to be demakes, these adaptations make you question whether there is any difference between the game on modern or older platforms, so smooth and seamless was the work.
    For this entry, I’m covering Alwa’s Awakening, an action platformer developed by Elden Pixels for the Nintendo Switch, PlayStation 4, Xbox One, and PC, and brought to the NES by Brad Smith (of Lizard fame). As of the time of this writing, Alwa’s Awakening is sold out in its physical and digical iterations, but is still available digitally on Steam here.
     
    Development Team:
    Mikael Forslind: game design
    Robert Kreese: music
    Kevin Andersson: programming
    Alexander Berggren: pixel art
    Brad Smith: NES port lead programmer

    Full physical glory
    Game Evolution:
    Alwa’s Awakening first dawned on its creators in 2014. The crew at Elden Pixels worked tirelessly on the game so it could be released in 2017 for the PC, Nintendo Switch, PlayStation 4, and Xbox One. In response to the praise Alwa received, Elden Pixels released the soundtrack on a functioning NES cartridge in 2018, which included a guest track by Prof. Sakamoto, and a limited edition 50 cartridge run published by Mega Cat Studios.
    News of an actual 8-bit port of the original game began with Paul “Infinite NES Lives” Molloy livestreaming a series of development sessions in which he worked on a faithful fan port of Alwa’s Awakening. The first session was held on January 17, 2019, continuing for a total of 49 livestreams that concluded on January 30, 2020.

    Screenshot from one of Paul Molloy’s dev streams
    As Paul pivoted to focus on other projects, Elden Pixels officially tapped Brad Smith to port the game. Elden Pixels didn't snooze on their development updates as teasers poured in from Twitter, stirring fans when pre-orders opened on September 14, 2021, through publishers Retro-Bit Publishing and Limited Run Games. Two major options were on offer: a special physical release with a CIB and frosted clear cartridge, an exclusive slipcover, a booklet with developer interview, a mini level poster, an animated lenticular card, and a certificate of authenticity; also available was a hybrid “digical” tier with an 8 GB USB of Zoe containing the game, manual, developer interview, and digital wallpapers with exclusive artwork, and a displayable package for the Zoe drive. The new port advertised new areas and songs allowing players of the original game some new content to enjoy. Over the course of the summer of 2022, fans would rise and shine, finding their copies waiting in their mailbox, while this iteration of the game was released on Steam on July 1, 2022.

    The digical edition
     
    Gameplay:
    Alwa’s Awakening describes itself as an adventure game inspired by forebears such as Battle of Olympus and Solstice. You play as Zoe, a gamer girl who dozed off while playing her favorite game only to wake up in the game itself. Finding herself in the land of Alwa, Zoe is called to answer the people’s pleas for help. She must find and defeat the four Protectors, collecting their items in order to open the path to a final challenge. The people you meet and the items you collect along the way will help you navigate Alwa in your quest to defeat Vicar.
    Gameplay includes you moving from one screen to the next, using your skills to get to the next area (or recognizing which areas are inaccessible for now until you acquire a vital tool). The controls are straightforward: the D-pad moves Zoe, the A button allows her to jump, the B button unleashes an attack or action, the Start button switches to view your map and inventory, and the Select button toggles through your magic. Along the way you will acquire the means & magics to go farther and fight harder.

    Screenshot from Alwa’s Awakening
     
    Review:
    Alwa’s Awakening is an enveloping adventure, the kind that mesmerizes players so well they won’t realize they have been playing all day. I often note that a game would have fit in well alongside the games it emulates, but in truth, Alwa would have dominated the market back then. A stunning, well-balanced game that had it been released in the 80s or 90s might well have pushed out the games it draws inspiration from. In all likelihood a licensed-era 8-bit Alwa would have launched a franchise that would have changed gaming history and probably led future developers to call their games an Alwa-like. Once again, we have an example of the quality that homebrew can bring, when a labor of love can develop independent of profit-minded corporate timetables.
    Gameplay is at its core straightforward for an adventure game, but Alwa pulls its modern game sensibilities into the 8-bit realm. The map details your progress trekking through this fantastical world, helping you find important locations such as checkpoints, warps, and the Protector bosses, and thus identify your path. Upgrades to your magic likewise open more of the world to your exploration, such as the power to break blocks, create blocks, or float on bubbles; abilities which remind me as much of Battle Kid and The Mad Wizard as Zelda II and Battle of Olympus. The world is full of secrets and there is a completion percentage à la Kirby’s Adventure that will delight (and frustrate) completionists. Challenging without being overly hard, you share Zoe’s wonder at this new land and feel a sense of envy for a character living your childhood dream.

    Screenshot from one of Brad Smith’s dev videos
    Graphically Alwa’s Awakening seems like it must somehow be breaking the NES’ color palette limits, such is the stunning beauty of its sprites and backgrounds. Not only do players enjoy a wide range of color spanning the world’s many screens and environments, but the scenery seems deeper and richer than what we’ve seen before. Alwa is such a wonderfully crafted world, that even after you turn off the game, you might imagine the lore surrounding the land, writing a prequel tale in your head as you anticipate playing more later. The soundtrack moves in tandem with the graphics, offering adventurous tunes that prod you along and bolster your sense of epic purpose without feeling monotonous. Long before pre-orders for this 8-bit edition opened, I managed to track down a copy of the soundtrack’s chiptune cart and let me say that I popped that cart in one evening and happily sat back to listen to the entire playlist. The music alone was that enjoyable.
     
    Interviews:
    For the juicy stories about how this game came to be and then was reborn on the NES, I interviewed two prominent members of the development team about their backgrounds and inspiration…
     

    Mikael Forslind
    @MikaelForslind
    -Before we dive into Alwa’s Awakening, I would love to talk about you and your background. What first inspired you to become a game designer and producer? What is your origin story and the story behind Elden Pixels?
    Well, I've told this story a few times but I've always been interested in creating digital stuff. I made my first "game" back in the late eighties when I created this maze-like Zelda clone where Link was this giant green block and you walked around on this map. The computer I used was so old so there was no way of saving anything so I remember spending a whole day creating the game and then being sad when I had to turn the power off and the game was deleted.
    But fast-forward to 2014 and I got my first job in the gaming industry as a marketing manager at then indie studio Image & Form (makers of the SteamWorld games and now merged into Thunderful) and although I did feel I knew quite a lot about marketing and the art of video games I didn't know how to make them myself. I felt I wanted to learn that skill too so I got a group of friends together and during the span of about two years we created Alwa's Awakening and released it on Steam early 2017. We made the entire game ourselves on nights and weekends and the plan was to release it and leave it at that but the game became quite popular for a small indie title so we knew it had more potential. During the development I kept my regular job as a marketing manager and about four years ago, I decided to go full-time with Elden Pixels so I quit my normal day job and me and two of the original members of the team started full-time and we began working with the sequel Alwa's Legacy.

    Screenshot from Alwa’s Legacy
     
    -In addition to being a game designer, you have a background in business and marketing from such companies as Image & Form and Zoink. In what ways has your past experience informed the work you do at Elden Pixels?
    I worked as a marketing manager for about four years before I started Elden Pixels so I learned a lot being there. I learned different things from the two companies I worked at and one was the importance of brand consistency. We keep making pixel art platformers because that’s what we know how to make and our community enjoys. It wouldn’t make sense for us to delve into something completely different like a mobile city builder game or something like that. Unless we find a large pot of gold at the end of a rainbow, in the foreseeable future we’ll keep on making these types of games. Another nice thing about working in the business a few years before venturing into your own is the friends you make. There’s a bunch of people from Image & Form and Zoink that worked with us on our Alwa games.
     
    -Which do you find more invigorating, level & game design or marketing?
    That’s an interesting question because I don’t really know. A big problem we have is the fact that I’m both producer, CEO, Game & Level Designer and I also run our social media. It worked well when we only had one game to work on (Alwa’s Awakening) but now we have two games we made ourselves, one we published called Cathedral and also the NES version of Alwa’s Awakening. It’s a lot of overhead just making sure all the gears in this company spins in the right direction. Hypothetically if we found a million dollars somewhere and could have more freedom I think I’d hire a biz/producer person and I’d take on a more creative director role. I like creating stuff and I draw a lot of inspiration from movies I love. For example this Summer during vacation I wrote a script for our new game and put together an ending for it and the other day I pitched it to the team and they were all really excited! Stuff like that makes me really happy!
     
    -Who are your influences? And whose work are you watching closely now?
    We went full-time with Elden Pixels in 2018 and the year after that I became a parent for the first time so there has been a lot of life changing things occur the last couple of years, meaning I find no time to play video games or to do really anything else except take care of my family and my company. Sure, I check Twitter every now and then and I see other cool developers doing stuff but I’m so out of the loop these days. I even took a week’s vacation to play Elden Ring but the same week we moved into a new apartment so the game is still in its plastic wrap. When it comes to influences I take almost all my inspiration from the world of cinema. The game we’re currently working on draws a lot of inspiration from movies like They Live, Jacob’s Ladder, Leave No Trace and The Girl With All The Gifts. If you look closely, almost every name, achievement etc. in our previous games are references to movies.

    Perfect, it’s been awhile since I woke up screaming in the night
     
    -What tools do you use for your level design work?
    We use Tiled Map Editor to make all our levels and we've had it ever since we started making games in 2014. It's such a great tool and I just love working with it. Throughout the years we've also implemented a few middleware tools between Tiled and our game engine that really makes the process of creating a level very quick. The programmer of Tiled is also very kind and he even helped us add a few things we needed for our current game.
     
    -What to you, make for a well-designed and fun level?
    I love playing metroidvanias and I love exploring in video games so a good game with a nice map and something fun to explore is all I need. And also what I want to create myself. I think a lot of the games today are too big so a nice shorter experience in the region of 6-10 hours is great I think, so shorter levels that are fun to explore is my kind of thing!
     
    -What are some underappreciated strategies to marketing a game effectively?
    As I mentioned earlier we’re quite understaffed when it comes to marketing since I never find the time to do anything really, I really don’t know. But what I found in my eight years or so in the industry is that it really helps being a nice guy and to treat everyone with respect and kindness and always help out as much as possible. I remember sending review keys to this guy years ago when the site he worked on had little to no traffic and one time we bumped into each other and had a talk, and now years later he works at IGN.
     
    -Where did the initial idea for Alwa’s Awakening come from?
    I was over at a friend’s house playing video games and we played two games that stood out. One was Battle Kid, which is a NES homebrew where you go through room by room fighting enemies but what’s really cool about that game is that each room is almost like a puzzle and you have to know exactly what to do and do it precisely in the correct order to get to the next room. And the other game we played was Trine 2, which we played from start to finish in one sitting. An idea popped into my head of making a NES game that takes the quick action gameplay from Battle Kid but instead of a robot we have this cute but capable magician that explores the world like in Zelda II or The Battle Of The Olympus.

    An underrated gem in the series
     
    -What is the working dynamic like across the whole team at Elden Pixels generally? What was the working dynamic like in the development of bringing Alwa’s Awakening to the NES? How did you first connect with everyone?
    When we made the first Alwa’s Awakening for PC in 2016 it started with me writing a game design document and then looking for a team. I knew Kreese who made the music from a gaming convention we used to run together so he was on board right away. BG (Alexander) the artist actually had made some artwork for the same convention so I knew he was skilled with pixel art so I just sent him a message and he was also on board! Finding a programmer was a bit more challenging but I found Kevin who was actually a level designer but he learned to program for Alwa’s Awakening, which is really impressive! For the NES game we hired Brad Smith, who’s a skilled NES programmer and we remade the game from scratch so it would work on NES. It was a fun project!
     
    -Alwa’s Awakening was first released in 2017. What is the story behind the game’s evolution from a modern game to an NES game?
    The original game idea was to make a NES game but we quite quickly realized it would be one heck of a challenge so we decided to go with Unity, which is a modern game engine. And we made and released the game, but throughout development we made sure to keep the NES limitations as much as possible because who knows, maybe one day we’ll port it to NES? Well, the years passed and in 2019, a guy called Paul started to make a fan-made NES port and he came really far with the game. Since he live streamed the entire thing it caught the eye of a publisher and they reached out to us asking if we’d be interested in releasing it commercially. We were but Paul wasn’t able to commit to such a task so we put out a job ad and we messaged Brad Smith, which we knew from his previous game Lizard and after going back and forth for a while we signed a contract and he was on board! The rest is history.
     
    -With the NES iteration of Alwa’s Awakening, you’re working on a game for decades-old hardware. How does producing a game for the NES compare to your experiences producing games for more modern hardware?
    From my perspective as a level designer it wasn’t that different. We still used Tiled as our level editor and quite quickly when we first started working with the game we were able to just have all the original levels loaded into the game and we were able to move around. Brad wrote this really cool script that basically took everything we had in terms of levels, art and dialogue and just put it into the game and it gave a warning it it wasn’t compatible with NES so the first time we loaded everything up we had like a thousand warnings and day by day, week by week we remade the levels, edited artwork, reduced colors, edited strings until one day it had zero warnings, it was the best day!
     
    -What new challenges or surprises surfaced in developing Alwa’s Awakening (both initially and for the NES) as opposed to previous projects? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Well, you’re not going to get rich making NES games. It was such a cool game to work on but if we cared more about money it would probably have been a better idea to work on something else. And with everything going on with the world right now with the pandemic, lockdowns, war in Ukraine and environmental crisis manufacturing and shipping this game around the world has cost an insane amount of money. I have to think long and carefully about doing another physical game.
     
    -There has been a lot of support and enthusiasm for Alwa’s Awakening, from the original game, to the announcement that the game would be ported to the NES, to the game’s ultimate release. How does it feel to see so many people excited for this game?
    It feels both great and “business as usual”. Don’t get me wrong, I love it when someone likes our games but I’m coming up on soon ten years in the business and I think almost every title I worked on has become a physical release, so you almost get used to it. But what makes me really proud and happy though, is the fact that Elden Pixels now employs three people full time. We made a lot of games that make people happy, we’ve given money to charity and can continue making quality single player video games in a gaming industry that’s evolving more and more into subscriptions, DLCs and shitty business models. The fact that we can survive and make games makes me really happy and we have our community to thank for that.
     
    -What aspects of Alwa’s Awakening are you most proud of?
    When we developed the original game for Steam a few years back we were really keen on making it very accurate to the NES hardware and we succeeded in that. When it came out most people were really positive but there's always a few that would comment that it "would never work on NES" and "looked too modern". But then years later we were basically able to make a 1:1 port on the NES and it worked exactly like we hoped.
     
    -Are there any other projects you have lined up on the horizon? Any dream projects? Are there any plans to bring Alwa’s Legacy to the NES, or at least another soundtrack cartridge?
    Right now there are no plans to release anything more Alwa related, we’re finishing up the Alwa’s Awakening Evercade release but after that we’re planning to focus entirely on our new game, which is a platformer adventure game of sorts with a killer soundtrack. We have posted a few pics online but we’re hoping to officially announce it next year, can’t wait to hear what people think of it!
     
    -Are there any homebrew games in development that you are excited to play?
    I got a chance to play a cyberpunk NES adventure game called Courier, which I really enjoyed. The art looked great and the hour or so I got to play was really cool, really looking forward to seeing it released! There’s also a fan-made Battle Kid game being played, which I can’t wait to get my hands on. I tried the demo and it was very well-made.

    SOON
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    No worries, thanks for allowing me to rant about our games. I’ve got nothing more to add really. Be kind to yourself and people around you. Thanks to everyone who enables us to keep doing what we’re doing.
     
     

    Brad Smith
    @bbbradsmith
    -Before we dive into Alwa’s Awakening, I would love to talk about you and your background. What first inspired you to become a game developer and musician? What is your origin story?
    My family's first computer was an Atari ST. I loved a lot of games on it, especially Bubble Bobble, which I played a lot with my dad. At a young age I found at the library a series of books by Usborne on BASIC programming for kids. That's where I got started with programming. I decided I wanted to make video games then, and it's been a lifelong pursuit.
    Music has been my other major interest. My parents encouraged me to take piano lessons early on, but what I really wanted to do was compose music. I especially liked making music with my computer, because I didn't need to deal with instruments or performers, I could just put sounds together. It also tied in with the video games thing. I really loved game music as much as other kinds, and seemed natural to try and make music like that at the computer.
    The Usborne books are now available for free online, in case you're curious or want to link them: https://usborne.com/ca_en/books/computer-and-coding-books
     
    -In terms of both game development and music, who are your influences? And whose work are you watching closely now?
    Some early game experiences that really influenced me: Bubble Bobble, for its unique concept and cutesy style. The original Prince of Persia, for the quiet way it lets you explore space, and its immaculate sense of presentation. Final Fantasy IV, for introducing me to the longer-form storytelling and character development of JRPGs.
    I try to play a variety of games, and maybe more of them are old than new. I don't know if I'm into a specific genre; I think mostly I just try to play something different than the last thing I played. Old games often have strange design decisions that are unpopular in recent games, and they give me a lot of ideas to think about. Recently I've played through Ys I, Blaster Master, and Death Stranding. Currently I'm deep into Yakuza 0 on my PS4, and slowly getting through a strange Amiga sci-fi maze game called Enemy: Tempest of Violence.
    I feel similarly about music. I listen to old and new things, and music is much older than video games so "old" goes back a lot farther. I liked a lot of game music, but maybe "Secret of Mana" was the most inspiring of all for me. It really made me want to write music. I heard "Switched on Bach" as a kid, and the sound of synthesizers being applied Bach was an instant hit for me. Later I found another album by Wendy Carlos called "Beauty in the Beast" which had an incredibly unique exploration of tuning systems and sounds... it gave me completely new ideas about what music could be, and it's a shame to say that it's been out of print for many years. Nine Inch Nails is another artist that meant a lot to me, especially since I knew it was mostly one guy with a computer, it encouraged me to do the same. More recently I've really enjoyed the game soundtracks of Machinarium, and CrossCode.

    Screenshot from Machinarium
     
    -How would you describe your design aesthetic, what to you are the hallmarks of a game made by you?
    So, I can't take any credit for the aesthetic of Alwa's Awakening. My work on that game was to make someone else's design into something the NES could run. I probably did have some influence on the design of the NES version, but it's more subtle.
    For my own NES game Lizard, I think the one thing I usually tell people is that they will get lost. I wanted to make a game that doesn't tell you where to go, so that you go explore on your own, lose your way, and then can (hopefully) have the joy of finding it. I don't think everyone likes this feature, but it's a kind of game I felt I hadn't experienced in a while.
    So, maybe the question of what the hallmarks of my games are is something that will have to wait many years, for me to finish several other games that we can look back on and compare. For now I'd say I want to explore game ideas that I feel are under-served. I look at old games a lot because I think there are a lot of cool concepts, and weird ideas, that are worth exploring some more in a new context. I'm interested in a lot of different game genres... but maybe I'm just mostly interested in variety. I want to make a game that I'd like, that someone else isn't going to. What that means will probably change a lot for each game, if I manage to make more.
     
    -What tools do you use to code and compose for your games? What is your creative process?
    For code, I use a variety of languages for different purposes. Assembly code to run on the NES. Python script or other languages for tools used in making the game. C++ for stuff on the PC that needs to run efficiently. There are differences between programming languages, but I just try to find a specific one seems good for the situation at hand. There are a lot of different assemblers, or C compilers, and there are many ways to accomplish the same task. If I need to find a different language or tool, I just try to learn whatever that is and get comfortable with it.
    For music, I probably do the broad level composition at a piano or guitar, or in my head, or on paper. When I have a few ideas, eventually I start to put them together in some form more specific to the end goal. For NES music I mostly use a free tool called FamiTracker. After I get the main ideas in, I need to work on the finer details, and FamiTracker has an excellent simulation of the NES sound that lets me get it right before I go to the real machine to test it out.
     
    -The list of projects you’ve worked on spans decades. Have you noticed any changes/evolutions in your style or game development preferences over the years?
    I started professional game development in 2006 after I graduated from university, though the projects of my own that I learned from go back many more years. At this point I really only have one major finished game that is my own, which is Lizard. The rest which has been published is work done for others.
    The things I wanted to make as a kid are pretty different than what I want now. As a kid, I wanted to make a game that simulated my own life, the daily activities of a young schoolboy. As a teenager, I wanted to make a JRPG, and I dreamed of working for the short-lived SquareSoft USA. In university I wanted to make a rhythm/music shoot-em-up. There were projects for each of these that got to various stages of development, but the only games I finished were small things, like pong or bowling. It took me a very long time to learn how to commit to a big project and finish it, which in a lot of ways is its own separate skill, different from other things I had to learn to be able to make a video game.
     
    -How did you come into the role of working on Alwa’s Awakening as lead programmer? What was the working dynamic like in the game’s development?
    The people at Elden Pixels had played Lizard, so they had seen some of my work. They approached me when they were looking to start this project, and I guess they liked the plan I laid out for them.
    I worked from my home in Canada, and we talked continually as development progressed. In the early part of the project, I focused on getting tools ready for the other team members to make content and be able to test it on the NES. The first major thing was a tool that built the game maps and could view them on the NES. As they were working on building the world map, I could focus on the next thing, like making sprites and animations possible. Later in the project I think the others were working a lot on testing and tweaking things, while I was trying to get all the remaining small features in, or fix problems as they came up.
    As with any project we sometimes had worries and disagreements, but I very much enjoyed working with them, and I'd like to do it again if another opportunity comes up.

    If you made a world as stunning as this, who wouldn’t hire you?
     
    -Did you have a different attitude toward developing Alwa’s Awakening compared to developing your own games, such as Lizard? Is the experience of developing them different? Does making a port of an existing game impose limits on what you can do with it? Was the experience analogous to your work on MOON8 in which you brought Pink Floyd’s Dark Side of the Moon to the NES?
    With Lizard, I could spend as much or as little time as I thought any part of the game needed. The decision was always mine. With Alwa's Awakening, I had to continually estimate various things that could be done, and let my employer decide what was important. So... it's a lot different in that way. I'm not free to explore tangents the way I would on my own project.
    I wouldn't say MOON8 was very much like either of those projects. Mostly it began as listening to the music and transcribing it into FamiTracker. I did a lot of music transcriptions over the years, either so I could play something myself on the piano or guitar, or if a band I was in wanted to play some covers. I like rearranging music like this, transforming it into a different sound for different instruments.
    So for MOON8, it was all about exploring how different it would sound if it had to be played through the NES as an instrument. With Alwa's Awakening, instead my main goal was just to make it as close to the original PC version as the NES could manage. Instead of exploring the difference, I was trying to create a meticulous facsimile. We did of course have to make some adaptations for the NES, but we still wanted it to feel like the "same" game. A lot of the more significant ways it had to be adapted, e.g. simplifying the sprite colours, or rebuilding the world for the 4:3 aspect ratio of the screen, were creative decisions made by other members of the team.
    A link to one of my first solo guitar transcriptions, the underwater music from Super Mario Bros.: https://www.youtube.com/watch?v=cV7C2wDs9B8
     
    -There has been a lot of support and enthusiasm for Alwa’s Awakening, from the initial announcement that the game would be ported to the NES, to the news you were taking over as lead programmer, to the game’s ultimate release. How does it feel to see so many people excited for this game and your work on it?
    It's been a huge relief to see people finally get their hands on it. The physical release took a lot longer than expected, and though my work was long finished, the wait for a release still weighed on me a lot. I felt we had done great work with it, and I was really looking forward to seeing how people felt about it.
     
    -What aspects of Alwa’s Awakening are you most proud of?
    I was really surprised how I felt about the game as it was coming together. I'd figured by now the novelty of getting something to run on the NES would have worn off on me... but as it became more and more complete, and I could sit down and just play it. There's still magic there. Something special about having it run on the real machine.
    I'm very happy with how it turned out. I think we captured everything essential about the original. Maybe I'm most proud of the animation system, which let us keep the entire animation set of the main character. I don't think we had to sacrifice even a single pixel on her.
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects? Collaborations?
    I don't have any concrete things that I can talk about right now, but I am working on things. In the past months I've been spending a lot of time getting to know the Apple II, and the Super NES. You can expect stuff from me on both those platforms in the future. I'm not quite sure what they will be yet. For now I've released a few small demos, experiments, and ROM hacks for SNES.
     
    -Will there be a cartridge release of Famicompo Pico 2 like there was for its predecessor?
    Probably not. I made the ROM for it, but the physical release isn't my project. Given how many years have passed now, I don't know if Famicompo Pico has a current custodian who would make a cartridge happen.
    I'd like to make a ROM for Famicompo Pico 3, at least, which has been in my plans for a very long time, but I will need to set aside some time for it.

    The Famicompo Pico 2014 ALBUM by the bitpuritans, still available at InfiniteNESLives
     
    -Are there any homebrew games in development that you are excited to play?
    A few months ago I really enjoyed playing through Jay and Silent Bob: Mall Brawl with a friend. I thought it played very well, and it was longer than I expected. Really fantastic game.
    Another recent one I liked a lot was Witch n' Wiz, which is a very pleasant puzzle game, and it had some great attention to style and detail.
    As for stuff that's currently in development... I think I try not to get my hopes up about games that aren't already out. I've seen a lot of great ideas get started, and then disappear. I don't consider it a fault, and my own life has been littered with unfinished projects, so I definitely understand, but I've developed a bit of a callous toward it. I sometimes test in-progress things for friends, and I try to help and encourage people that are working on stuff, but I don't have any expectation that any particular game will make it to release. This applies to big budget games too: I've seen firsthand how frequently these get cancelled well into development.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Thanks for being interested enough to ask. I don't have anything to add right now, but I guess anyone wondering what else I have to say might go to my website, or maybe look me up on twitter.
    https://rainwarrior.ca/
     
    Conclusion:
    Thanks for tuning in to this latest episode of the series that explores the new and exciting goings on in the homebrew community. What are your thoughts on Alwa’s Awakening and its developers? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

  9. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 22: Fire and Rescue

    Introduction:
    Among the many homebrewers I have been privileged to interview, several were also academics: professors who teach game design and development by day, and by night put into practice those same lessons into their own passion projects. Their expertise is expressed through their style, and sometimes traces of the teacher are apparent in their games, either highlighting the lessons they value most or serving as a piece of learning material in itself. Homebrewers often are eager to draw connections to the games that influenced them and to which they wish to pay homage, but there is something different we can eagerly expect when a brewer teases they hope for their full panoply of games to serve as a history lesson, highlighting the idiosyncrasies of their favorite games' features, reflecting the evolution of the NES’ offerings with each new game of their own.
    For this entry, I’m covering Fire and Rescue, a Black Box-style arcade game for the NES, developed by Skyboy Games. As of the time of this writing, the game is complete and available for purchase as a rom here, and a full, physical CIB is available here.
     
    Development Team:
    Skyboy Games (Robbie Dieterich): programming & music

    Better call 911, because this game is on FIRE
     
    Game Evolution:
    Fire and Rescue first teased its existence as early as June 6, 2021, when Robbie tweeted a brief clip of gameplay. Skyboy Games began work on the game in the wake of their previous game’s success: Orphea placed 2nd in Lost Cartridge Jam 2020.

    Screenshot from Orphea
    From that moment onward, Skyboy Games unleashed a veritable river of updates highlighting their progress, from the creation of the first test cartridge on September 16, 2021 (and a sample box 4 days later) to the confirmation of an eventual physical release on October 12, 2021. Before the year was out, Skyboy announced that pre-orders for the game were open on December 6, 2021 (closing 10 days later), with an option to pick up your own copy in person at Super MAGFest. Confirmation that the first copies were en route to players went out on December 17, 2021.
     
    Gameplay Overview:
    Fire and Rescue describes itself as an arcade-style game in the spirit of the NES’ early Black Box releases. You play as the brave firefighter trusted with saving your city and the innocent civilians who inhabit it from the host of fires ravaging your town. Using your water tank, you can go into each building and extinguish the fires within. Eventually your tank will run low, so you’ll need to hurry outside to refill it at the nearby hydrant. It’s a careful exercise in resource management, because fires can grow and spread over time, even shooting unextinguishable fireballs. And of course you must consider your own safety because you only have 2 hit points. In a fun nod to Ghosts ‘n Goblins, after the first hit you lose your helmet, and the second hit will kill you. In addition to fighting fires, you will need to save anyone trapped in the burning buildings by touching them and carrying them out one at a time to the waiting ambulance’s rescue point. Grateful citizens will leave power ups that can automatically refill your water tank or restore your helmet (and thus your health).

    Screenshot from Fire and Rescue
    The game’s controls are simple. Use the d-pad to move left and right, as well as up and down ladders. You can jump using the A button and spray water with the B button (you can spray water downwards by jumping and then pressing down and B while in midair). Select toggles options at the title menu, and Start chooses options at the title menu and pauses during gameplay.
     
    Writer’s Review:
    Fire and Rescue is a captivating arcade game that serves as a refreshing reminder of the kind of simple fun Nintendo delivered to pull the video game industry back from the 1983 crash. While we may also ooh and ahh over the latest development to push the hardware to its limits, Fire and Rescue exemplifies how the more recent games that populate our list of all-time favorites stand tall because they stand on the shoulders of the giants who came before. Fire and Rescue would fit in perfectly among the Black Box originals it emulates, but for all its stripped-down simplicity, it’s a stunning gem.

    Screenshot from NES Black Box classic Balloon Fight
    Gameplay includes some fun little details that add nuance. For instance, the entrance to each stage’s house includes a small set of stairs that you have to jump on in order to enter the house, otherwise you’re just walking in front of the building, and you cannot just jump up into the ground floor from standing outside in front of it. In addition to the layouts of each house and the distribution of the fires and civilians within, the placement of the ambulance and the hydrant relative to the entrance adds a dash of difficulty that will mess with your intuition. In similar touches that will challenge your assumptions and toy with speedrunners, you can jump off ladders while climbing them, but you cannot jump onto a ladder and start climbing in the middle of it to save time. This is cleverly balanced with strategic use of the dropped powerups to limit the number of times you need to go outside to refill your water tank. I had a laugh when I discovered you could jump out a window or off a balcony to take a shortcut to the street, and the fall didn’t take a toll on your health. This is all to say that Fire and Rescue has easy to learn basics, but interesting and helpful nuggets that pepper your experience, which you can only learn by getting your hands dirty…or reading my blog.
    The game’s graphics take a less is more approach, but still giving players everything they need. As the cute 8-bit firefighter you can see the entire layout of each house, identifying the animated fires and the people trapped among them. Perhaps like a real firefighter, all you see are the elements that matter: the people, the fire, the paths to get to either. Anything else is superfluous. Robbie plays with the negative space, incorporating furniture and appliances into the background to add a sense of art to the otherwise functional design. Meanwhile Fire and Rescue’s music lays a soft but intense tune over gameplay. Rather than the monotonous tones of some early Black Box outings, Fire and Rescue’s chiptune conveys mood: one of focus, as if the firefighter was in the zone and concentrating on getting through another day at the office, saving lives and literally putting out fires.
     
    Interviews:
    Unlike Billy Joel, Skyboy acknowledges they started this fire. So I reached out to interview them with all the burning questions that I love to ash all my subjects. Ok I’ll stop now.
     

    Robbie Dieterich
    @skyboygames
    -Before we dive into Fire and Rescue, I would love to talk about you and your background. What first inspired you to become a game programmer? What is the origin story of Skyboy Games?
    Okay, I'll try to give you the short version of my background (if such a thing even exists.)
    First things first, my name is Robbie Dieterich and I'm the sole member of Skyboy Games and also an Assistant Professor of Game Design at George Mason University (GMU) in Virginia. Before coming to GMU, I was a game programmer in Tokyo where I had been working for roughly a decade working on games like Elite Beat Agents, Lips, and the Black Eyed Peas Experience. Before Tokyo, I lived and worked in Virginia (where I also went to college.) If you're wondering how exactly a college kid from VA ended up working in a Japanese game development company in Tokyo for a decade, well that's a whole other story (that involves more than a few late nights of drinking.)

    My Black Eyed Peas Experience: “Where is the love?” “Where is your shirt?”
    As far as inspiration to become a game programmer goes, you can thank a couple of magazines for that. One was early in Nintendo Power, I think in the first or second year where they had a game design contest. I didn't enter, but I remember seeing the winning entry and being enraptured with the idea of making my own games. I was probably around 8 or 9 at the time.
    The second inspiring magazine article came much later in an issue of Next Generation mag around '96 or so. The article listed jobs in the industry, and I fell in love with the idea of working in games. Ironically enough, I assumed I would be best suited to be a producer because I didn't think I was smart enough to be a programmer.
    Anyway, while I was inspired to work in games, I didn't think it could ever really happen. So, I put the thought away in the pipe dream section and ended up getting a degree in Computer Science. I didn't like CS that much per se, but I had picked up a knack for programming by doing all sorts of personal projects (usually making broken little games.)
    So, maybe we will get into the Tokyo connection here. After graduating college, I spent a year on the JET program teaching English in Japan. Living in Japan had been a goal of mine for a while (my mother is from Okinawa), and I studied Japanese all through college with that goal in mind. After the year in JET, I came back to the States and worked as a programmer at a government contractor.
    Working at the government contractor was, honestly, pretty dull. It was so dull that I ended up quitting that job to help some friends work on an arcade rhythm game. It was an... interesting time. It didn't end well however since Konami got wind of what we were up to and... applied some indirect pressure on our funding source.
    In a bit of a funk, I went to stay with a friend in Japan for a while. It was there that I had a chance to attend an industry party thanks to another friend I had become drinking buddies with while I was on the JET program. It was at that party that I met the guy who would become my boss for the next 10 years. I introduced myself as a freelance, i.e. unemployed, programmer, he suggested an interview and things went from there.
    Skyboy Games is a side business I started towards the end of my time in Japan, mainly as a vehicle for indie games that I was making. The Skyboy in Skyboy is my son. 🙂
     
    -Who are your influences? And whose work are you watching closely now?
    This is a tricky question since I'm not super conscious of strong direct influences. I do pick up influences, of course, but I think of them being more diffuse in my work and way of thought.
    For example, Keiichi Yano, who I worked for the most in Tokyo, is certainly an influence on how I design games. It's not, however, because I try to ape the way he approaches design, but the way he approaches making games have certainly colored the way I approach making games.

    Keiichi Yano
    As far work I'm watching closely now, I watch the work of people I've worked with before. In a way, I tend to watch projects when I have a direct personal or professional connection with the developer in question.
    For example, Adam from Second Dimension was a great source for PCBs and cart shells, so I've been watching Affinity Sorrow like a hawk. I grew fond of some of the developers at MIVS, so I watch their projects (like Crescendo, Unbeatable, and Noisz). Vi Grey and Justin Orenich were super fun to talk with (and Justin helped A LOT with getting me started on physical cart production) so I'm watching what they're up to next.
    What can I say, I'm a softy who watches other projects for soft, personal reasons. 🙂
     
    -You are also an assistant professor at George Mason University, where you teach game design. Do you feel your academic work informs your approach to game design, or perhaps your video game work informs your teaching?
    Yes, both ways!
    Most of my work in academia is teaching students how to create games which forces me to constantly organize and vocalize my understanding of how best to make games. This encourages me to apply a more rigorous process to problems I might otherwise be tempted to solve by sheer intuition.
    In the other direction, working on games provides concrete object lessons I can use to illustrate ideas in class. NES games are great for this since they have such tight scope. One of the benefits of working at the art school part of the university is that creating games is my art and the university encourages faculty to practice their art.
     
    -You mention in your newsletter that you spent about a decade in Tokyo programming games for a wide variety of platforms, such as the Nintendo DS, Xbox 360, iOS, and Android. Did you originally go to Tokyo for that purpose? What kind of games did you work on? What lessons have you carried from those experiences to your development work now?
    The biggest titles I worked on were Elite Beat Agents (Nintendo DS), Lips (Xbox 360), and the Black Eyed Peas Experience (Xbox 360 + Kinect). I also did a bunch of mobile games which I'm pretty sure are now all defunct.

    Under the Gloria Estefan Act, we are the rhythm and we are here to get you
    I think I've internalized a lot of what I learned developing games there. To unpack it a bit, I think we placed a high premium on subtle polish in what often seemed like minute areas of games. For example, the timing fraction of a second pause breath you might put between a fade-out and a fade-in.
    Even though I work on games mostly by myself nowadays, I find that I sometimes imagine myself in the roles of various past co-workers depending on what I'm doing. When I'm thinking about fine-tuning variables I imagine I'm working with some of the planners I've worked with (Fuji-san, Nakao-san). When I'm tuning pixel art, I'm getting imaginary feedback from former artist co-workers (Saito-san, Nakai-san, Umeji-san). When I playtest, I'm taking on the almost sadistic (to the game, not people) nature of some of the best QA managers (Hayashi-san and, the living TCR manual, Sawada-san) I've worked with. When I fix a thorny bug, I still imagine how I might explain it to my programming lead, Okada-san, back in the day.
    Gosh, when I say it that way, I sound like a lonely old hermit.
    I have in-person friends too! I swear!
     
    -How would you describe your design aesthetic, what to you are the hallmarks of a game made by you?
    My rule for when something looks good comes down to intentionality. Does something look the way it does on purpose?
    When something is lo-fi, the difference to me is whether I'm convinced that any given sound or graphic actually sounds/looks how the author intended it to.
    Going forward, since I'm likely to be on a hands-on tour through the technological history of NES games, my aim is to produce games that feel authentically like games of the era I'm seeking to emulate, in terms of tech, design, look and feel.
     
    -What tools do you use to code and compose for your games?
    Visual studio and c65 for code. I code mostly in C and roll a little bit of assembly when I need an extra performance boost.
    Graphics tend to be done in GIMP and then transferred into tools like YYCHR so I can arrange them in CHR memory.
    I compose tunes in FamiTracker. Although, "compose" isn't really the right word for it. If you listen closely to the music in FIRE AND RESCUE, you may be able to recognize it as a transposition of portions of a Sousa march.

    I knew beats could be fire but this is ridiculous!
     
    -With your background in more modern platforms, what inspired you to develop a game for the NES?
    My first game system was a NES, so I've always had a distinct love for the system.
    On a more programmery side, I used to read old game programming books that were centered around mode 13h PC programming. I never got to do much of that myself since when I started doing games more seriously DirectX and friends were already a thing. So, doing low-level, "dirty" coding was something I always wanted to do myself.

    I wanna code DIRRTY
     
    -What new challenges or surprises surfaced in developing Fire and Rescue?
    This may sound like a humble brag, but the development of FIRE AND RESCUE went pretty smoothly. To be fair, I've been around the block a fair bit with a lot of projects, so I had a pretty decent sense of the scope I wanted to aim for, and I tried to front-load the most troublesome parts of development so any ugly surprises could hit me early.
    For example, my original concept for the game had the player picking up and dropping their water tank and stretching a limited length hose to put out fires. Convincingly rendering the hose within the limits of NES sprite rendering (even with some BG tile trickery) proved more costly and bug-prone than I wanted, so I pivoted away from that feature during the prototyping phase of the game. I think this was a lucky choice since picking up and dropping the tank was also the drag (though the idea of having P2 move the tank while P1 sprayed could have been kind of fun.)
    Not that the end of the project was necessarily smooth sailing. Managing code size is a challenge and figuring out what code used up more bytes versus other code was not always intuitive. Measuring the effect of changes was super important.
    Optimization for performance was fun though. On modern platforms, micro-optimizations of code are rarely where you get significant wins for improving performance. On old platforms, however, those micro-optimizations can be huge. I finally got to use some of the techniques I learned from old game programming tomes and have them make a useful difference. 🙂
     
    -I always ask my interviewees whether there is a reflection of themselves in the game’s protagonist. Do you identify with the firefighter character in some way?
    I don't see myself in the characters per se, but there is some of me in them. Namely, the sprites for the firefighters are based on the sprites from Balloon Fight because BF was one of the two games I first got with my NES.
    FIRE AND RESCUE is kind of an homage to my feelings playing Balloon Fight for the first time (and opening the box for the first time, too).
     
    -Although unnamed in the game and manual, do they have a name in your head canon?
    They do!
    In my head canon, FIRE AND RESCUE would have been developed in Japan, so I imagined the characters having names written next to them somewhere in paper design materials.
    Originally, the names would be Ken and Satoshi (for P1 and P2, respectively) but I imagine the American localization team changed "Satoshi" to "Jay" to be more relatable in the States. Of course, the names never got used because marketing decided they weren't needed.
    I write fanfiction in my head for the games I make and have imaginary co-workers. I swear, I'm okay!

    No no, a different Jay (I hope)
     
    -There has been a lot of support and enthusiasm for Fire and Rescue, with people enjoying the game at MAGFest earlier this year. How does it feel to see so many people excited for your game?
    It rocks soooo much. I especially love how many people seem to get what I was going for with this game.
     
    -What aspects of Fire and Rescue are you most proud of?
    The aspect I'm most proud of is what I'm talking about when I talk about people "getting the game".
    My primary goal was to make FIRE AND RESCUE feel authentically like a Black Box NES game that was part of its original line-up. Every time someone said that the copyright message was the only thing that gave it away as a modern creation or when someone said they didn't know why, but the game just felt right for the era, I was on Cloud-9.
     
    -Your third newsletter highlights just how detail-oriented your game design is. You mention intentionally excluding “quality of life” features found in more contemporary games such as using Select and Start buttons to navigate the menu on the title screen (in line with games of the era) rather than also allow option selection via the D-pad and A button. Were these touches something you knew about from your game design or academic backgrounds, or was this the result of research prior to developing Fire and Rescue?
    A lot of that was instinct and memories from the game's I grew up playing. I wish I could say I had researched this carefully, but in reality, these were decisions largely based on my intuition, where adding certain things didn't feel right, didn't feel authentic to the era.
     
    -We had a chance to meet and chat in person at MAGFest this year as well! You told me something really interesting: that in addition to having much of Fire and Rescue’s design pay homage to the older black box releases, that you plan having future releases follow a design pattern that traces the history of the NES’ lifespan. Where did this idea come from, and which patterns should we be on the lookout for?
    That was an awesome chat, by the way! I loved talking with the "good Sean Robinson"!
    At the moment, I think what you'll likely see from me is me essentially unpacking my game history by making games that speak (to me at least) of the games I remember from my childhood.
    I didn't get to play all the NES games, but I did play quite a few, so we'll likely see me tracing through a history of NES games with a bias to games I have strong memories of.
    So, some examples of how that bias might play out in future projects might be having more Hogan's Alley influences than Duck Hunt or more Metroid than Kid Icarus because the former games in those two examples are one's I have more personal memories about.
     
    -Your newsletter also teases an upcoming project that will be Zapper-compatible. Given your interest in tracing the history of the NES that we discuss in an earlier question, are there other technologies you hope to incorporate at some point, whether that’s other accessories such as the PowerPad or U-Force or cartridge developments such as using a battery save feature?
    Oh yes, indeed. As I mentioned before, my project plan is essentially a playable homage to my personal nostalgia.

    Some initial research into that Zapper project...
    My tech choices will likely be driven by the tech requirement of the games I want to pay homage to. So, for example, I have a Metroid-ey game I want to make and it would likely be an MMC1 project with no save battery because... nostalgia (and also the chance of adding a 'Justin Bailey'-esque easter egg.)
    Were I doing something Zelda-inspired, I'd probably have non-password saving.
    (If I were to do something as an homage to the first Dragon Quest/Warrior I'd be torn on the battery save issue since the Japanese version actually used a password system!)
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects? Collaborations?
    Yes!
    So, next project I'm working on, Saru Kani Panic, is a collaboration with some people I've worked with before. This game is not part of the Skyboy Games brand, so its aesthetics don't hew to my NES history idea we have running.
    Saru Kani Panic will be running alongside with the Zapper game I hinted at in the newsletter.
    Later on, I want to start climbing up the NES memory mapper tech tree with a Metriod-ey or Zelda-ey game. I actually have some artist friends I'm hoping to woo for concept art for this one. (And I have a friend I would LOVE to have cosplay as a character from a game I make.)
    Of course, like many nerds, I do have an RPG burning a hole in my brain, waiting to come out. I might try doing a version of that someday specced to NES so the NES tech constraints can keep my project in scope.

    Screenshot from Saru Kani Panic in development with Work3 Studio
     
    -Are there any homebrew games in development that you are excited to play?
    Well, as you may guess from my earlier answer, I'm getting pretty excited for Affinty Sorrow. I have some waiting to go however.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    You are awesome!
    I wasn't sure what to expect when I jumped into the homebrew community, but everyone I've met has been welcoming and wonderful.
     
    Conclusion:
    Thanks for tuning in to this latest episode of the series that showcases the latest and greatest homebrew games that deserve a place on your shelf. What are your thoughts on Fire and Rescue, and Skyboy Games? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

  10. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 13: What Remains

    Introduction:
    Video games can aspire to be many things. They can be a playful escape from the world, and they can be a new lens for seeing the world and how we exist within it. Not many games use their medium to weigh in on substantive political discourse, but today’s game, with its themes of health & environmental policy, truth & disinformation, and archival institutions and the protection of knowledge, reflects the maturity and imagination of its developers, and the pervasiveness of the political in modern society.
    For this entry, I’m covering What Remains: a visual novel adventure game developed by Iodine Dynamics. With Earth Day having recently passed, What Remains seemed a perfect fit to reflect on the significance of the day, given the game’s themes of protecting public health and conserving the environment. As of the time of this writing, the rom is available for purchase here, and a limited run of 80 CIBs has been reserved, with a recent update as of April 19, 2021 that Iodine Dynamics will be partnering with perennial production savior Broke Studio to produce carts.

    Initial cart/box design, or corporate leak?
     
    Development Team:
    Arnaud Guillon: design (maps, sprites, and mazes)
    Dustin Long: programming
    Aymeric Mansoux: hardware, music, and writing
    Chun Lee: music
    Marloes de Valk: design (cutscenes), writing, and research
     

    Image from What Remains’ first tweet
     
    Game Evolution:
    What Remains began teasing its existence through its dedicated Twitter account, which posted its first tweet on August 25, 2016. Updates flowed on followers’ feeds, sharing progress on aspects such as sprite development and circuit board work. The end was in sight when a May 15, 2017 tweet noted the team had started “Day 1” of a sprint to the finish line.
    In an August 30, 2018 tweet, the dev team announced the release of the game, with an invitation to a release party in Rotterdam on September 27. Soon after, pre-orders for a limited physical release of 80 CIBs opened on September 5, 2018. As gamers played the released game, the dev team continued to improve it, fixing bugs and sharing updates. On May 24, 2019, the final rom was released.
    Given the significance of the themes permeating What Remains’ gameplay, it is no surprise that What Remains found places of prominence within multiple exhibitions, including the New Archive Interpretations exhibition at the Het Nieuwe Instituut in Rotterdam in September 2017, the UN/GREEN exhibition at the Latvian National Museum of Art in Riga in July 2019, the ZKM│Center for Art and Media in Karlsruche starting in February 2020, and the Sonic game space II exhibition at Visningsrommet USF in Berge through April and May 2021.

    What Remains at the ZKM│Center for Art and Media. Finally an art exhibit I can touch!
     
    Gameplay Overview:
    What Remains is a visual novel adventure game. You play as Jenny, your typical skateboarding gamer, living her best life in Sunny Peaks circa 1986. On the way home from an afternoon on the halfpipe, Jenny observes a car chase and the driver of the front car tossing something out the window: an NES cartridge!

    Cart only, very good condition, some scuffing resulting from high-speed car chase
    Bringing it to your friend Michael, together you learn this isn’t the latest game, but a sophisticated tool for leaking the secrets of shady corporate conglomerate DNY Corp. It’s up to you to open your community’s eyes to the misinformation they’re being fed by DNY Corp.’s puppets.

    Between the 80s graphics, green coloring, and lollipop eyes, you know he’s bad news…until he pulls an Elphaba and gets a redemptive book/broadway musical
    What Remains’ controls are simple: move around town using the D-pad, talk to people and open doors with the A button, and blow the whistle (when you learn an important secret) with the B button. Additionally, when playing the mysterious NES cartridge, you are treated to a mini game that hacks DNY Corp. with a mechanism that bears a striking resemblance to Arkanoid.

    Is this what showed up on the screen for those kids in Hackers?
    Sunny Peaks is a bustling community, with more neighborhoods available to you as the story progresses. And the streets are filled with people that are fun to talk to. Each person has 2-3 different things to say in each level, whether it’s relevant to the plot or a silly non sequitur. Each level revolves around a new morsel of information gleaned from the cartridge and finding a way to counter DNY Corp.’s misdeeds. How you play the game from one level to the next is largely consistent, but includes some variances to keep things fresh, whether that’s trying to talk to as many people as possible, or carefully avoiding certain others…

    Stranger danger!
     
    Writer’s Review:
    What Remains provides a fun adventure, bolstered by themes which render the story as relevant today as it would be in its actual setting. One might find it easy to dismiss some of the subject matter as dated, with debate over the dangers of cigarette smoking and pollution long settled; and one might be cynical and tired over the meaning of truth when today’s political discourse has become saturated with discussion of “fake news” and “alternative facts”, but standing on the bridge between them may be precisely where this game becomes timeless with a resonance that rises above the specific subject matter we may be fighting over then or now. Here is a game to remind you of the adage that "all politics is local" and that even the most daunting challenges can be overcome when individuals recognize their own agency and make the effort to be the catalyst for change.
    The straightforward gameplay allows the player to become more immersed in the story, running around Sunny Peaks to spread truth and enlist allies. As Jenny you meet a wide array of helpful, hostile, and hilariously benign characters, from talking pigeons to step aerobics enthusiasts.

    Personally I think it’s making a comeback.
    Talking to them all is an entertaining aside, even when it doesn’t advance the plot, but then again some of the most amusing moments of my favorite RPGs were the jokes found in talking to NPCs (such as the couple in Dragon Warrior’s Rimuldar who never seem to find each other for their date).
    Interspersed among your efforts to fight corporate megalomania are cutscenes that add drama to keep you tethered to the game for just one more level (including one that might fool the impatient and easily frustrated), and the brief Arkanoid-like needed to hack the next tidbit of industrial espionage, which gets a little more difficult with each level. Put together, What Remains is an enjoyable adventure that can be beaten in a single, brief sitting because it believes its challenge lies not in difficult gameplay but recalibrating how you digest information and weigh the sources from which you obtain it when you go back out into the real world.
    The game’s graphical art is ornate and colorful. The streets of Sunny Peaks are not an ongoing pattern of urban tiles, but a labyrinthine environment with character of its own across the streets and within each shop. The detail is incredible from the light reflecting off windowpanes to the readable titles on the arcade cabinets. Scattered throughout the city are the dozens of people you can talk to. Unlike most games where you can explore and chat up the locals, these NPCs are all unique sprites, an impressive effort given their number. On top of the overworld art, the cutscenes provide a comic book feel to the story that keeps you inside the action.

    The diner before & after the smoking ban
    Meanwhile the game’s music elevates gameplay by bolstering the tone of each level. Whether it’s the “urgent” theme to alert you to a new development, or the nighttime music that conveys a sleepy, creeping mystery as you skulk from block to block, each track reinforces the moods that carry you from chapter to chapter in this visual novel. Each chiptune begins simply enough, with a distinct vibe that sets the emotional tone to keep you grounded in the story, but if you take your time and wait for the tracks to really get going, you can enjoy them for the elaborate songs they are. And yet What Remains also effectively uses silence to bring tension to a rolling boil, giving players a sense of dread for what lurkis just around the corner. But if there is a classic game that I can point to that in my opinion bears some similarity to the overall feel of this soundtrack, it would be StarTropics with its balance of thrilling and entertaining, tense but bubbly.

    Both games even have volcanoes!
     
    Interviews:
    Well, what remains now but to talk to the development team? Yuk yuk yuk…(crickets)…anyhoo…for this interview, the development team opted to answer my questions together, creating a great conversational feel to their responses, so let’s see what additional insights Iodine Dynamics can add to supplement our experience of the game.
     

    Iodine Dynamics https://iodinedynamics.com/ Twitter @remwhat
    DL = Dustin Long https://github.com/dustmop Twitter: @dustmop
    AG = Arnaud Guillon
    MdV = Marloes de Valk https://bleu255.com/~marloes Mastodon: @l03s@post.lurk.org Twitter: @l03s 
    AM = Aymeric Mansoux https://bleu255.com/~aymeric Mastodon: @320x200@post.lurk.org Twitter: @320x200
    CL = Chun Lee
     
    Before we dive into What Remains, I would love to talk about you and your various backgrounds. What first inspired each of you to become homebrew game developers? What are your origin stories?
    DL: Having always been interested in games and gamedev, I was really pulled into homebrew by witnessing the creativity in the chiptune scene, particularly by visual artists at shows in the New York area. A lot of them were using custom software on old consoles like the NES / Famicom and Sega Genesis / Mega Drive, which inspired me to learn how exactly that worked.
     
    AG: I've been a gamer for a very long time and I've always had the desire to participate in the making of a game. When Aymeric and Marloes asked me to join the project, it was just the right opportunity.
     
    MdV: I stumbled into it through a collab with Aymeric and Dave on a game called Naked on Pluto in 2011, and discovered I love writing dialogue and content for games. 
     
    AM: Next to what Marloes said already, Chun, Marloes and myself were also part of an artist collective active in the 2000s, called GOTO10, working on experimental net/software art and music performance with Free/Libre and Open Source Software (FLOSS). Throughout the years we were increasingly drawn to using so-called obsolete computers and consoles to mess around with. For me it was also a way to reconnect with past interests in computer/platform centric subcultures and alternative modes of publishing/distribution like the demoscene.
     
    Who are your influences? And whose work are you watching closely now?
    DL: Aside from chiptune, I'm a big fan of many classic to modern games. I probably should give special thanks to Battle Kid, which was the first homebrew game that really caught my attention and pushed me to start making my own.
    There are too many great developers that are out there right now to mention them all, but I'm especially impressed by the work coming out of groups like Mega Cat Studios, Broke Studio, and Morphcat Games.
     
    AM: For the DIY/homebrew scene in particular, I'm always inspired to learn about projects that depart from nostalgia and try to build upon, expand, subvert existing computer/video tech that have lost their original commercial relevance. People/groups that inspire me in this context are Viznut's permacomputing principles, Little Scale's hardware hacking, the whole GB chiptune community, and communities like scanlines.xyz.
    For the more political motivations/influences, the political theorist Chantal Mouffe is a big inspiration for me. For the art aspect, mostly artists and writers from the field of software art, culture jamming, and tactical media to some extent.
     
    MdV: I'm going to throw in some interactive fiction. I loved You Are Jeff Bezos, by Kris Ligman and Queers in Love at the End of the World by Anna Entropy. Super inspiring how much you can do with so little: text and a counter for time or money.
     
    How would you describe your design aesthetic, and what to you are hallmarks of a game designed by you?
    MdV: The combination of quite disturbing topics with a good dose of humour, silliness mixed with critical observations and totally absurd dialogues. 

    No caption I write could improve on this perfection (chef’s kiss)
     
    AG: For the in-game graphic part, I would describe the graphic style as "do as you can" ^^ I really started pixel art on this game, discovering in the process the specific constraints of the NES. It was initially very frustrating because all my initial graphic intentions had to be abandoned. Of course I knew these constraints would be very important, but I was far from it. So from my point of view, in-game visuals reflect more my learning than a clear and assumed direction from the beginning to the end. If I could work on a game again today, with the experience I gained on What Remains, I would approach it very differently. 
    Before I even started working on the game, my fear was mostly about the top view of the game because I had the feeling that it would be more complex to get something visually appealing. Such a view needs a minimum scale to work and therefore a greater diversity of scenery elements in the image (to be successful in my opinion). Something sounding even more complex to achieve on a platform like the NES. I had in mind the old RPGs (Final Fantasy, Dragon Quest...) that I found particularly "stark" with differences in scale between characters and scenery that I didn't like at all, and scenery looking like maps. One of the few games that did the job very well in my opinion on NES (graphically) was TMNT, and it was my main inspiration for the scenery and the scale represented. For characters, I wanted to avoid SD or outlined designs. So they are very thin, and I was a little afraid that they were not visible enough in the picture. Generally speaking, I didn't want to imitate old games, even if quite often, after a few unsuccessful attempts, you find yourself applying proven recipes.

    Screenshot from TMNT
     
    MdV: For the cutscenes and the cartridge PETSCII-style graphics I can only echo Arnaud's words. It was a (really fun) learning process. The constraints on resolution and palette felt brutal at first but triggered a lot of creativity as well. 
     
    DL: I enjoy when games develop a central theme, either narrative or mechanical, then perform acts that twist or subvert it in clever and interesting ways. I feel like What Remains has quite a bit of that, which is especially fun!
     
    AM: I also like games with a twist, with a little something that manipulates the player's expectation! Design wise, for What Remains specifically we also tried to make sure the overall design was not flat and uniform. By flat and uniform I mean that we worked very hard to make sure there was diversity in the visual language for each part of the game (cutscenes, top down views, non-interactive animations, faux-PETSCII interface for the "in-game game" sequences, etc.), and same for the music (making sure the soundtrack is there to set the mood and that sometimes less is more, whether it means that the composition needs to be more subtle, or that a location or scene simply works best with no music at all). This required a constant attention to detail and some extra work to make sure the overall experience remains fluid (an example would be how in some places the background music does not restart when you change location, but actually resumes from the last measure before you left its location).
     
    What tools do you use to code and create the overall game as well as its music and art?
    DL: The game software was created using a language called "co2", a lispy language that was started by Dave Griffiths, which I picked up and developed further. It has some nice features that help with writing larger homebrew projects, and the source is available on github for the curious. It's not yet documented well enough to be easy to pick up use, which is something I'd love to fix in the future.

    Dave Griffiths
     
    MdV: For the cut scenes I used Gimp, for the secret cartridge PETSCII-style graphics I used NES Screen Tool. 
     
    AG: YYCHR for sprites and tiles design, NES st for level design.
     
    CL: for music, we used FamiTracker to make all the compositions. By breaking down the game into sections, we were able to make the necessary arrangements, as well as working out some of the main themes that may be heard throughout the game.
     
    AM: Let's not forget Dustin's makechr! This helped so much when working on the cutscenes. And maybe a nice anecdote, it is through this tool that we first met, Dustin gives more details in the next question 🙂
     
    MdV: Yes!!! makechr saved my life multiple times 🙂
     
    How did you first connect with each other as the team came together?
    AG: I’ve known Aymeric for more than 20 years (and then Marloes :). We were students at the same school. I met Dustin and Chun on this project.
     
    DL: Aymeric and Marloes contacted me asking about NES graphics, which I believe was shortly after I had released The Wit.nes (a demake of Thekla's 2016 game "The Witness"). After chatting for a bit about what they had been working on, I agreed that working on What Remains sounded especially exciting, and the rest is history.

    Screenshot from The Wit.NES
     
    AM: Ten years ago, I had been working a lot with Chun making and teaching live electronic, experimental music with a software called Pure Data. Since then whenever one of us is busy with a sound or music project we try to collaborate on that. So I told him about the project, and the rest is history.
     
    MdV: I knew Arnaud, Chun and Aymeric already, and met Dustin for this project.  We organized a week when we'd all be together in The Netherlands to brainstorm, start the project and get to know each other (and the local cats). The rest of the project we collaborated remotely. But the history of the game goes back a little longer. It was Aymeric and Arnaud that started dreaming of making a game all the way back in art school. The first prototype of the game was made together with Dave Griffiths, who we worked with on Naked on Pluto. This was back in 2014 when we were commissioned by Annet Dekker to make a demo for Het Nieuwe Instituut in Rotterdam. Unfortunately Dave was unable to continue working on the project, and that's when we asked if Dustin would be interested. The knowledge and experience (and cats) he brought to the project were invaluable!
     
    What was the working dynamic like in your collaboration?
    MdV: It was so nice to work in this team, it was a pity we couldn't meet IRL more often though. We had quite a good workflow and ways to coordinate through a self-hosted wiki, bugtracker, git repository and XMPP chat. 
     
    AG: We all have a job that we were doing at the same time, which logically led to more or less pronounced phases of involvement. But the project has never had a major downtime in memory. We had a whole pipeline set up so that everyone knew what they had to do, what elements were ready, what needed to be reviewed... it worked pretty well.
    It should also be noted that we benefited greatly from Dustin's experience on this project.
     
    DL: It was a great team for making What Remains! Everyone was able to bring something unique to the project, and with everyone's individual perspectives and ideas we were able to make something that I feel is really quite special.
     
    AM: It was just great. The discussions were super generative, everyone was committed and dedicated. I hope we can find a framework one day to work together again. Everything clicked.
     
    At the heart of What Remains’ story are the efforts of Jenny and Michael to make a difference in health and environmental issues plaguing their community and the world writ large. What inspired you to make this game and focus on these themes?
    MdV: There were two parallel tracks happening back then. Aymeric and Arnaud were thinking about making a NES game together, and I was researching the origins of today's climate change disinformation campaigns and ended up with a lot of links to the campaigns of the tobacco industry in the 80s. These two tracks merged beautifully once we started brainstorming for the game. The plot is heavily inspired by the characters and events that surfaced during my research.
     
    AM: I think for all of us this led to this great balance between doing something very indulging and exciting to hack on, yet not gratuitous at all. It captured our excitement and joy to make something playful, technically exciting to produce, all at the service of telling a story about issues that we all deeply care about, using a medium and format that resonate with our concerns.
     
    What Remains takes place in 1986. Beyond the nostalgia factor, do you find looking to the past offers a meaningful resource to advance conversations about the future, or is the look backward more to highlight our lack of progress?
    MdV: Both, what we had in the back of our minds was this Chinese proverb: "What's the best time to plant a tree? 30 years ago. What is the second-best time? Now." It's no use crying over spilt milk, best take action now, so that we do not have any regrets in 30 years’ time. We can look back and learn from the roots of the problems we are now facing. People are being distracted with disinformation and clever PR tricks from the oil industry (and other industries for sure), many of which are featured in the game and were first tried and tested by the tobacco industry in the 70s and 80s. The strategy of the game is to "inoculate" people against fake news, to let players experience disinformation campaigns so that they become more recognizable. This approach was inspired by research at the Cambridge Social Decision-Making Laboratory (Jon Roozenbeek and Sander van der Linden), who have tested if so-called 'pre-bunking' helps people resist disinformation and fake news with positive results.

    Jon Roozenbeek (left) & Sander Van Der Linden (right)
    For additional reading of their academic work, see Inoculating the Public against Misinformation about Climate Change & Good News about Bad News: Gamified Inoculation Boosts Confidence and Cognitive Immunity Against Fake News
     
    DL: The context of the past informs our understanding of the present, and hopefully teaches us how to approach the challenges we face now. Especially at a time like this, where the world's future is so uncertain, and in a large part due to the internet's ability to research history, there's a lot of interest in connecting what has come before to help comprehend how we got here.
     
    Your interview with Annet Dekker is a fun read: a sort of choose your own adventure interview covering environmental issues, archival institutions, and access to information, among other issues, with readers getting insight into themselves based on which answers they selected. Have you found that people who read that interview fall into a particular category? What next steps do you recommend to people when they learn what kind of archivist they are? 
    MdV: Hmm... we haven't reviewed experiences of readers I must admit. The multiple choice was more a way to discuss different aspects of our thinking on the topics of the questions by Annet. We'd recommend people to be content with whatever type of archivist they are. All archivists are committed to long-term thinking, which is what is needed to limit the damages done by <whatever flavor> of capitalism.

    Annet Dekker
     
    The Iodine Dynamics website features the essay “How to Escape Reality in 10 Simple Steps”, originally published in 2017. The past few years have certainly brought this issue of everyone trying to manage their own narrative into higher profile between “fake news” and “alternative facts” overwhelming substantive policy discussion. How does this essay inform What Remains?
    MdV: The essay describes 10 strategies used by the tobacco and oil industry to delay regulations aimed at curbing the harmful effects of those industries. We used a few, still used today, in the game. The essay draws parallels between disinformation campaigns from the 80s to those we can witness today, such as the overarching strategy: emphasizing scientific uncertainty. "With the idea of doubt in place, both public and government start to assess the costs, financial or personal, of taking action in a different light. Why take costly measures now, when there is still no conclusive evidence?" This works, we are still hearing so-called experts talk about the costs, economic costs and the cost of personal freedom to drive an SUV and fly all over the planet, combined with tiny seeds of doubt about the severity of the problem and if we puny humans can even influence the climate that has been changing throughout the existence of Earth. We can, and we are, in a speedy 100 years instead of thousands of years.
        
    Do you have any new thoughts on the essay’s arguments in the years since it was published? 
    MdV: I think the arguments are still very relevant. With the urgency of action getting clearer every hurricane, flood, forest fire and drought, governments are still taking microscopic and sometimes simply symbolic steps. There are very well funded lobby groups and think tanks spreading propaganda and disinformation through a network of alternative media, with talking points also leaking into mainstream media, spreading doubt about the severity of the climate crisis and the economic costs of attempts to mitigate it. If all else fails, xenophobia and Islamophobia are incredibly successful distractions fueling white supremacy and hate. My interactive fiction Villains and Heroes deals with these issues. Currently the pandemic provides all the distraction needed to grind action to a halt, with ever wilder conspiracy theories thriving. Who has time to care about a transition to a world running on renewable energy, to fight for degrowth, when theories about 5G spreading coronavirus, Bill Gates lacing vaccines with a microchip and the world being run by a sect of satanic pedophiles, are gaining widespread support?

    The onesie makes me feel safe and happy, but the font tells me I should be frightened.
     
    Ever since my first episode, M-Tee planted this idea in my mind that a game’s protagonist, who serves as both the player's point of immersion in the game as well as a reflection of its designer. What was the intention behind Jenny and Michael’s design, and are there elements of yourself that you see in them?
    AG: They wear lycra clothes! 🙂
     
    DL: For me at least, they're both kids having a good time playing games and bonding over them. Definitely something I can identify with!
     
    AM: Hard to go in-depth without giving spoilers, but let's just say that for me, Jenny and Michael represent the bitter-sweetness of activism. In that sense the game ending can be interpreted in different ways. And I think that this ambivalence is at the heart of the paralysis, lethargy, apathy we're often facing when it comes to responding to the many systemic societal and environmental issues we're confronted with today, and that may be linked to the increasing appeal of accelerationist ideologies, left or right, that are seen as a magical fast-forward that would allow us to escape problems we failed to solve as a society, so far. And yes, lycra too!

    Lycra: TNG
     
    What new challenges or surprises surfaced in developing What Remains? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    DL: We originally had plans for more content in the mid-game, that was cut due to concerns about development time, but I think the game we ended up with is better for it! It tells the story it wants to tell with exactly the right amount of time that it needs.
     
    AM: Another thing we're taking away is that shipping hardware is a whole different story than shipping a ROM file! We have completely underestimated this. One of the important aspects of the project was that we would not use new parts. We wanted to recycle existing abandoned carts to demonstrate the potential of this approach and give a better purpose to many unpopular or overproduced cartridges rather than eventually becoming e-waste. This led to two issues. First is that with this approach we ended up bumping into bugs and compatibility issues that were never documented and unknown so far (namely how mapper chips, from the same type/model, but from different manufacturers, behave differently). Those are the kind of things that are hard to investigate and are slow to debug. 
     
    Second, and this is unrelated to the fact we're recycling parts: logistics, logistics, logistics. We did not factor in properly the time for this. As it turns out, packaging, management of bills of materials, shipping, etc., takes an awful amount of time, even for a such a small scale as ours. We thought we could do that on the side. Not at all. Lesson learned. The good thing though is that early on we knew a delay would occur (even though we did not think it would be that much), so we decided to not ask for any money, we just opened a reservation list, to avoid the usual situation where you advance money and may never get anything in return, or maybe only your grandchildren may get something. Another thing we learned, and we were partly surprised about, was the strong split between those who totally understood the cart recycling concept and saw that as a natural extension of working on old computer tech outside of consumerist concerns with a strong position on environmental issues, and those who somehow struggled to see this effort as legitimate, or the right way to publish a new title, because it was not made of completely new parts, as if this was not worth engaging with as a result, somehow. We're still puzzling on that 🙂
     
    There has been a lot of support and enthusiasm for What Remains on social media. How does it feel to see so many people excited about the game? 
    MdV: That means a lot to us! The whole team put a lot of effort into the game, next to day jobs and throughout different time zones, spread over 4 countries. It is so rewarding to hear positive responses!
     
    DL: It's great to hear folks' feedback and witness their excitement! It makes all the hard work that went into it feel that much more rewarding.
     
    AM: Amazing. I can say without a doubt that this has been the most rewarding project I've been working on so far, precisely because of all the encounters, chats, discussions, IRL or online, this has created.
     
    Some of the continuing enthusiasm comes from people hoping to purchase a physical copy. Do you have any updates on the cartridge release?
    AM: The current pandemic has made our terrible handling of logistics even worse, and we really had to put everything on hold for a while. The good news is that we're going to get help from Broke Studio to produce it all, and that we're all motivated to make sure 2021 is the year where these cartridges are finally out 🙂

    I’m starting to think that yellow part might be a halo for this saint of a company.
     
    Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects?
    AG: I would like to work on a shoot'em up !!!
     
    DL: Recently, I've been heavily involved with a group in NYC called Death by Audio Arcade (see https://www.deathbyaudioarcade.com/). We make new arcade cabinets of locally developed games, and have lots of exciting stuff coming up in the near future!

    Now THAT is how you logo
     
    AM: I'm enjoying working on LURK quite a lot recently. This is a small collective of sysadmins/artists/hackers interested in promoting alternative network infrastructures for groups and individuals active in the field of art and culture production. We offer email discussion lists, real-time chats, streaming services, and a federated social media platform, as a means to move contemporary discussions and production of net and computational culture outside of surveillance capitalism (see https://lurk.org). Chun and I are also slowly working on a small music software for the Game Boy, and like Arnaud, working on a shmup *with a twist* would be a cool thing to do! Maybe we can convince the others to make that a new Iodine Dynamics game 😄
     
    MdV: I'm continuing my quest in text-based games and I'm looking into illustrating with ANSI art but haven't started anything new since Villains and Heroes. If the shmup requires any creative onomatopoeia or dramatic cutscenes AND has a mega twist, I'd be happy to help 🙂
     
    Are there any homebrew games in development that you are excited to play?
    DL: Dullahan Software has some projects coming in the future that I'm really looking forward to!
     
    AM: Not all game related but, curious to see what will come up from Broke Studio + Sylvain Gadrat prototyping of networked games for the NES. Impressed by the sound and graphics effort put into the ZPF shmup on the Mega Drive. Wondering if the Hologon demo from TEK on Amiga is the beginning of new disk swapping and computer assisted correspondence art revival. Amazed by standalone devices like the MegaGRRL. Eager to try the LSDJ inspired M8 from Trash 80. Excited to see all the recent efforts to update GBDK.

    Screenshot from ZPF
     
    I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    MdV: We will do the physical release, we promiiiiiiiiiiise!!!!! :)))
     
    Conclusion:
    Thanks for tuning in to another episode of the series that takes deep dives into promising homebrew games coming across the finish line. What are your thoughts on What Remains and the folks at Iodine Dynamics? What are your thoughts about its themes on conservation, public health, truth, and protection of information? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?

  11. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 8: The Assembly Line

    Introduction:
    It was around September 2017 that I first learned about homebrew games. Months earlier I shipped my collection of old video games and consoles from my parents’ home and hoped to expand my library. Searching for the “essential” gems no self-respecting vintage gamer should be without, I stumbled upon a pair of articles from The Verge and Wired about new games for old consoles. Curious, I researched homebrew games to learn more about these new cartridges and the people who made them. My search revealed a variety of fun games and even some live Kickstarter campaigns, but the results consistently led me to two places in particular: the NintendoAge forums and a podcast called The Assembly Line.
    Kevin and Beau’s podcast about homebrews was the first podcast I listened to faithfully. Although NintendoAge was a great resource to learn about the major personalities within the homebrew community, The Assembly Line provided greater depth to prominent games, the insights of their developers, and news of games to come, in addition to Kevin and Beau’s own projects and travels. They are excellent guides to exploring homebrew, and are great cheerleaders bringing attention to worthwhile projects, celebrating the talent and passion brewers pour into their games.
    For this episode, I’m covering The Assembly Line because I’m thankful for this podcast and its two hosts, who have been integral to my introduction to and exploration of the homebrew scene. At the time of this writing, there are 23 episodes available. You can listen to every episode on Soundcloud, iTunes, and YouTube.

    Gobble gobble bleep boop
     
    On-Air Personalities:
    @SoleGoose (E.B.D. Holland)
    @KHAN Games (Kevin Hanley)
     
    Gurus and Friends:
    I made Beau’s acquaintance first, when I messaged him on Kickstarter in July 2018 to ask if there would be any copies of Spook-o’-tron available to purchase after backers received their games. Beau responded soon after to let me know I wasn’t too late, and was thankful for my interest in his game, thus beginning our ongoing friendly correspondence. A few months later, I checked in with Beau to ask if he planned to attend the 2018 Portland Retro Gaming Expo. I had just made plans to visit Portland for my first real vacation in almost 8 years, and I was looking forward to meeting some of the homebrewers behind my favorite games.
    The idea for the trip had come together all of a sudden. I tracked down Chelsea Beck at Life Works, who handled sales of Cowlitz Gamers 2nd Adventure, but she was reserving remaining copies for PRGE (though she also initially mistook me for my name doppelgänger, who was one of the people behind the Coleco Chameleon scandal, and was thus leery of selling to me). While I couldn’t justify a cross-country trip just to pick up a single game, I told myself that if I could find something else to warrant the expense, I would go. Something nagged at the back of my mind; I’d had this conversation with myself about Portland before, there was something else I wanted to do there but needed another reason to justify going. It hit me: in addition to Portland’s incredible food scene, a short drive outside the city in Amboy, Washington was one of the few places in the continental U.S. offering scenic bungee jumping: out in the woods, off a bridge, over a river! I had enough good reasons, now I could go. What a trip this would be!

    Hangin’ round the NA booth at PRGE
    As it turned out, not only would Beau be there, he said he would have a few carts of Spook-o’-tron for sale to offset the costs of the trip! When I walked into the expo on the second day, when the vendors were officially open for business, I recognized Beau immediately from his Assembly Line avatar, he was even wearing his trademark hat. I bought a copy of Spook-o’-tron and we chatted about homebrew for a long while. I’m sure I embarrassed him with my fandom and request for a picture, but I didn’t care because I was having an absolute blast talking to him, other brewers & YouTube personalities, and exploring the surrounding city.
    I met Kevin a few months later at MAGFest, where he was watching people play his newest game: NEScape! Since the event was being held in National Harbor, just outside D.C. (where I live), it was a significantly easier trek. After wandering for a bit around the convention hall, I found Kevin and Beau in the homebrew section. We chatted for a bit about the podcast and homebrew collecting. Kevin invited me to play NEScape!, but fortunately he stepped away when I picked up the controller because I was terrible. I struggled to unlock the title screen! K3VBOT, who was also nearby, took pity on me and helped me get to the actual game where I fared slightly better.

    I don’t want to talk about it
    In the time since, I’ve stayed in touch with both Beau and Kevin. With their help, I’ve found several homebrews on my wishlist and significantly expanded my knowledge of homebrewers and the myriad games they have developed. I’m privileged to have received a few shout-outs on The Assembly Line for my fanboi creepings as well as for taking pictures in and around the Irving Convention Center to help with a possible Convention Quest sequel. We’ve swapped gaming news and related gossip, and talked about their relationships with other brewers, pixel artists, and chiptune composers. And of course I've trolled both of them on social media as well as during Kevin's annual NES Spectrum Marathon.


    Kevin knows what both of these mean, and I'm not remotely sorry why
    In a few short years I’ve grown from a complete newcomer to the homebrew scene to a joining the VGS staff, maintaining thorough lists of available and in-development homebrew physical releases. I have a folder of bookmarked webpages (currently 150) and a host of social media pages that I regularly check for news and new postings so I can stay up-to-date on the community. Yet I get most excited when I receive a notification that a new episode of The Assembly Line was posted, because it isn’t just about the game news or developer interviews; there is just something fun about Kevin and Beau chatting that makes them essential listening. And I’m thankful for both of them, and the podcast they’ve made for us.
     
    Podcast Overview & Blogger’s Review:
    The Assembly Line allows itself plenty of flexibility in its format so the conversation can flow freely, but there are still some hallmarks that listeners can count on hearing in each episode.
    Beau and Kevin often share insights learned in game development since their last conversation. It’s a great way to learn any new programming or technological breakthroughs such as new coding tricks or the practical uses of a new type of board. It’s a kind of news segment that exemplifies not only the talent of individual brewers, but also how the homebrew community at large has grown by orders of magnitude. Homebrewing began as something in the realm of hobbyist tinkering, something a handful of nostalgic, tech-savvy people experimented with to learn how it was done “then.” But unburdened by deadlines or the budgetary demands of a corporate overlord, homebrewers are not grinding out games by executive fiat, and are instead taking time to craft something new and interesting. Which begs the question: has homebrew eclipsed the licensed era, and if so when did homebrewers overtake their forebears?

    This first level looks great, now finish the game in 10 weeks so we can have it on shelves for Christmas
    Next the podcast will introduce the episode’s featured game. Beau and Kevin discuss the gameplay and features, highlighting any interesting technical facts alongside the game’s development history and some fun tidbits about the developer(s). It’s a helpful introduction to the game to prime listeners unaware of it and reminds familiar gamers why this particular game is special, setting the mood before the arrival of the developer on the show.
    Then comes the interview. Beau and Kevin have been in the community so long, they know practically everyone, so most interviews have an easy, familiar feel, as though someone turned a microphone on during a casual conversation among friends. Having interviewed a number of people for this blog, I can attest to how frequently some of my subjects worry about sharing too many stories and getting lost in their own answers, though I’m sure my readers will agree with me that those are the best parts of these posts. Beau and Kevin’s existing relationships with most developers removes that anxiety from their show, and interviews are filled with great stories behind the developer’s background and initial interest in homebrewing, as well as the specific inspiration that served as the catalyst for the game. If we’re lucky, Beau and Kevin might tease out some discussion of the developer’s other upcoming projects. It’s easy to get so lost in collecting and playing these games that we forget the people creating them. The stories shared during the interview offer glimpses of their passion, sometimes trying to make their homage to a beloved old classic or tackle a gaming feature they always wanted to see in an NES game.

    Where homebrewers begin…
    Transitioning back to the two hosts with a chiptune interlude using a track from the featured game, Beau and Kevin return to their own discussion of the game and deliver their review, incorporating any insights gleaned from the interview. Their critique is honest and fair, with a healthy dose of appreciation for what an accomplishment it is to publish a game. This segment might be where Beau and Kevin shine most: they’ve already discussed the game for a few minutes before the interview, but revisit the conversation, allowing listeners to glean how the interview itself impacts their previous impressions. It’s listening to an evolution of their own understanding and appreciation of the game in real-time.
    Having finished their discussion around the featured game, conversation shifts to Beau and Kevin’s own projects, whether that includes their own games or work assisting on the projects of others. They’ll also discuss developments in the wider community, including any new games announced, updates shared, or official releases. If you aren’t someone watching developers’ various social media pages, this update can be a great way to stay informed. Or you could also follow my pinned homebrew threads.

    Just sayin’
    And with everything else in the bag, Beau and Kevin wind down the episode and close out with one last chiptune track, from a project or an artist of interest.
     
    Interviews:
    To help reflect on The Assembly Line and the work that goes into making each episode, I talked with its esteemed hosts…
     

    Kevin Hanley
    @atonofglaciers
    -Before we talk about the podcast, I would love to talk about you and your background. What first inspired you to become a homebrewer? What is the origin story of KHAN?
    When I joined NintendoAge back in 2007, a website that no longer exists sadly, but was once the hub of the NES collecting scene, homebrew was still in its infancy. A few early NES developers, James Todd (who went by Zzap, of Chunkout fame), and Al Bailey (Sudoku 2007 developer), were starting to release physical projects to sort of set an early taste of what the homebrew community could be. I was pretty fascinated by the prospect! I had joined the site because I was a collector, with the common goal of acquiring all the games in the NES library. But here were people making new games! It was incredible. Having no programming experience, but having a background in music, I figured composing songs for some of the stuff these guys did would be my gateway into homebrew. And I did pretty well (mostly because there weren't many people doing it at the time. When good composers came along I kindly took a step back and let them do their thing. Thankfully for me, this came right at the time Brian Parker (of retroUSB fame) started releasing his Nerdy Nights NES programming tutorials. I never really considered the fact that I could handle learning programming, as I definitely had no background in it, but I was an avid user of early computers, so I knew my way around a DOS prompt pretty well and had written some batch files. I never really pieced together that it was sort of the same thing. It was an uphill battle to learn assembly language, but thanks to Brian (and James') infinite patience, I made it over the hump.
     
    -Who are your influences? And whose work are you watching closely now?
    It's hard to say who my influences are, because I sort of just do my own thing. I would say I am most influenced by what I play. When I play a new indie game that blows my mind I always want to bring that experience to the NES in some way. The same can be said about retro computer games. I grew up on them as much as I grew up on the NES, so I always want to bring the experiences in those games to the NES. One, because the NES is my favorite system and I love seeing more and more games on it, but two, because I want other people who didn't experience the games I loved as a kid to be able to experience them. It seems like people who grew up on NES didn't experience early PC games, and vice versa (with a few exceptions of course). It's nice being able to bring something fresh to the table (which is ironic to say since I mostly just port things with few original ideas).
    As far as who I follow closely, I feel like I've taken a step back and kind of look at the scene as a whole now. I just love that it's getting to be so big. I'm watching everyone! But especially Sly Dog Studios. 😉

    Screenshot from Sly Dog Studios’ website
     
    -You have been a part of the homebrew community from its early days, and you have developed a multitude of games over the course of that time. In developing your games would you say they have any qualities that seem quintessentially you across that time? How would you describe your aesthetic?
    Brian would say the only thing that makes my games mine is the fact that I hard code my sprites. 🙂 But to the end user, I doubt there's much that defines my games as mine. Other than "Oh look, another port."
     
    -How has your approach to homebrewing changed over the years?
    The main thing that's changed is the fact that I have developed so many connections now and can use experts in different fields (i.e., graphics and music) to bring me much better assets than I could ever do myself. Sharing and creating a project with others is a lot more rewarding than just doing it all alone.
     
    -What tools do you use to code?
    I code almost everything on my 2012 Macbook Air, using Sublime Text 2 for the coding, and the normal developer tools for creating assets. NES Screen Tool for backgrounds, Tile Layer Pro for sprites, Famitracker for music, Hex Fiend for hex editing, etc.
     
    -You are also known for your entry in the Annual NESDev Coding Competition, Nothing Good Can Come of This, and your work on others’ games, from the 8-Bit Xmas series and Scare Carts to Zi’s cart-based chiptune albums. Do you have different attitudes toward your work between your compo entry projects, your “feature-length” games, and your work with others? Is the experience of developing them different?
    They are definitely different beasts in my head. I'd say my "feature-length" games are just that... feature length, so I take a lot more pride in making sure they're polished and presented in precisely the manner I want them to be. When I help others with stuff I typically just use parts of previous game engines I've done to expedite the process so it doesn't take nearly as much time.
     
    -Ever since my first episode, M-Tee planted this idea in my mind that a game’s protagonist serves as the player's point of immersion in the game and also serves as a reflection of its designer. Are there aspects of yourself imbued in your games’ characters?
    Well, I think I've joked about the similarities between Larry (of Leisure Suit fame) and myself, but going down that road can be depressing, so I'll keep it light. I don't think there are too many similarities. A lot of the other developers will wax philosophical for hours about their nonsense. I don't ever think too deeply about this kind of thing. I just make what I want to make and that's that.

    The resemblance is uncanny
     
    -What lessons have you learned that you would like to share with the people who aspire to follow in your footsteps?
    You will never please everyone with your creations, so focus on exactly what you want to make and do it. Don't succumb to trying to put features in games that other people want if you aren't crazy about it. There's only one you, so make things only you can make and don't be afraid to ask for help. I wouldn't be here today if it wasn't for everyone being so selfless with their time and information.
     
    -You were/are also working on a number of games such as Courier, Unicorn, Isolation, Larry 2, Risk, Thomas is Alone, and your mystery TV show game. Do you have any updates on any of these games (or others) that you would like to share?
    Courier is going to be a masterpiece, from the mind of Peek-a-brews. I will be getting back to that game as soon as I'm finished programming Unicorn, which is what I'm currently working on. We're having to move a lot of the game engine to the web server (for reasons I won't bore you with) so that's taking a bit longer than expected, but it will be a really fun online NES game that I hope everyone gets into. It will be a unique experience for people who didn't grow up on early computer bulletin board systems. As far as the other games mentioned, I wouldn't count on them ever happening, other than the mystery TV show game, which is definitely finished and will be out by the end of the year, correlating with whenever the TV episode airs.
     
    -Let’s talk about The Assembly Line. You and Beau have produced 23 episodes over 3 years up to now, not counting episodes that are in-development. Have your interests and goals for the podcast changed over time? Has making the podcast had an impact on your interests and goals?
    I'll be honest. Since the episodes are happening so infrequently now, I've lost a lot of interest in even doing them. That will probably change when Beau gets better internet and we can do them more often, but it's so rarely in my head now that we aren't doing more than one or two episodes a year. I wouldn't say that the podcast changed my interests or goals, but it has made me realize that we actually have the ear of the community and with that comes a bit of responsibility, both with making sure the things we say are as accurate as they can be, and also that we treat the topics we cover with as much respect as we can because this stuff is truly special. It's been nice to see that we aren't the only ones that care about it, and quite the opposite, the audience out there delving into this stuff is far greater than we imagined. The number of people listening to the podcast (even as infrequently as they're coming out now) is really really surprising. And inspiring.
     
    -Do you listen to any podcasts, gaming-related or otherwise?
    I do listen to a number of podcasts, but only one of them is gaming related, and it hasn't released a new episode in a long, long time sadly. It is called the Upper Memory Block Podcast, and it's (surprise!) about early PC games. The other podcasts I listen to are Conan O'Brien Needs a Friend, Zack to the Future, The Jump, 99% Invisible, Post-Pinkerton, Off-Camera, and the Twilight Zone Podcast.

    Banner from Upper Memory Block’s website
     
    -What makes for a good podcast episode?
    Alcohol. And a game I truly care about talking about.
     
    -On average, how much time passes between the initial planning for an episode and posting it for listeners?
    We typically come up with the game we want to cover well in advance so that we take the time to both play through it fresh. Then we typically write up the outline of the episode, including the intro discussion topic and all the things that have happened lately in the community the day of recording. Then we record at night, sometimes doing the interview a different day. Then editing takes a really long time. Typically 20-40 hours, so that can span over weeks. I'd say the episode finally drops a month or so after recording.
     
    -What is your favorite segment to talk about in an episode?
    My favorite part is typically the interviews since they are special and we get to talk to people that we aren't always super familiar with. Although even when we bring good friends of ours on that is super fun too.
     
    -I’m curious about your thoughts regarding the various people you’ve interviewed and the games they’ve developed, so I’ve got a bit of a rapid-fire gauntlet of questions:
    -Favorite interviewee?
    humanthomas
     
    -Favorite chiptune featured on an episode?
    I can't really think of one that stands out, honestly. They're all really great, but chiptune music in general doesn't do much for me, surprisingly haha.
     
    -Favorite homebrew?
    Will never be able to choose between The Mad Wizard and Candelabra Estoscerro! I love both for different reasons, but truly do love both. So much.
     
    -Favorite homebrewer?
    Robert L. Bryant from the Sly Dog Studios!
     
    -Most charming graphics?
    I'm sure I've used this word to describe graphics before, but nothing immediately comes to mind. Maybe Convention Quest?
     
    -Most obtuse gameplay feature?
    Trying to use spoken word DCPM samples as clues in a video game. Such a dumb idea!
     
    -What is something your co-host uniquely brings to the table?
    Research and philosophy.
     
    -Are there any homebrew games in development that you are excited to play?
    Orange Island is probably the main one. Other than Unicorn. I WANT THIS GAME TO BE OUT, DAMMIT!
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Don't do drugs.
     

    E.B.D. Holland
    @SoleGoose
    -It’s great to interview you again! Last time, we talked about Trophy and The 6502 Collective, so I’m excited to talk more about you and Sole Goose Productions (I deliberately refrained from asking you some questions when we talked about Trophy so I could ask them here). What first inspired you to become a homebrewer? What is the origin story of Sole Goose Productions, and what is the significance of that name?
    I guess it would have been the spring of 2012. I had had the desire to make a game for about a decade, ever since high school. Over that time I would think about a project, write notes and sketch things out, try to find ways to accomplish that dream, and then eventually give up. My interest has mostly been in 2D games, particularly RPGs over the years, and I generally messed around with RPG Maker 2003 during this time. That spring of 2012, after planning out sections of a space-themed shooter/RPG, I decided that I needed to either learn how to actually achieve this dream of making a game, or give it up for good. I started looking into things more that fall, discovered that people were still making games for old consoles, and decided that that was the direction to go. The amazing community around NES development sealed the deal on which system to learn, after months of exploring options based on the type of game I wanted to make.
    SGP naturally flowed from that decision. Everyone putting out games in the community had a name: Khan Games, RetroUSB, Membler Industries, Sly Dog Studios, etc., so I knew that I wanted one if I was going to release things on cart. My first choice was Blue Apple Games, no real reason why other than I could see a logo in my head, but that one was taken by some edutainment company (if I recall). I have a list somewhere of all of the nouns and adjectives that my wife and I came up with, but no combination really worked. In the end, we were driving by a pond in a business park and she saw a goose by itself. You usually see geese in pairs or groups, and she exclaimed, “Look, sole goose!” It kind of fit with the theme of solo homebrew development, so that was that (she did not approve!).

    It's a great name! What’s your problem?
     
    -You have been a part of the homebrew community for a number of years, and you have developed and released several games over the course of that time. In developing your games would you say they have any qualities that seem quintessentially you that you have maintained across that time? How would you describe your aesthetic?
    Well, I haven’t released much that I have programmed myself, but looking over all of the unfinished projects and rough ideas I’d say that my games try to learn from the past. A lot of people approach the NES with nostalgia, but for me it is a living thing. Most of my ideas come from directly playing games, good or bad. I take what I like and try to combine it with other elements that are not often found together. I also try to look at things that seem like a good idea, but suffer in execution. The NES is great for this! Developers were throwing things at the wall to see what would stick, and genres had not been as heavily defined. We lost a lot of that spirit as things settled down, and going back to those games can breathe some new life into what we do today. Just because we make games on the NES doesn’t mean that we have to be stuck in the past. In many ways, it is our chance to approach things as they did back then, as a wild frontier of possibilities, though with decades of hindsight and medium evolution.
     
    -How has your approach to homebrewing changed over the years?
    Whew, that’s a tough one. It has probably changed in a lot of ways, but a major way that I have noticed recently is in regards to patience. It hit me the other day as I was working on the car (yes, the one that caught on fire). I had this seemingly simple task that I had never done before, draining the coolant, and it ended up taking the entire afternoon. Old parts were stuck, tools were missing, there was constant internet searching for missing information, and I had to improvise some. At the end of the day, though, I was not frustrated that it had taken so long. I just kind of acknowledged that the job takes as long as it is going to take, bumps and all along the way, which is how programming seems to work on a daily basis. I think, “oh, I should add this feature, it’ll be easy!” and then two days go by, I’ve ventured down numerous rabbit trails touching other aspects of the project, cleaned up old things, squashed some bugs, and who knows what else before it is finished (a state which is never certain in any event). These days I still have my end goal in mind with a project, but the quest to get there is no longer something that feels quite as immediate. It makes programming much more enjoyable, and probably leads to better results, even if it is a slow process to get there.
     
    -I asked Kevin about how his experience developing a game for the NESDev Annual Coding Competition compares to developing a game outside that compressed timeframe. You’ve broached the subject on the podcast a few times, do you think you’ll develop a game for the compo one day?
    Hahaha, funny you should ask. This is the time of year where I usually consider doing something. Maybe this will be the year?
     
    -What tools do you use to code?
    I use fairly basic tools. Tools influence creativity, and I want them to have as little say as possible on that process. If I didn’t, I’d still be using RPG Maker or whatever people are using these days. Making games simply to have them on the NES is a novelty at best, but ASM allows one to deeply engage a platform. I want to make the ideas in my head, not someone else’s vision of what I should be doing. Why make a game if someone else is calling the shots? Since tools are not really made for the NES, or only for a part of it, it’s up to the programmer to find them and bend them to his or her needs.
    I write code in Notepad++ and use NESASM to compile it. I used a plain text editor for the first six to nine months, but the features of NP++ are too good to pass up. Even something as simple as having line numbers is a huge gain; I recall the dark days of counting the lines in ordinary Notepad when doing the Nerdy Nights tutorials, hunting down an error the compiler spit back. I do all of my programming on an old, offline XP machine. It is light and quick, and does not interfere with thinking or work. Minimal distractions, and all of the tools I need.
    For graphics I use a combination of programs. I draw in Paint (Windows XP version), and do whatever edits I need to things in there. It is light, quick, and easy, and allows me to directly see the results (notice a theme?). When I do need to do more complex artwork I use Aseprite. I primarily use it for two functions that Paint does not have: layers, when doing sprites, and the find/replace color command. That last one is important for getting things into a graphics editor. I use YY-CHR, and it only recognizes certain colors, which means flipping everything to them prior to importing. The process might sound kind of complicated, but I can draw for days or weeks in Paint before needing another program, and then when it is time to convert things, that generally takes a few minutes for everything. I usually work with filler graphics that have been altered to be close to what I eventually want to have, so swapping out final assets for them is a (mostly) painless task.
    As far as a map editor, useful for larger projects, I am now using the most excellent program Tiled. For Spook-o-tron I made my own inter-NES editor, and I did the same for Convention Quest. I’ll have more on that someday, but I built an editor based on what I wanted to be doing with that project, working from goal/code backwards to a tool that would accomplish that. Tiled is great in that it does not dictate how the user uses it, and I was able to set it up to mimic what my CQ editor was doing, without having to build things on the NES itself anymore.
    When it comes to music I have someone else to compose things for my games. They tend to use Famitracker, and target Shiru’s Famitone2 sound engine, which is quick, light, and easy to drop into a program.
    A lot of fellow programmers give me a hard time about the programs that I use, but I like them since they do not get in the way of my work. I don’t want to have to think about the tools, or wait on them to update, refresh, verify whatever over the internet, or whatnot. The worst I experience is that annoying bubble in XP that says “Your computer is not connected to the internet” when I open up the lid, or the once a week “There are unused icons on your desktop.” I’ve gotten used to them over the last fifteen years, having used the same computer the whole time (now an identical rebuild as of a few months ago). Working offline has its bonuses too, since I can cut down the number of distractions and aimless internet searching that often accompanies online work.
     
    -You are also known for your work through The 6502 Collective, which has released great games such as Trophy and Rollie, and musical albums such as Zao’s Reformat/Reboot and Steve DeLuca’s Goofy Foot. Do you have different attitudes toward your own work versus in your capacity in the Collective? Is the experience of developing them different?
    No, they’re not really different. I’ve been publishing other peoples’ work with SGP since 2015, so it is not particularly new. If anything I make more progress and get more done with Collective work since Greg and Tim do a large part of the work. The commission projects have been nice too since they tend to be smaller and have definite due dates.

    For a refresher on The Collective’s work…
     
    -Ever since my first episode, M-Tee planted this idea in my mind that a game’s protagonist serves as the player's point of immersion in the game and also serves as a reflection of its designer. Are there aspects of yourself imbued in your games’ characters?
    Just flip up the visor on the Spook-o’-tron Spaceman’s helmet and who do you think you’ll find? Hahaha, just kidding of course. Come to think of it, I’ve never really thought of him as a character.
    I have been working on more narrative-based games for the last four years or so, though none of that has really reached the public eye. I’m sure that there are aspects of myself in some of them, but I guess we will have to wait and see. One in particular shares a certain receding hairline.
     
    -You were/are also working on a number of games such as Swords & Runes 2 and 3, Cityzen, and Family Vacation, as well as a book detailing the history of homebrew. Do you have any updates on any of these projects (or others) that you would like to share?
    Swords and Runes III is out! That’s how long it took me to get to your questions ;).
    I started a dev blog a few months ago in order to try and keep people in the loop about what I am up to, which can be found here. Besides reflections on the past, announcements and news about new projects will also appear there. Indeed, for the careful reader they may have already.

    Available now!
     
    -Let’s talk about The Assembly Line. You and Kevin have produced 23 episodes over 3 years (not counting episodes you and Kevin are working on). Have your interests and goals for the podcast changed over time? Has making the podcast had an impact on your interests and goals?
    I don’t know if we really had much of a “goal” in mind when we started it. I’ve been a fan of other peoples’ work since I joined the community, amassing a respectable collection, talking privately with fellow devs, and collecting notes about the history of things. When I started work on the homebrew history book things intensified, so the podcast became a way for me to start talking about some of that publicly. It has also served as sort of a light first pass for book interviews, since it is hard to ask questions if one doesn’t know what all a person has done.
    In the end, though, it’s a great way to keep the hobby a living thing. Being forced to play games and not just let them collect dust on the shelf, getting to hang out with Kevin, and getting to talk with friends old and new is refreshing.
    I can’t say if it’s had an inverse impact. My goals are still to make games, see what other people are doing, and keep playing interesting things.
     
    -Does the motel you use for Internet when recording episodes recognize you on sight now?
    Hahaha, we’ve only had to do that once. Usually I try to visit family every few months for a week or so, and we plan recording sessions around those. It has not been the best solution, but we do what we can with the time that we have.
     
    -Do you listen to any podcasts, gaming-related or otherwise?
    Not a one. I listened to one episode of Tell ‘em Steve Dave with Kevin while driving once, and my wife made me listen to a single TED Talk, which I was not allowed to interrupt for discussion. I can’t think and listen like that. College lectures were no problem, I loved those, but there is no pause in radio things. I live a fairly noise-free life, playing games on low volume, only turning on the TV a couple of times a week at most, and driving with the radio off 99% of the time, so my passive media intake is minimal.
     
    -What makes for a good podcast episode?
    You tell me! I guess on our end easy editing is always nice. If the files don’t cut out, drift, or get completely lost that’s a great help. Spending a lot of time with a game beforehand always makes for a better episode, as does doing a bit of research. I have over-researched some episodes, however, and saw how that can easily get things off track. I mainly make small notes, and do not prep Kevin or guests on a lot of stuff so that conversation flows more naturally. We also try to talk about less than we’d like, since we always end up going over our ninety-minute goal.
     
    -What is your favorite segment to talk about in an episode?
    Either the interviews or the community happenings. I want to hear what other people are working on, I can listen to myself talk anytime. NES development has always been about more than the games for me, more than the finished product. I want to know the process. I have more games on the shelf than I could ever play, and the personal aspect is often what causes me to choose one game over another. You have to want to homebrew; it’s not easy and not exactly rewarding, financially or otherwise. That drives people to do some creative and interesting things.
     
    -I’m curious about your thoughts regarding the various people you’ve interviewed and the games they’ve developed, so I’ve got a bit of a rapid-fire gauntlet of questions:
    -Favorite interviewee?
    Mattias, the fellow who did Quest Forge, since everything he said was brand new information to me.
     
    -Favorite chiptune featured on an episode?
    Brad Smith, Lizard, Root Zone.
     
    -Favorite homebrew?
    Lizard
     
    -Favorite homebrewer?
    Too hard, next!
     
    -Most charming graphics?
    Charming, eh? Julius’ work in Super Bat Puncher, or Nicholas’ work in Banana Nana.
     
    -Most obtuse gameplay feature?
    Light switches in pitch black rooms.
     
    -What is something your co-host uniquely brings to the table?
    Lots of interests outside of gaming that I do not share. We also seem to have grown up, and prefer, rather different games and genres. I’m always learning about something new when we talk.
     
    -Given what The Collective has achieved with playable MP3 on the NES, have you considered releasing collections of Assembly Line episodes on NES cartridges?
    I pitched it to Kevin a while back, and there was a concern that people either wouldn’t be interested in it (the episodes are free online after all), or that it would be seen as a cash grab. If that is something that people want to see convince Kevin to go along with my wild schemes!
     
    -I really appreciate you taking the time to talk with me and share your experiences again. Is there anything else you would like to tell readers and fans?
    Just that it’s been a wild ride with making games, and a blast to do the Assembly Line. Thanks for all of the support over the years, from the smallest kind word all of the way up to strapping in for yearlong testing sessions!
     
    Conclusion:
    Thanks for tuning in to yet another episode of a series that takes a closer look at the latest homebrew games coming across the finish line, or in this case, covering two colleagues and friends who also celebrate and explore the gems you need to add to your collection. What are your thoughts on The Assembly Line? Do you have a favorite episode? Is there a game you’re dying for KHAN and Sole Goose to cover next? Perhaps you’ll see it here soon as well when…A Homebrew Draws Near! Command?

  12. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 4: Trophy

    Introduction:
    The timeline for developing a homebrew is rarely brief. From a game’s first imaginings to its final publication and availability to fans, months, even years may pass. But some games can trace their history across decades to the developer’s childhood and the games that brought them joy. Though time and tide may occupy their mind for a spell, pulling their attention in myriad different directions, the memory of that dream game persists and it will not be ignored until life has been breathed into it at last.
    For this entry, I’m covering Trophy, an action platformer game for the NES and love-letter to the Mega Man series developed by Gradual Games and released by the 6502 Collective. As of the time of this writing, the cartridge release is currently being assembled for its Kickstarter backers, and the game’s rom will follow. If you missed the crowdfunding campaign, you can pre-order Trophy on the 6502 Collective’s website.
     
    Development Team:
    Gradual Games (Derek Andrews): programming, music
    Laurie Andrews: in-game art
    @Peek-A-Brews! (Jon Piornack): limited edition art
    The 6502 Collective (@SoleGoose (Sole Goose Productions) & @IBtiM (Retrotainment Games)): publication and release
     

    Original concept art by Derek Andrews
     
    Game Evolution:
    Trophy’s story begins with a doe-eyed 12-year old named Derek, who sketches robots in his notebook as he pines over his enduring love of Mega Man. But the game began in earnest in early 2016, according to a September 2017 teaser posted on Gradual Games’ website. All the mysterious announcement teased was: 1) that work had begun on a third game (following Nomolos: Storming the Catsle and The Legends of Owlia); 2) the game would be a platformer with an amazing soundtrack; and 3) a Kickstarter campaign would launch in the coming months.
    In August 2018, Derek officially announced in posts to NintendoAge and NESDev that the game would be titled Trophy. The posts also shared the game would feature 9 levels and bosses, horizontal and vertical scrolling, hidden upgrades, a password system, and a soundtrack that would make the Blue Bomber proud. Enthusiasm was immediate and widespread as fans waited for more news and prepared their bank accounts for the looming Kickstarter campaign.

    Screenshot from an early tease of the forest level
    News continued to trickle in slowly until Gradual Games posted an update in April 2019 to note delays in the game’s development due to matters both internal and personal, but that Trophy would continue in other hands. By June 2019, the homebrew community learned that Sole Goose Productions had acquired the rights to Trophy and the rest of Gradual Games’ catalog, and would finish production and publication of Trophy as a release under the 6502 Collective’s banner; joining such gems as Rollie and Candelabra: Estoscerro.

    Collective, assemble!
    Trophy launched on Kickstarter on February 27, 2020, with a tongue-in-cheek funding goal of $6,502. The campaign was funded within 24 hours, and ultimately received more than 6 times its funding goal. Backers flooded in with support at all tiers digital and physical, including the limited edition, which featured a variant CIB (with foam block!), blueprint poster, signed letter from Derek, and 6502 Collective swag.

    Kickstarter Regular & Limited Edition CIBs
     
    Gameplay Overview:
    Trophy presents itself as an action platformer in the spirit of the Mega Man games, but with its own unique flavor. You can pick up little trophies from vanquished enemies that restore health, and obtain health and weapon upgrades for an added advantage. However unlike Mega Man, upgrades are not gained following boss battles; instead these boosts are hidden, encouraging players to explore the furthest reaches of each level in search of secrets rather than rush to the bosses. At the end of each level, Trophy encounters more than themed mirror images of himself, but massive bosses that cannot be easily boiled down to predictable patterns of behavior.

    Not pictured: the return of my Brave Little Toaster nightmares
    Trophy’s story opens with two scientists, Jared Sword and Xella Quine discovering Gearus 9, a planet of peaceful robots. While Sword brings the robot Beeper back to Earth to showcase their discovery, Quine remains behind, where madness consumes him. Succumbing to his insanity, Quine takes over the planet and declares himself ruler, crowning himself Lord Q. Upon returning to Gearus 9, Sword and Beeper see for themselves what Lord Q’s evil has wrought and decide to fight back. However between Sword’s frailty and Beeper’s pacifism, neither is a match for Lord Q and his forces. The two would-be heroes resolve to use Gearus 9’s technology to fuse themselves together into a human-machine hybrid capable of saving the day: Trophy. En route to Lord Q’s lair, Trophy will fight his way through 9 levels (with ample checkpoints) as he slowly liberates Gearus 9…gear by gear.
     
    Writer’s Review:
    Before I begin my review of Trophy, I want to be as transparent as possible and state that I have not yet had the opportunity to play the final game, though I was fortunate to play an earlier build of the game at MAGFest in 2019. For impressions of the finished game, I am supplementing my older hands-on experience with the extended gameplay of @ecmyers, who posted a great livestream of Trophy that was helpful for my purposes here as well as enjoyable in its own right. Though the gameplay underlying my thoughts is second-hand, my opinions remain my own and are not drawn from others. I suppose with this blog series I might qualify as “press”, but I imagine advance press copies of games make more sense for people who can provide video footage of their gameplay to the wider public (besides, I’m not sure I would be comfortable asking for free advance copies of a game I pre-ordered anyway…not that I’d decline if offered).

    Flash! Gamers go gaga for whole new homebrew!
    Derek designed Trophy as an homage to Mega Man and it shows in the best possible ways. Levels are bursting with color, and the backgrounds are beautiful and dynamic. The environments feel alive as waterfalls flow throughout the forest level and you can almost feel the wind in your face as trees rush by on the train level. The physics of the levels vary with their themes, where gravity’s hold on you is looser on the asteroid stage and you struggle to keep from sliding on the tundra’s ice. It’s a good thing there are checkpoints throughout each level, because you might get killed for stopping to admire the view. This is Mega Man appreciation at its finest: Derek wasn’t content to build levels that offered merely the appearance of their respective themes, but the challenges within each stage varies accordingly. You must be mindful of how your jump is different on the asteroid with less gravity. Jumping off a waterfall includes blind falls which require you to use quick judgment in managing your trajectory. But you are up to the challenge because the controls are tight and intuitive, and they obey the physics of every level.

    Screenshot from finished build of game…in spaaaaaace
    I mentioned earlier that upgrades are hidden within the levels rather than awarded after a boss fight, which is a welcome departure from Mega Man. Although players can technically tackle the levels of each Mega Man game in any order, there is a path of least resistance in which bosses are particularly vulnerable to an ability acquired from a previously vanquished boss. I didn’t like the notion that adhering to a particular level order made the game substantially easier as it implied that the apparent freedom to choose whichever level I wanted to play first was an illusion, and that I was a less sophisticated gamer for not playing in the "right" sequence. I’m bad enough at games as it is, you know this. Trophy restores a true choice of level selection, and bosses are difficult because they are difficult, not because I chose its level too soon.

    As the great Shao Kahn once said: “Choose your destiny!”
    Speaking of bosses…damn! These bosses are not just evil mirror images of the protagonist with silly names and abilities. Trophy’s bosses are titanic; their sheer size in combination with their movement and attacks warrants careful strategy (and a whole lot of dying). Defeating any of the bosses is a proud achievement worthy of celebration, and beating the game merits an extra prize, maybe some kind of shiny, engraved commemorative token like a chalice…

    That’ll work
    Trophy is both an excellent throwback to a beloved series that represents the height of NES games and a marker of how high the homebrew community has risen to stand shoulder to shoulder with the giants of the licensed era. It reminds us of everything we liked about Mega Man and adds incredible new flourishes in NES programming. There is a reason Trophy met its Kickstarter goal so quickly; before the campaign ever launched, Trophy’s status in the pantheon of homebrew was already cemented. It is a game I know I will revisit time and again, that I will share with friends, and I don’t even have it yet.
     
    Interviews:
    Trophy has been a hotly anticipated homebrew for the past few years, and as the game comes closer to reaching an eager public, the stories behind it become more relevant. I spoke with Derek of Gradual Games and Beau of Sole Goose Productions/The 6502 Collective to learn more…
     

    Gradual Games
    -Before we dive into Trophy, I'd love to talk about you and your background. What first inspired you to become a homebrewer? What is the origin story of Gradual Games?
    I got started with game programming at age 13. My mother found a tutor in my hometown who introduced kids to programming by teaching them how to make a game in QBasic. I was instantly hooked. After that, I delved into the online world of QBasic which went so far as building things like RPG engines with the aid of some x86 assembly language for fast graphics on old Pentium machines, so I got a taste of assembly language and programming for old computers via DOS way back in the 90's.

    It's all about the Pentiums, baby
    Then I went to college. Near the end, my peers kept telling me I should make games for the XBOX 360 using C# and XNA. I wasn't interested though---I remembered how much I enjoyed the simplicity of DOS. I found FreeBASIC, which is a modern variant of QBasic, and I found Andre Lamothe's retro DIY video game system the xGameStation, and the UzeBox. The only one of those I played around with was FreeBASIC. Eventually, my co-worker Bill Roberts told me about NESDev. Eventually I decided to give it a try since I had a background in assembly language from DOS. I found I was able to pick up 6502 pretty easily, and the rest is history. I called my game company Gradual Games because I was inspired by a quote from Pavlov, which goes: "From the very beginning of your work, school yourselves to severe gradualness in the accumulation of knowledge."
     
    -Who are your influences? And whose work are you watching closely now?
    My influences for my NES work were primarily games like Mega Man, Castlevania, Ninja Gaiden, StarTropics and Zelda. These days, I'm kind of avidly following the PICO-8 community as well as continuing to follow and support the NES homebrew community.
     
    -Your work on Trophy spans the game's programming and music. In developing the game would you say it has any qualities that seem quintessentially you? How would you describe your aesthetic?
    I almost viewed Trophy as a vehicle for my music. I've adored Mega Man music since I was a little kid, and always wanted to write my own. Making Trophy gave me a chance to do that. I could have written the music on its own, but there are so many people around who can write good chiptunes, but not as many people can both compose and build a game. So I felt a better way to get people to listen to my music was to make a game that would hold them captive while they listen to it MUAHAHAHAHAH.

    Portrait of the artist as a young, maniacal man
     
    -What tools do you use to code and compose?
    To code I just use Notepad++. For composing, I use FamiTracker.
     
    -Trophy’s Kickstarter page says the game traces back to when you were 12 years old. Tell me about what your imagination conjured years ago.
    I liked to draw robots around that age. Trophy was one of the main ones I drew---I drew at least two versions of him. I still have the originals.

    Original concept art by Derek Andrews
     
    -Tell me about the evolution of Trophy, what was your process for taking an idea and manifesting it?
    Pretty random---basically just use Mega Man as a reference for general level biomes and then create levels that felt good to play. I tend not to plan things---almost everything in my life is an improvisation of some kind.
     
    -I’ve argued the protagonist represents the player's point of immersion in the game, and how we perceive the protagonist contextualizes how we perceive the game's world. I also believe that the protagonist’s design serves as a reflection of its designer, which would be especially intriguing considering Trophy is a fusion of two characters: Sword and Beeper. What was the intention behind the design of Trophy’s character, and how did he evolve from your initial demos to the final game with The 6502 Collective’s tweaks?
    I honestly don't put that much thought into things. Haha! I just took the first sketch and ran with it...honest! My only goal with this game was to shamelessly rip off Mega Man without violating copyright. I probably invested more of "myself" or "my soul" or what have you into the music.
     
    -What was it like working with The 6502 Collective? How did you connect with them for this project?
    I've known Ernest Holland (Beau) for quite a few years now in the NES homebrew scene. He eventually joined 6502 Collective. I can't remember exactly how I became aware that he/they would publish others' games, but once I knew I decided to sell my I.P. to them. I did this because of my divorce. My artist was actually my wife. So, to make the divorce simple we sold all of Gradual Games I.P. to Sole Goose Productions. I'm very happy about that move and it is in good hands. I really needed to restart my life and not worry about taking responsibility for further sales, releases, or Kickstarters.
     
    -You said on NESDev that Trophy is a love-letter to the Mega Man games. Was about that series do you enjoy so much that you built your own game as an homage to it?
    MUUUUUUUUUUUUUUUUUUUUUUSSSSSSIIIIIIIIIIIIIIIIIICCC!!!!!!!!!!!!!!!!!!!!!! He wasn't called Rock Man by accident. I used to turn on Mega Man 5 and go into Napalm Man or Crystal Man and just stare at Mega Man not even moving, just listening to the song for a few minutes before actually playing. I actually didn't fall in love with games and game design till well into my NES homebrewing career if you can believe it. I did always like games, but I REALLY like them now and know a lot more about the craft.

    Ability acquired from defeating Music Man, infamous for selling trombones to untalented Iowan kids
     
    -You also mentioned on NESDev that the game originally used vertical mirroring, but that you spent 3 months rewriting the engine to use horizontal mirroring because you wanted the same attribute glitches as Mega Man 5 and because you wanted bosses that could descend from the top of the screen. Are there any other coding tricks you applied to the game for similar reasons?
    That's the main one. I wanted it to look and feel like Mega Man 5 right down to the flaws like the attribute glitches.
     
    -In a teaser on your website, you said that in addition to coding and making games, you are a musician, and you are really excited for Trophy’s soundtrack. Tell me more about your musical background, and what has you especially excited for this game’s soundtrack.
    I got into music near the end of the few years I was dabbling in game programming as a teenager. Got into guitar and keyboard simultaneously. I eventually met a man who had an enormous impact on my life musically who is my friend to this day, and this led to me recording hundreds and hundreds of recordings of piano improvisation. These improvisations got complex enough that I eventually attained a good understanding of how to compose music, even though I don't tend to write them down. I applied this experience to writing music for Trophy as well as The Legends of Owlia. Nomolos by contrast was all public domain classical music. I'm excited about Trophy's soundtrack because I made a big effort to make the most Mega Man-like tunes I could come up with. They're not quite as complex and interesting as my favorite Mega Man tunes, I don't personally think, but I'm happy with them nonetheless.

    Screenshot from Nomolos: Storming the Catsle
     
    -What new challenges or surprises surfaced in developing Trophy as opposed to Nomolos and Owlia? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    MMC3 splits are tough to get right. MMC3 in general is a little complex to work with because its got so many more features than say UNROM (mapper 2). In fact, any raster effects are hard to work with. Owlia had a hard-coded raster effect to hide scrolling updates at the top of the screen. That was a huge, huge, HUGE timesink. Somewhere in my NES homebrewing career I really fell in love with the craft of making an interesting game rather than doing something impressive programming-wise. So I'd say to aspiring homebrewers---if you're feeling tempted to impress people with programming---don't. It's dumb. It's way more satisfying to craft an interesting gameplay experience. You can do this with many game genres and gameplay styles without taxing yourself in the programming department. For instance, it is much simpler to program a screen-by-screen game with no scrolling. In retrospect, I wish I had built Owlia this way, as I would have been able to cram in much more interesting gameplay as a result instead of sinking so much time into tweaking a stupid raster effect.

    Screenshot from The Legends of Owlia
     
    -Social media has been buzzing with excitement for Trophy! How does it feel receive such enthusiasm?
    It feels pretty good. That doesn't replace the joy that I experienced during the actual act of creation however. That's what keeps me going---the act of making anything, the feeling of mental flow, is why I do it. Praise is fleeting.
     
    -Is there another project after Trophy on the horizon? Another dream project that you hope to bring into existence, NES or otherwise?
    I have no more dream projects. Game development is now just a hobby or a craft I enjoy pursuing in the small. I have a very long list of quirky little ideas I might build in PICO-8, and I'm kind of working my way through those slowly. Though, I actually am working on a big port project right now. There's an old indie game called Lynn's Legacy released almost 15 years ago. You can actually still download and play the win32 binary. But it's so old, it can't play fullscreen without being blurry anymore because of outdated apis and compatibility problems. The game is public domain and open source so I'm taking it upon myself to fully port the game to a modern game framework called Love2D. The project is well underway and I'm hopeful to have it complete in approximately 2 years.

    Screenshot from Lynn’s Legacy, made with FreeBASIC by Cha0s and Josiah Tobin
     
    -Your more recent posts on Twitter and the VGS Discord center around your PICO-8 programming. Tell me more about PICO-8 and what you’ve been doing in that realm.
    PICO-8 is a fantasy console. It's basically an emulator for an 8-bit computer that never existed. It is intended to feel like working with an old computer when you write software for it. The way in which it produces this feeling is that when you program, the api is very simple and modeled after the memory map of an old computer like a Commodore 64 or NES, and has many functions named after old BASIC functions (for example, PEEK and POKE are the same idea as LDA and STA from straight 6502 assembly coding). So, it creates instant nostalgia for folks who got their start in BASIC, like I did. But, it's not just nostalgic---it makes for an environment that is truly excellent for beginning programmers and game developers as well.
    The PICO-8 community is enormous and attracts a ton of insanely talented people who make absolutely charming gems for the system---all for free (though a few notable games eventually were made into larger games such as Celeste---the PICO-8 version of Celeste is an easter egg within Celeste itself!)
    When you distribute your game, all your code, graphics and sound get crammed into a single .PNG image file that looks like a game cartridge. So it produces a psychological feeling that you "own a cartridge." It's not a zip file. It's not an installer. It's not a folder with a big mess of files. It's a single PNG image---that's your game!
    I can't stop talking about PICO-8 itself because I'm such a fanboy. As for what I've done with it---I've made a handful of small games in it so far, and I have a list of over 100 ideas of what I'd like to build in it. I feel as though it is my final destination as a game developer. I never actually wanted to sell anything I made---the fact that I have done so with NES is very cool but really a means to an end. If I could have distributed cartridges without spending a penny, I would have. Haha. I really just create games for the innate satisfaction and joy I get from the craft.

    Hobobot, a PICO-8 game developed by Gradual Games
     
    -Are there any homebrew games in development that you’re excited to play?
    I'm pretty excited about Full Quiet, Halcyon, and that new adventure game Chris Cacciatore is creating. The sad thing is though there are so many games these days, and I'm distracted by Zelda: Breath of the Wild right now. I still haven't even played all the NES games I own which were made back in the day. Some day, I hope.

    Chris Cacciatore’s in-development project, Janus
     
     
    The 6502 Collective (E.B.D. Holland aka Sole Goose Productions)
    -Before we talk about Trophy, I'd love to talk about you and your background. You already program and publish homebrews in your capacity as Sole Goose Productions. What first inspired you to found The 6502 Collective with Retrotainment Games? What is the origin story of The Collective?
    Well, the Retrotainment fellows were building the Mega Man 2 and Mega Man X re-releases for IAm8Bit and they asked if I’d come lend a hand. I lived in Tim’s basement for a couple of months and although we spent the better part of each day physically building games, there was plenty of time before and after work to work on projects. Between those times and then spending eight to ten hours working together and dreaming up ideas, we decided to undertake a collaborative project. At the previous year’s PRGE Tim had noticed the CTWC selling an empty cart with a label on it in commemoration of that year’s event, and he had reached out to them about giving it some actual content moving forward. It was kind of a simple project, not really a game, but it was a great place to start. We talked over the general design together, but Tim did most of the layout and graphics. I did the programming, and humanthomas did the music. It was the first time that Thomas and I had worked together, which has proved to be another lasting relationship.

    And from a collaboration, a collective was born
     
    -Who are your influences? And whose work are you watching closely now?
    That’s going way back! I’ve been doing this for over seven years now, so who was around back then… Hanley of course, and also MRN; they were the two biggest influences on me getting started, beyond the Nerdy Nights anyways. Kevin was very approachable, but even from afar he was working on interesting things like Study Hall and what looked like it might be the first NES homebrew RPG: Unicorn. Just seeing that one screen of Unicorn was enough to give me the motivation to say, “I can learn to do this too.” MRN was doing some neat stuff as well at the time with Nightman vs Justice Incarnate, and he was also rather active on the forums. He also had those tutorials that went further than the Nerdy Nights, and started to build the type of game that I got into homebrewing to build, an overhead action adventure. Both of them were very helpful privately, in addition to their public support.
    These days I’m watching Ted’s work on Orange Island pretty closely. Even though the PC version is first, the NES port looks to be amazing. Plus, he has adhered so closely to the system specs that the two versions should be pretty close; very similar to how Brad Smith built Lizard. A lot of the work of my close friends I keep tabs on daily or weekly, and it has been nice seeing Halcyon, Unicorn (finally!), The Scarlet Matron, Full Quiet, and others come together.
     
    -What services does the Collective advertise to potential clients? Who does the Collective wish to attract with its services?
    The Collective takes on various responsibilities depending on the situation. Publishing is one of our main tasks, with the goal being to help devs when they need it most. After working on something for years, who wants to take another six to twelve months to figure out manufacturing and distribution? Eh, some do, I’m one of them after all, but it’s not for everyone. We also try to help games get to the next level in terms of polish and refinement, taking into account the dev’s own goals for a project. That may mean further beta testing, level refinements, graphical changes, or simply professional grade packaging. We try to make all of that as easy on the developer as possible.
    From time to time we also undertake commission work, such as the CTWC project mentioned above, or last year’s Convention Quest. These generally target an event, are programmed in-house, and develop in conversation with a client. That causes them to grow in unique ways, and the results have been interesting. Tight deadlines probably help in that regard as well!
    The last thing, so far, that we have dabbled in, is music albums. Thanks to Memblers’ MP3 GTROM boards we are now able to have CD quality audio playing out of the NES. To date we have released Zao: Reformat/Reboot and Goofy Foot. Both were great experiences, with Tim doing design, layout, and graphics, and myself covering programming.

    Promotional image of Zao’s Reformat/Reboot
    I guess we have a little something for everybody, whether devs, those wanting commission work to accompany an event, or even bands. Who knows what’s next!
     
    -Do the members of the Collective have particular roles or specialties? What does the division of labor look like on a given project?
    It definitely changes by the project, but we each have our areas of expertise. For the CTWC Tim handled coordination, design, layout, and even graphics. I did the programming, Thomas did the music, and then Greg took a look at the end result and made sure that we weren’t completely off the mark. Zao and Goofy Foot followed a similar pattern, though obviously we did not need NES music for those projects.
    For The Convention Quest I came up with the idea, drew most of the graphics, and programmed it. Tim helped with design and graphics, coordinated with the client, and he also did the sfx. Thomas did the music. Greg made sure we weren’t crazy and completely off the mark.
    Trophy was entirely different since we each got to lean into our strengths on that one. Since we were working with another programmer it made some sense for me to handle those interactions (plus Derek is a good friend and we have talked for years). Greg and I looked over the game as a whole, decided on some improvements based on playing the game and observing public feedback, and then I implemented those using Derek’s working method. Greg also handled any art changes, and worked with an artist to get them into the game. Tim got to go full blast with marketing, which really showed in the campaign’s success, up to and including building The 6502 Collective website in time for the launch. It was a project that really forced us to get all of our ducks in a row, which makes the future a much smoother prospect.
    Each project tends to be different based on who has an existing relationship with whoever we are working with, and also who has the vision for something. For the CTWC, Zao, and Goofy Foot I had nothing in my head about what they would look like, not even a vague idea. Tim on the other hand had all sorts of crazy ideas, I just had to rein him some to save my own sanity. So too with the Trophy art revisions; that fell to Greg and he did an amazing job. Tim also tends to do most of the physical assembly of games, although I tend to handle the board flashing for the time being.

    Promotional image of Goofy Foot: Power Chiptunes from Steve DeLuca
     
    -Is the Collective hiring? Are you looking to bring on more partners, generally or with particular skills, to expand your capabilities?
    I wouldn’t say “hiring” per se, but we are always looking to work with new folks. We are more of a collective in that sense, not a corporation, which is why we settled on that name. The range of projects we end up involved with demands that we have a variety of talented folks that we can turn to for art, music, programming, packaging, or whatnot. We do tend to seek out those who are easy to work with and who share our community values, but the door is always open to meet new contributors. As far as publishing, we always have our eyes open for new projects that may need a bit of help to get into the hands of gamers, or to make the jump from good to great.
    One of our big goals when working with devs is to connect them to resources. They show us a solid game, but the music or art is lacking and it really shows. Based on our personal experiences at Retrotainment or SGP, we can then connect them to artists or musicians, and at times cover the costs on this side of a game’s release. It is not always a lack of time or connections that hinder a game, as production and asset costs can quickly accumulate. Like I said, our goal is to make things easy on the dev, and that includes all aspects of a release.
    Long story short, we are always looking for new people to work with, whether developers, programmers, artists, musicians, or whomever. The people in the community are what make programming for the NES an amazing experience, and who knows who we will meet next.
     
    -The Collective has also been involved in some exciting hardware developments, such as the playable audio on Zao’s Reformat/Reboot NES cartridge release. What was the inspiration behind that project, and do you have other novel technical treats up your sleeve for the future?
    This was another project that grew out of my time in Pittsburgh and working with Tim all day. When I told him that Memblers had mentioned that something along the lines of playable MP3s on the NES was possible, his eyes lit up, to say the least! We talked out a lot of ideas, and before long (and before he was supposed to!), he had started talking with a member of Zao about a possible project for them. The board only existed on paper, so the first major hurdle was convincing Memblers that it’d be worth the time and effort to finish the design. Since the boards would be modified versions of GTROM, Tim and I got started on the album content long before then. He did all of the design, layout, and graphics, and I did the programming. Once the boards arrived, then I had to figure out how to program for the MP3 portion. It was not too bad, but it was interesting to be working on something that did not yet exist!
    As far as other technical treats, we have been toying with some internet-capable designs for what looks to be the biggest change in the future of NES development.
     
    -What was the Collective’s role in Trophy?
    Where do we begin with that!
    For Trophy, the members of The Collective have served many roles; anything from tester, to publisher, to editor, and more.
    For example, I was one of the initial testers for the project, playing it over at Derek’s house in front of him while he frantically took notes. I broke a lot of stuff in that build, which I think he appreciated.
    I talked with him for about a year in regard to helping him publish it before that actually came to pass. From that point on we were 100% in charge of everything. We were handed a finished game, but felt that it could benefit from some small improvements, all of which fell to us to make if we wanted to see them happen. Derek was a real sport about that too, trusting that his dream would still be recognizable and intact after the changes. At the start he had asked for an unaltered version of the game come release time, but he messaged me at some point and said that he would rather have the version with the changes we had made. That was an important day for me personally, knowing that he more-than-approved of the things we had done to his baby.
    This process put the success or failure of the project squarely on our shoulders. Luckily, this is where The Collective’s collaboration really shines, as we were each able to handle the aspects of the project that best suited us. Knowing that we were working with one of the true gems of the homebrew community meant that we didn’t have to focus on actual development beyond the few edits that we made, which was a nice change.
     
    -What was it like working with Derek?
    Working with Derek has been amazing! He was one of the first people that I reached out to in the community way back in 2013, and we have been friends ever since, so it was a true honor to help bring Trophy to release. He gave us total freedom to make it the best game that it could be, and that caused the game to become something different than it otherwise would have been.
     
    -How has Trophy evolved since the Collective started its work on the game? I know there were tweaks to Trophy’s sprite, were there any other revisions you feel helped to further polish the game?
    Having been familiar with the project for over a year, and part of the testing discussions, I had some ideas about potential changes. A new design for the character was sorely needed, and we got some proposals from a few artists about possible new directions. The old design was not terrible, but when you’re making giant six-foot standees for display at PAX you want to have a character that people can get behind! That also helped us to better align the in-game sprite with the packaging art; which was not something that we could have done with the old sprite.

    Evolution of Trophy’s Sprite
    In addition to that we reworked some of the levels based on player feedback. Beyond the beta testers, we had the reactions of hundreds or thousands of PAX East attendees, and also the impressions of a host of reviewers. People were jumping into pits that could be better marked, finding their way into potential soft locks, or generally breaking the game in ways that we had not envisioned. This led to some mild, but meaningful, level redesigns. We also asked Nathan Tolbert to add in a feature to the game, making the hardest boss slightly more forgiving. This continued testing also brought to light two significant bugs that Derek quickly fixed.
     
    -Trophy represents Derek’s love-letter to the Mega Man games. What are your thoughts about the Mega Man series and how did that impact your work on finalizing Trophy?
    Mega Man was probably the first video game character that I was really into growing up. Even without cartoons, action figures, bed sheets, lunch boxes, or what have you, his appeal and presence to a kid was strong. When we got our NES, Mega Man III was probably the game that we rented the most that first year or so. He was one of the first characters that I would draw and dream up stories about, in part spurred on by the article in Nintendo Power about Mega Man V boss submissions (issue 44 I believe). Working with a similar character/property was a great experience, and hopefully my own love of Mega Man helped in either the presentation or the game edits. Even if not, having a strongly character-based game made it easy to rally behind the project and get others excited.

    Pictured: a spectacular issue of Nintendo Power
     
    -The Collective has worked on a number of prominent homebrews from Convention Quest to Rollie. How has the Collective grown over the course of its projects?
    Each project is different, and presents a new set of challenges. What started off as giving the CTWC something more than an empty cart to mark their event, has turned into publishing, pushing new tech, and ever more sophisticated commission work. Each project has also had different levels of input and involvement from Collective members, and we are dynamic in that sense. There are no set roles for us, or standardized ways of doing things with a client. Each project and game has to be figured out based on a variety of factors that are brought to the table.
     
    -What new challenges or surprises surfaced in developing Trophy? What lessons did you learn that you would like to share with the people who follow in your footsteps?
    With Trophy we knew that we had one of the highlights of the homebrew community on our hands, and the challenge came in the form of pushing the game as far as it could go. With zero work on our part the game would have been a success by homebrew standards, but could we go the extra mile? Deciding to show it at PAX East was a major decision with a lot riding on it if it was not received well by the modern gaming community. Over eighty thousand people had the chance to see it that weekend, and the response from those that stopped to play it was amazing! The Retrotainment guys are old hat at these industry shows, but for me it was a fresh challenge to promote something that I was personally involved with at this level.
    I suppose that the biggest lesson from this is to try and gauge how much effort to put into something. I’ve published three other projects, and I cannot imagine putting this level of time, effort, and money into them. It is not because they are bad in any way, but I try to be realistic with myself in terms of appeal. I try to find that point where the returns diminish, or at least be aware of it, and then push toward that. Then again, don’t sell yourself short when it comes to who may be interested in something. The amount of love that I continue to see for Swords and Runes and Spook-o’-tron continues to surprise me, long after I thought that they had run their course. You just never know when or how someone might discover something.

    Screenshot from Spook-o’-tron by Sole Goose Productions
     
    -Social media has been buzzing with excitement for Trophy! How does it feel to bask in such support?
    The support for Trophy has been amazing to see! It’s one thing to know your friend has made an awesome game, it’s another to have actually shown and communicated that to other people. That was our whole job, after all, and it has been wonderful to see Gradual Games get the recognition that they deserve for such a great game.
     
    -Is there another project after Trophy on the horizon? Another dream project that you hope to add to the Collective’s catalog?
    There are always more projects, whether in house or ones to potentially publish. We are in talks with a number of people, and are on the brink of launching an exciting new series. I can’t say more just yet, but I think that people will be pretty stoked for it!
     
    -Are there any homebrew games in development that you’re excited to play?
    Full Quiet makes the top of my list. I had to help demo it at PAX East in early 2019, but since then I have refused to let Greg and Tim show me anymore of the game; I want it to be a surprise! Dullahan Software’s Project Janus is another that I’ve been watching closely on social media. Unicorn, of course, has been great to see finally come together; we’ve only been waiting a decade for it! Tolbert’s Halcyon is one that I cannot wait to see completed. Orange Island is a strong contender for someday replacing Lizard as my favorite homebrew of all time, but we’ll see. It’s also great to see Rob back to work on some of his projects, and there are a number there that I cannot wait to see completed. I’m big on games that allow for exploration, if that isn’t apparent.

    Screenshot of Orange Island
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Just a big thank you to everyone, whether supporters or fans. I’d like to think that we’d be doing what we do in terms of development with or without encouragement, and simply for the love of the NES, but having support makes a lot of what we do possible. Thanks for keeping physical media alive, and here’s to another decade of trying to live those 8-bit dreams!
     
    Conclusion:
    Thanks for tuning in to another episode of my blog series, which takes a deep dive into new and in-development homebrew, destined perhaps to be the next essential gem. What are your thoughts on Trophy and the catalog of homebrew from Gradual Games and The 6502 Collective? What other homebrews are you eagerly awaiting and what would you like to learn about your favorite developers? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?

  13. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 2: KUBO 3

    Introduction:
    Homebrew development can be as stressful as it is fulfilling. Between writing code, designing sprites, and storyboarding, all to produce a game that will appeal to a small, but devoted community, it’s an impressive feat when a homebrew crosses the finish line. Many homebrewers balance their passion projects with primary careers, families, and a host of other responsibilities that demand their time and attention. Sometimes the stress of it all means turning away from a game until the time is right to resume. And sometimes a game exists because the brewer bridged programming with another sphere of their life.
    For this entry, I’m covering KUBO 3, an adventure game developed by the father & son team behind SJ Games: Dale Coop and his son Seiji, who have bonded over homebrew development since Seiji was just 6 years old. As of the time of this writing, the rom of KUBO 3 is available here, a cartridge-only release is available for purchase by PM’ing Dale, and you can also PM Dale to reserve a limited edition CIB to be released later this summer.

    Minty CIB
     
    Development Team:
    @dale_coop (Dale Coop): programming
    Seiji: game design
    @Raftronaut (Jordan Davis): music
     
    Game Evolution:
    To discuss the development of KUBO 3 and appreciate the enthusiasm that flows through it, I must begin with a history of its predecessors.

    The KUBO Trilogy
    Kubo’s story begins in the summer of 2018 when Dale and 6-year old Seiji created the first KUBO game as a fun summer project for them to work on together. Seiji learned to use the NESmaker interface while his father helped with coding. When they were finished, they could boast they had made a real NES game. The following September, Dale surprised his son with a birthday gift: a cartridge of KUBO that he could play on his NES console!

    Pictured: a very happy birthday boy
    The story was simple enough: battle monsters as you pursue a mystical gem. But ever since Dale and Seiji‘s code first gave rise to Kubo, they felt the itch to expand the four corners of his world.
    When the New 8-Bit Heroes team announced the first NESmaker Byte-Off Competition in early 2019, Dale and Seiji seized the opportunity to create KUBO 2: L’Adventurier Courageux (as well as Underground Adventure 2019). By this time Dale had become a celebrity as a result of the tutorials and modules he created for the NESmaker community, in addition to helping others working on their individual projects. It’s therefore no surprise that Dale’s overall efforts were recognized by Joe Granato, Austin McKinley, and Josh Fallon when they awarded Dale with The New 8-Bit Hero Award.

    Oh my gosh, it’s Nix! Nix, whose code are you wearing tonight?
     

    And the Byte-Off Award (Bitey?) goes to…
     

    It’s an honor just to be pixelated…er, I mean nominated!
    Between the myriad ideas spilling out of Seiji’s imagination and the limits imposed by the Byte-Off Competition’s deadline, a third KUBO game was all but inevitable. Over the course of the next year, Dale and Seiji continued the story of Kubo’s adventures, finishing KUBO 3 in time for their visit with Joe Granato and Austin McKinley in Florida, where they played a cart of the finished game in the studio of NESmaker HQ.

    Joe Granato & Dale Coop at NESmaker Studios
     
    Gameplay Overview:
    KUBO 3 blends genres, combining an overworld open to exploration with side-scrolling dungeons, creating a gaming experience reminiscent of Zelda II or Dick Tracy. The dungeons themselves represent a variety of themes, with layouts and hazards specific to each theme as you swim through underwater caverns and bounce between clouds in the sky.
    KUBO 3 picks up where players last saw the heroic cowboy turtle in KUBO 2. The Evil Mole kidnaps Kubo’s friends and neighbors, demanding four hidden crystals as ransom. To save the villagers, Kubo must venture into the Kingdoms of the Sea, Sky, and Underground, as well as a spooky cemetery, in pursuit of the ruby, sapphire, amethyst, and peridot.

    ‘Cause this is Kubooooooooooooooo, Kubo night!
    You might wonder what manner of cowboy turtle would set out on this quest unarmed, but that is no accident. This game favors the patient and curious player who wants to explore the overworld before diving into the dungeons. By that token you might argue the game begins on a more difficult setting, and the burden is on you to find the means to make it easier.

    Now if I only had a compass…
     
    Writer’s Review:
    KUBO 3’s world, like Zelda’s, gives you the freedom to explore its colorful world on your own terms, allowing you to decide which levels to tackle first. In addition to the four dungeons and final castle (all conveniently marked with signposts), the overworld holds a few secrets, ranging from hearts and medicine to Kubo’s pistol.

    KUBO 3 Overworld Map
    The dungeons themselves offer their share of challenges without being unfair; patience and persistence will carry the player safely through to the level’s boss, though you will take a few hits before learning the patterns of the enemies and obstacles you see, as well as the location of a few you can’t.
    KUBO 3 controls well, and you’ll rely on those controls to jump across some wide chasms and shoot a few pesky monsters blocking your path. The graphics are cute, with a few clever touches to the animation such as when Kubo dips into the water when crossing a lake, or his swimming animation generally. But then again, he is a water turtle.
    The game’s soundtrack has a wonderful story behind it, which I’ll let Dale and Seiji share, but the tracks themselves are fun and well-woven into the game’s environment. Seiji’s melodies may well earn him the distinction of being a rising Mozart of homebrew.

    I don’t envy whoever might be the Salieri of this analogy
    But significant credit goes to Raftronaut for taking Seiji’s inspiration and transforming it into the engaging set of chiptunes we hear. If KUBO 3’s soundtrack is any indication, Raftronaut’s own upcoming homebrew, Space Raft should be another homebrew to keep on your radar (and hopefully a future entry in this blog series)!
    KUBO 3 is the kind of game many of us envisioned when we were Seiji’s age: pulling together our favorite elements from a number of NES classics to make something new and fun. And I can’t express how jealous I am toward Seiji for accomplishing it three times over. Considering NESmaker emerged as an extension of Joe Granato’s development of Mystic Searches, his own childhood dream game, it is hard to imagine a more fitting example of what the program was meant to inspire than KUBO 3 and the father & son who created it.
     
    Interviews:
    Kubo’s world is colorful and inviting (as long as you steer clear of the Evil Mole), but I can’t begin to appreciate this series of game without talking to the SJ Games team. Dale Coop is certainly an effective hype man, but his young son Seiji is the creator of this universe. To learn more about the heart and creativity poured into KUBO 3 and its predecessors, I spoke with Dale and Seiji to learn more…
     
       
    dale_coop (DC) & Seiji (SJ)
    -Let’s get to know you and Seiji better. Tell me about yourselves.
    SJ: I'm Seiji, I'm 7 years old, I'm French-Japanese and I live in France. I've been loving video games since I was 4 years old. I started playing on the family Wii U and on the Arcade cabinet we have at home. I like to live adventures and discover new worlds. My other passion is drawing and building origami, paper objects. Since 2018, I have been creating homebrew games for the NES console, with the help of my dad.

    Fun fact: Dale saved an old European arcade cabinet from destruction, and made a MAME cabinet with a Dreamcast inside
    DC: I'm dale_coop, Seiji's dad. I'm French and I have a love for video games from the 80s. I grew up with an Atari 2600, my dad bought one when I was around 4 years old. When I was teenager, I received the NES for my birthday. Those are my favorite consoles. At that time (we're talking about the early 90's), I also played a lot of Arcade games: Xevious, 1943, Shinobi, Final Fight, Street Fighter 2…
    I always wanted to create games. After high school, I studied software engineering to become a developer. I have been working as a developer since 2000 for a few companies. Every day, I use development languages like PHP, Javascript, SQL and especially Pascal Objet. In the last few years, I rediscovered NES games and especially learned that new games were still released for the NES. It's in 2018, while I was bedridden for several months for health reasons, that I plunged in my turn in the creation of small games for my favorite console. Soon, my son was joining me in that hobby.
     
    -Which video games did you both enjoy playing before you started designing your own?
    SJ: The games I've played the most are Splatoon on Wii U, I like the idea of doing a battle with paint guns, also, Zelda Breath of the Wild; there's adventure, the freedom to go wherever you want in the game. And also, I will say Kirby on NES, I like his mechanics to absorb the abilities of the monsters and especially the mini stages where Kirby has to shoot like a cowboy!
     
    DC: I guess you can find some aspects of these games in KUBO. On my side, it's the Arcade games of my childhood, like Xevious, Pacman, Moon Patrol, Adventure, Galaxian, Galaga; it was a time when graphics weren't everything, the game universe was in our imagination. There's also Street Fighter 2, my favorite fighting game, I spent countless hours on Arcade cabinets and, later, on SNES (one of the only games I had on this console was Donkey Kong Country, my favorite SNES game).
    On the NES, The Legend of Zelda, Teenage Mutant Ninja Turtles and Super Mario Bros are still my favorite games, even if I'm not good. But they represent what I remember from my childhood, and these games are fantastic.
    More recently I loved Zelda Breath of Wild, the huge size of the world, the feeling of freedom you get when you play it, without feeling lost. I hate when I'm lost in games and don't know where to go/what to do.
    Finally, I'll say that Micro Mages, Twin Dragons are recent games that are models for me: excellent gameplay, great graphics, and very addictive. Very good examples of what you can do nowadays on this old console.
     
    -What inspired you to develop games with your son?
    DC: I think Seiji wants to reply first to that question.
     
    SJ: I've always wanted to make video games. When I found out that my dad knew how to make them, I wanted to make one right away.
     
    DC: When I started making my first NES projects (prototypes or demos), Seiji got interested and watched how I was doing it. He naturally wanted to do the same. So we started to organize small NES dev sessions together, 1-2 hours, during some weekends or the holidays. It's a very fun and, at the same time, instructive activity.

    Seiji knows work doesn’t stop for the holidays
     
    -What is the significance of the name Kubo?
    SJ: "Kubo" comes from the combination of two French words "cube" and "eau" (pronounced "o", which means "water”) because NES games look very cube-based (like Minecraft) and the character is a turtle (a water turtle). So, "cube" + "eau" became "cubeau"/"cubo", then "Kubo" to have a more Asian look and sound (my mom is Japanese).

    A young Kubo leaving home to set out for video game stardom
     
    -Did you create Kubo for the game, or did he already live in your imagination?
    SJ: Kubo's character is a fusion of several ideas: he used to live in my imagination in a slightly different form than he does now. He's always been an adventurer living adventures, discovering treasures in various worlds, populated by monsters, which he has to fight with his weapon. But he wasn't a cowboy turtle in the beginning. I developed him as I worked on video games. And he will continue to evolve with future episodes.
     
    -Tell me about your creative process and how you created this colorful world and the cowboy turtle at the center of it.
    SJ: First I imagine the different characters, the monsters I want to see in my game. Then I draw them on sheets of paper, or in my sketchbook, with some indications about their main characteristics (movements, attacks, or weak points). And finally, I try to reproduce them in pixel art with my dad's computer.
     
    -Did you have any prior experience in programming, or did you and Seiji learn together?
    DC: Before 2018, I had never coded a video game. I started being interested in the NES dev. It wasn't very easy at first (and it still isn't, I consider myself a beginner, as I still have so much to learn). My professional experience helps me for the programming logic, the algorithmic part. It's fun to experiment and share my code with others. Seiji is still a bit young to understand the code. He gives me instructions, actions, or reactions he needs for his game and I code them for him.

    Seiji supervising game testing
     
    -What tools did you use to develop each game?
    SJ: To create KUBO I used my notebook and pencils, and a software program called NESmaker (created by Joe Granato and The New 8-bit Heroes team).
     
    DC: I discovered NESmaker at the end of 2017, a tool that claims to allow you to create a game without having to write a line of code. The reality is a bit different. It's a great tool for drawing sprites, designing objects, designing screens, but with the modules that come by default with NESmaker, you can only make basic games, such as tutorials. It's great to start with, I took it as a learning tool.
    When you want more features for your game, like cutscenes, or a custom AI for your monsters, or different physics per screen, you have no choice but to code those things yourself. But on that note, I'll start. The advantage of NESmaker is that you immediately see the results of your coding experiments. All scripts are open for modification, you can completely modify and even add your own scripts.
    The other strong point is its forum, animated by many enthusiasts who help each other and share everything to a lot of handy resources. In addition to NESmaker, we also use FamiTracker for music. But being a pretty bad composer, I prefer to ask for help for this part. Seiji has better basics in music than me, he composes some music on his piano or vocals, I record it with my smartphone and send it to my friend Raftronaut, who will transpose it to 8-bit for us. I also use Paint.net and Shiru's Screen Tool sometimes for title screens or some cutscenes screens.
     
    -When you were developing the KUBO games, what were you drawing on for inspiration?
    SJ: My main inspiration is nature, especially landscapes to draw the general atmosphere of my levels. I'm also inspired by some games I've seen or played on conventions I went to with my dad (games I didn't know but whose visual or mechanical universe I liked more).
    You'll probably find some Zelda in KUBO, as well as some Super Mario and Ninja Turtles. But also some inspirations from movies and cartoons.
     
    -Which aspects of development were the most challenging?
    SJ: Pixel Art is the most difficult part. I am limited by the size of the drawings and the number of colors I can use. It's really hard. Several times, I've had to do a sprite over and over again because it didn't work. My dad gives me his opinion and a lot of advice.

    Sprite design is nothing without a metric ton of graph paper
     
    -Did your creative and development process change between KUBO, KUBO 2, KUBO 3, and Underground Adventure?
    SJ: The first KUBO was a simple level, just a few screens with monsters, no bosses. It was my first game, I was just starting to create video games and learning about the software.
    KUBO 2 was created in 1 month, for a NESmaker competition. We worked faster, we knew more about the software and my dad had more skill with the code. Moreover, the software had been updated, it had more default features, which gave us more ideas.
    For KUBO 3, I knew the steps to make the game I wanted. NESmaker worked well, and I spent more time working with Dad. It took about a year, working on weekends and holidays from time to time.
     
    DC: With each new game, Seiji was learning more, and his projects were getting bigger and bigger.
    During the development of KUBO 3, after school or while I was at my desk, he would design new monsters or new screens. Another example, while for KUBO 1 and 2, we used music that comes with NESmaker, for KUBO 3, Seiji wanted something unique for his game and even had melodies in mind.
     
    Seiji in development mode
    For my part, I understood the ASM language a little better than I did at the beginning, which allowed me to help Seiji a lot more by integrating the features he wanted. I learned a lot during the year 2019.
    I also took part in the NESmaker competition, submitting "Underground Adventure", a small arcade game where the player has to collect all the gems before the timer goes off. The main interesting point of this game is that you can play it with 2 players. NESmaker does not offer any module or script for multiple players, it's single player only. I wrote everything myself, the code to read the second controller, to manage collisions with the second player, when he is hurt or dead, ...This development has been very instructive. I also created a 2-player module for NESmaker and shared on the official forum. This module is now used in some projects.
    I won "The New 8-bit Hero" award in that competition, for the help I gave to the community.

    The alt text suggested by Word for this photo of the actual Byte-Off Awards was: a band performing on a counter
     
    -In your VGS thread about KUBO 3, you wrote that you and Seiji visited Joe Granato in Florida. Tell me how that came about, tell me about your visit.
    DC: We went to Florida last February, invited by a dear friend Artix I met while collaborating on NESmaker projects. How beautiful and warm Florida is! More than 30°C when we arrived, it's a change from the west of France where temperatures do not exceed 15°C at this time of the year.
    As Joe Granato has his studio not far from where we are staying, I took the opportunity to ask him if we could come and visit the NESmaker studio. I know Joe a little bit. I have chatted with him several times by email, Messenger or via the forum. Seiji and I are big fans of Joe's work. Seiji has wanted to meet him for months, the excitement of coming to Florida and meeting him was so intense.
    Seiji was determined to finish KUBO 3 in time to hand it to Joe! So one Saturday morning we went to Tampa where the NESmaker Studio is located (brought by my friend Artix and his son. And soon joined by Gilbert another member of the community). We were welcomed there by Joe and his son, and Austin and his wife. After a few minutes of greetings and introductions, he showed us around the studio, the office where they work, the classroom, and most importantly the 80's room: a shooting studio with an 80's lounge look, old CRT TV, couch, VHS, video games and vintage decor. A really awesome place! We spent a few hours there, playing, chatting, and shooting interviews. We all went to lunch together. And in the afternoon, we played again and finished with more interviews (especially about The New 8-bit Hero award and the next competition). A very nice meeting for me and Seiji.
     
    SJ: Yes, it was an amazing day! My favorite moments: testing Mystic Searches (which is still in development) and of course, meeting Joe.

    From one new 8-bit hero to another: Joe Granato and Seiji in the 80s room, complete with authentic wood paneling
     
    -How did you connect with Raftronaut to collaborate for the game’s soundtrack?
    DC: I met Raftronaut via the NESmaker forum, I helped him on his project (coded some scripts and fixed some bugs) and we quickly became very good friends. So, when Seiji expressed the wish to have an original soundtrack for KUBO 3, I immediately thought of Raftronaut. He's a talented musician (member of the band named Space Raft), I admire him. When I asked him, he immediately accepted. I explained to him the imagery of the game, sent him the recording of the melody that Seiji had imagined for the theme of KUBO, and an early-build rom of the game. And the result was beyond our expectations. Great soundtrack! Raftronaut and I talk every day about dev, NES games, or our lives (as well as his NES game "Space Raft" which should be released soon). He has become a very good friend.

    Space Raft, an upcoming homebrew and future featured entry? Call me, Jordan!
     
    -Who among your family and friends have you shared your games with? What have they said about your games?
    SJ: After I created my first game, KUBO, I had a few family members, my uncle, grandfather, cousins, and some friends try it out. Everyone was amazed and very impressed by the fact that I created a game and a NES game. It was very nice to see that this little game, my first game (which is quite basic) could appeal to people.
    It gave me a lot of motivation to continue making more games. A few friends played KUBO 3 and I got a lot of good feedback and congratulations. I smiled when I saw them falling into traps or when they had trouble beating the bosses. I'm very happy and also proud that I managed to do what I wanted (even if all my ideas could not be integrated in KUBO 3).
     
    -Are there any plans for a KUBO 4?
    SJ: I can already tell that there will be a KUBO 4. I have some drawings in progress and ideas for this project. It's possible that Kubo will do a little walk in space in the next episode...well, nothing is really decided yet.
     
    -Are there any homebrew games in development that you’re excited to play?
    SJ: I'm looking forward to the release of Artix's NES game "Dungeons and DoomKnights", which is a knight's adventure game, and also "Space Raft", Raftronaut's game.

    Adam Bohn aka Artix, developer of Dungeons and DoomKnights
     
    DC: As for me, I can't wait to get my hands on my physical version of "Project Blue". I also backed "Trophy" which looks to be an amazing game. I'm very interested in "Eyra-The Crow Maiden" and "Sam's Journey", which are still in development. Otherwise further on, "Orange Island", "Project Violet" and "Micro Mages 2" are already on my wish list.

    You might have heard of Project Blue; I can’t imagine where
     
    -Is there anything else you would like to tell our readers?
    SJ: Creating your own video games is possible (with tools like NESmaker for example); small games or big games, I think they will all be perfect.
    I would add a tip: every time you play a difficult NES game, try the Konami code, just in case.
     
    DC: These are great times, there have never been as many great NES projects as there are now! My small message for everyone, keep supporting all these beautiful homebrew projects, financially or just by sharing them on social networks. Thanks to all of you!
     
    Conclusion:
    Thanks for tuning in to another episode of a series that takes a deep dive into promising homebrew games coming across the finish line. What are your thoughts on KUBO 3 and the father-son team behind SJ Games? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

  14. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 18: Chumlee’s Adventure: The Quest for Pinky

    Introduction:
    There has been an awakening. Have you felt it? Modern icons of pop culture and homebrews, coming together. Commissioned. Official. Licensed. Where first, barely a year ago there was Jay & Silent Bob: Mall Brawl, another game pushes the floodgates open a little further, with the dev team announcing yet another licensed homebrew coming in its wake. No longer a one-off happenstance, we are witnessing a change in era within the homebrew world. Let the good times roll.
    For this entry, I’m covering Chumlee’s Adventure: The Quest for Pinky, a beat 'em up adventure game for the NES, starring the cast of Pawn Stars, and developed by KHAN Games, Peek-A-Brews!, and humanthomas. As of the time of this writing, Kickstarter backers have received their goodies, and the physical game is still available here through the World Famous Gold & Silver Pawn Shop.

    CIB? Best I can do is...a million dollars
     
    Development Team:
    @KHAN Games(Kevin Hanley): programming
    @Peek-A-Brews!(Jon Piornack): graphical art
    @humanthomas(Thomas Cipollone): music
    Blurry Sprites (Richard Lecce & Mike Long): funding
    Chumlee (Austin Russell): inspiration
     
    Game Evolution:
    The emergence of Chumlee’s Adventure started with a trickle and slowly grew to a stream. During his annual NES Spectrum Marathon, a 50+ hour gaming marathon which raises money for the Organization for Autism Research every September, Kevin hinted at a special project he was commissioned to develop that he couldn’t talk about just yet. (It just so happens this year’s marathon is happening this weekend, so tune in on Twitch!)

    A fun event that I look forward to tuning into each year
    On December 14, 2020, Kevin tweeted a gif of a bearded, sunglass-wearing dude jump kicking the “kick” into Kickstarter, followed by the date “December 28” as a little pupper wandered in. On December 28, 2020, the latest episode of Pawn Stars aired, featuring a customer who brought in an M82 unit (NES demo kiosk) that just happened to house a few of Kevin’s games inside. The episode’s narrative shows Chumlee inspired to make a game of his own after learning about the existence of the homebrew community, and from there Chumlee’s Adventure begins to take shape, much to the amusement of his friends and coworkers at the store.
    Concurrent with the episode’s airing, Kevin launched the Kickstarter. Within 19 hours, Chumlee’s Adventure reached its initial funding goal, ultimately receiving more than $29,000 from 350 supporters. Backer tiers included a Chumlee keychain, a Chumlee shirt, a game rom, and four different colored CIB editions such as a Blue CIB, a Green CIB with t-shirt and keychain limited to 150 copies, an orange CIB with t-shirt and keychain limited to 75 copies, and a Yellow CIB autographed by Chumlee with laser-etched numbering on the cartridge plus the t-shirt, sticker, and special keychain.

    The first teaser…what could it beeeee?
     
    Gameplay Overview:
    Chumlee’s Adventure is a side-scrolling beat ‘em up in the style of the NES black box classic Kung Fu. You play as Chumlee, longtime employee of the World Famous Gold & Silver Pawn Shop, desperate for a day off with his dog Pinky. But before he gets a break, he’ll have to fight through waves of customers and their wares, as well as his coworkers Antwaun, Corey, Rick, and more, or else it’s back to WORK!
    Gameplay is simple: move left and right with the respective d-pad buttons, duck by pushing down, jump with the A button, and attack with the B button. Chum has other attacks up his sleeve if he attacks while jumping or ducking. If you feel like challenging a friend, the 2-player mode allows you to swap every time you die so can have a high score challenge.
    The game’s heads up display has some helpful info for you. There are the 1st and 2nd player scoreboards, sandwiching a high score ally for those looking to one-up themselves. The Player life bar shows Chumlee’s health and the Boss life bar displays each floor’s boss’ life. The four squares indicate which floor you’re currently on so you can track your progress. The Chum head marks how many lives you have left, while the Pinky icon denotes how many times you’ve looped the game (though something interesting begins to happen for truly dedicated players who play long enough). Finally, the timer ticks down how long you have to complete each floor, boss included, lest you dawdle too long admiring what’s behind the display cases and on the shelves in the background.

    Gameplay gif from Chumlee’s Adventure
     
    Writer’s Review:
    Chumlee’s Adventure provides a fun, straightforward beat ‘em up that elevates its Kung Fu inspiration. This is a game that is fun to play and stays replayable while remaining faithful to the simplicity of an early black box game. Gameplay features a good range of moves to dispatch an unending stream of enemies that will keep players on their toes while maintaining a good balance of difficulty. Boss battles are challenging pattern puzzles, bringing in a fun taste of the Pawn Stars cast’s personalities. The real risk is that you might lose a life having a laugh at how creatively each boss battle is designed. Meanwhile the final boss battle adds a kind of puzzle that leverages the developers’ deep knowledge of gaming tropes to offer something a little different within the game. Each stage is fairly short, encouraging you to want to loop the game again and again (assuming you’re figured out each boss’ pattern) as you search the shelves of the store and everywhere else imaginable for the famed easter egg.
    Chumlee’s graphics are a great 8-bit rendering of the show, from the shop itself to its colorful employees. Licensed games used to have a reputation that cultivated a campy “so bad it’s good” love, if not outright disappointment, but Jon’s graphics probably make all of the Pawn Stars cast wish they had a full-sized poster of their 8-bit portraits.
    Meanwhile Thomas’ music builds on the sounds of the original Kung Fu with his usual flair, making Chumlee’s Adventure a black box soundtrack with a rock ‘n roll makeover. While the regular stage music is playful, it maintains a serious tone that helps you concentrate. Boss battles have a more tense vibe (which Kung Fu never had), followed by a dance-in-your-seat jam to help you celebrate conquering another stage.
     
    Interviews:
    Having already interviewed each member of the development team about their backgrounds for previous episodes, I decided to take this opportunity to check in with everyone and ask some different questions for a change.
    If you’d like to read those previous interviews, see below!
    Kevin Hanley- Interview from The Assembly Line
    Jon Piornack- Interview from 8-Bit Xmas 2020
    Thomas Cipollone- Interview from Anguna: Scourge of the Goblin King
     

    KHAN Games
    @atonofglaciers
    -It’s great to interview you again! Last time we chatted about the Assembly Line, and I’m excited to dive more into your dev work. How have you been since we last chatted?
    Pretty good! I got hired to do another decently sized project, so I have been doing a lot of preliminary stuff with Jon from Peek-a-Brews! To figure out exactly how we want to tackle things, but it’s always exciting to start something new. We get that great rush of adrenaline coming up with things we want to do before the grim reality sets in of how hard it will be. 🙂
     
    -How did your relationship with the people at Pawn Stars come about? Where did this game begin? Were you a fan of the show beforehand? Had you ever visited Rick Harrison's Gold & Silver Pawn Shop?
    Deniz Kahn, who had been on Pawn Stars a couple times as the resident expert of sealed games, is a friend of mine and I guess when he was talking with the people there about retro games and the booming collector scene, they thought it might be a good idea to have a game made. Deniz dropped my name and they followed up with me through my website.
    Initially I thought it was a joke because I really was a fan of the show. I actually watched it for many years beforehand, back when I lived in Colorado. I never made it out to Las Vegas to visit the shop, but knowing I was working on a game for people I was a fan of was an interesting situation to be in.
     
    -Chumlee’s Adventure marks yet another licensed homebrew game, after Jay & Silent Bob: Mall Brawl. Does the homebrew scene feel different to you, as either someone who worked on this game, someone who creates homebrew in general, or even as a player, as a result of these licensed, commissioned projects?
    Well, I think this is a few different questions packed into one so I’m not entirely sure how to answer. Yes, the homebrew scene definitely feels different now days. Back when projects were initially being made with the intention to produce and distribute them it was more of a fun “let’s see if I can do this” kinda project and the community felt much smaller. You were selling every new game you made to the same 200-300 people, which was great. You had a personal connection to the people who were enjoying the things you did.
    Things are much bigger now, both in scope of games and in the size of the audience on the receiving end, so it’s much less personal, but there are certainly pros and cons of both sizes. At the end of the day we want the most people playing our games as we can get, but it is at the expense of personal connection, so I think something is getting lost as the years go by. But this could also be the byproduct of forums going away. Social media feeds are just too cluttered to feel truly connected.
     
    -Chumlee’s Adventure’s gameplay channels Kung Fu, a game I was addicted to as a kid. Was that a game you especially loved in the past? -What was the working dynamic like in your collaboration with Chumlee and Blurry Sprites, as well Jon and Thomas? What was the division of labor on Chumlee’s Adventure, and how was the development process between members of the team?
    I was never personally a fan of Kung Fu. Early black box games seem pretty archaic to me in many ways, so when I sit down to play an NES game, I typically jump ahead to some of the more advanced stuff. But Blurry Sprites came into the project knowing they wanted their game to be based off of Kung Fu, which made it easier for us (Jon, Thomas and myself) because we had a concrete idea of a starting point and the direction we wanted to take it.

    Screenshot from Kung Fu
    The working dynamic was nice because they (Chumlee and Blurry Sprites) really gave us the freedom to do what we wanted with the game, other than having it be based on Kung Fu. But the three-month deadline went well with the archaic, smaller nature of the game.
    Jon did the artwork, I did the programming, and Thomas did the music and sound effects. It was a pretty basic distribution of “WORK!”
     
    -What is it like developing a game containing such cultural icons as the cast of Pawn Stars? Did you have a different attitude toward developing Chumlee’s Adventure compared to developing games for your own intellectual property? Is the experience of developing them different? Does playing within the sandbox of real people as video game characters impose limits on what you can do with them?
    I think developing games based on real life people (or at least caricatures of people) is even more fun than creating entirely fictional characters because you can take quirks or personality traits that they’re known for and play with those a bit. The one drawback of being hired to do a project is you don’t get the final say in what something turns out to be in the end. They gave us a ton of freedom, but at the end of the day they had the final say in things so there were one or two things that we were super stoked on that they wound up taking out. Mostly out of fear of “what if” situations. You never know what is going to offend someone these days and I don’t blame them for wanting to be cautious. Chum Fu would have been a great name though.
     
    -What new challenges or surprises surfaced in developing Chumlee’s Adventure as opposed to NEScape or Larry and the Long Look for a Lucious Lover from a programming perspective?
    This was the first project that introduced enemies coming onto the screen from offscreen that I had done, so it was an interesting puzzle of trying to decide if I wanted them to appear in the same spot each time, or if I wanted to go the timer route and have them appear at the same TIME every game, but at different points in the level depending on how quickly the player is playing. I wound up going this direction in the end because it allows for a little more variety and change each new time the player is playing.
    It was also the first game I did that had boss fights, so it was interesting trying to program each of those along with the different hitboxes with the different moves Chumlee can do. He is wider when he’s jumping or squatting so I didn’t do nearly enough planning in my code to code that stuff well.
     
    -TheMetalBeast was the first to find a special Easter Egg in the game and won a fun prize in the process. Are there other, as yet undiscovered secrets still waiting to be found?
    With the three-month deadline we didn’t have a lot of time to put too much special stuff in, so while I won’t confirm or deny that there might be some other goodies in there that haven’t been found yet, there isn’t too much more.

    Ironic considering the point of the game is to escape work
     
    -There was a lot of buzz around Chumlee’s Adventure when it launched on Kickstarter, with some of the limited-edition tiers selling out right away. How does it feel to bask in such enthusiasm and support?
    I’m always blown away with the people who support the projects I do. That was my second Kickstarter project so I was always curious if the first one’s success was a fluke, but the people who have supported me through the years yet again came out in full force and pushed us over the funding goal super quickly. I am honestly humbled by it. I truly appreciate everyone who cares about the stuff I do.
     
    -On top of the excitement on Kickstarter, Pawn Stars showed off Chumlee’s Adventure on an episode of the show, after a customer came in with a very interesting cabinet loaded with several of your other games. What was it like seeing your games on a TV show with such high viewership, and then see Chumlee himself playing your game?
    I can’t overstate how much of a big deal this was to me. My dad is a huge fan of the show, so when he found out something I did was going to be on it he was looking forward to it a lot. A LOT. It might have been the proudest he’s ever been of me. Or maybe it was just the first thing I’ve ever done that he could relate to on some tangible level.
    But a lot of my family and extended family were tuned in watching, and I was personally watching it with a few of my friends. I knew the game was going to be featured, and they had asked me to send them a few of my games ahead of time because they didn’t want to go through getting approval to show licensed games, so I knew they were using my games, but I didn’t know in what context. So in that sense it was scary not knowing exactly how they were going to present my games. But when the show was on and they actually namedropped me… I don’t know. It was just a really emotional night. Tears of happiness were shed. I was receiving texts and calls and the whole thing was just really surreal. One of the best nights of my life, for sure. I’ll never be able to thank them enough for giving me the opportunity to be a part of this project. The fact that it wasn’t just briefly shown, but almost the entire episode wrapped around NES games… it was so special. A really big night for homebrew for sure.

    Now THAT’S what I call a shout out
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects?
    Like I said previously I recently got hired to make a new game for the guy who does the Onyx the Fortuitous videos. I’m really excited about this project because we’re going to be tackling some more things I’ve never done so it will push all of us, hopefully to new levels of awesomeness. I dunno. Satan’s cool.
    As for my dream project, I don’t know. I really want to get back to finishing Courier, Jon’s dream project. The longer we’ve worked on that game the more I am starting to think it’s turning into my dream project also. It’s going to be such a great game!

    Everything about this image is so right
     
    -Are there any homebrew games in development that you are excited to play since we last spoke?
    Mostly everything I’ve wanted to be play has come out at this point, but Full Quiet and Orange Island are high on my list!
     
     -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    It’s pronounced “gif”.
     
    -If you could be recruited for the next licensed homebrew game based on another pillar of pop culture, what would you want it to be?
    There might be a project coming up related to professional skateboarding which is another huge interest of mine. Can’t wait to say more as the details materialize. 🙂
     

    Peek-A-Brews!
    @peekabrews
    -It’s great to interview you again! Last time we chatted about your work on 8-Bit Xmas 2020, and I’m excited to talk to you again. How have you been since we last chatted?
    Thanks, I am glad to be back!
    To be honest, this year has been a bit of a rollercoaster but I think it’s on the way up so I won’t jinx it by boring you with the details. I will say, however, that these homebrew projects and the people I have been working with have been a constant positive during all of it. I am thankful for that.
    And I hope all is well with you!
     
    -What is it like working on a game containing such cultural icons as the cast of Pawn Stars?
    It’s surreal. I feel like I am going to use that word often, even with new projects that are still in the pipeline, but it is the most accurate word to describe it. To say that I helped make a game for a popular TV show this early on is just crazy to me.
     
    -Were you a fan of the show beforehand? Had you ever visited Rick Harrison's Gold & Silver Pawn Shop?
    I was never a die-hard fan but I definitely watched it when it first came out and I still catch segments that interest me on YouTube to this day.
    You know, Las Vegas is not my first choice for a vacation, but I found myself there at least four times in my life and I have never been to the Gold & Silver Pawn Shop. Kevin and I entertained the idea of visiting during the Kickstarter campaign but it never panned out.
     
    -Chumlee’s Adventure marks yet another licensed homebrew game, after Jay & Silent Bob: Mall Brawl. Does the homebrew scene feel different to you, as either someone who worked on this game, someone who creates pixel art for homebrew in general, or even as a player, as a result of these licensed, commissioned projects?
    If I were to analyze it from all three of those perspectives, I think I would come to the same conclusion, and it’s that the scene is getting more exciting to me. I am excited to see what the next licensed game will be, I am excited to play the next licensed game, and I am excited to work on another licensed game. I am not saying that developers should only focus on licensed games now. Even if that was possible, it would be stupid to put all of our original ideas aside. I am just saying that it adds a bit of fun, mystery, and hopefully more validity to what we do.
     
    -Chumlee’s Adventure’s gameplay channels Kung Fu, a game I was addicted to as a kid. Was that a game you especially loved in the past?
    Actually, it wasn’t a game I loved as a kid. I remember playing it and thinking it was repetitive and too difficult. I don’t know, maybe it was a situation where I played something like Ninja Gaiden first and that ruined it for me. I really should’ve given it more of a chance, though, because I had fun playing it as “research” for Chumlee’s Adventure.
     
    -What was the working dynamic like in your collaboration with Kevin and Thomas, as well as Chumlee and Blurry Sprites?
    I have so many things to thank Kevin for again. Not only did he recommend me for the job, but he pretty much handled all the communication with everyone else. He is very easy going and a pleasure to work with. I specifically remember having some fun brainstorming sessions about who the bosses would be and how they would attack. I think we both got a kick out of having backward controls for Dark Chumlee and making the player position him into the falling fan hazards. What I quickly learned about Thomas is that I will never worry about the music when he is on board. Man, he is good at what he does. Did you get a chance to hear the last track on Beyond the Pins? So good.

    Title screen from Beyond the Pins, product of The Assembly Line Game Jam 2021
     
    -Did you have a different attitude toward creating pixel art for Chumlee’s Adventure compared to previous projects? Does the experience of designing art for a game revolving around real people affect your creative process?
    I’ll admit that I was a bit nervous. I felt there was more of a chance for someone to criticize the graphics because it did involve an actual place and real people. It wouldn’t be something that I could just chalk up to interpretation. That might sound silly to someone else because we are talking about graphics on the NES, but I take it seriously and I wanted to do it justice. The two things that helped a lot in that respect was having a short deadline and the game being a Kung Fu clone. If I had too much time to work on it, it probably wouldn’t have had that early black box feel to it.
     
    -What new challenges or surprises surfaced in working on Chumlee’s Adventure?
    I guess the challenge was making the game in a small amount of time and the surprise was that it was shelved for a year due to the pandemic. Weird times.
     
    -There was a lot of buzz around Chumlee’s Adventure when it launched on Kickstarter. On its page Kevin gave you a shoutout for your previous collaboration on NEScape. How does it feel to be such a prominent pixel artist?
    Oh that’s just Kevin talking me up! There is so much more for me to learn and hopefully people enjoy what I make along the way.
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects?
    There are a few, actually. I am doing backgrounds for a game being made by Sergio and the Holograms (A Winner Is You). I don’t think he is ready to announce anything specific just yet though. Kevin, Thomas, and I have been hired for another licensed game we will be starting very soon. Also, I just got word from Brian (retroUSB) on what the next 8-Bit Xmas game will be. And finally, I will always have my game Courier sprinkled in between there until it’s done. So, lots of cool stuff.

    It's the most wonderful time of the year! There’ll be blinky lights glowing,
    and chiptunes a’ flowing, like Xmases long long ago!
     
    -Are there any homebrew games in development that you are excited to play since we last spoke?
    I am excited to get my hands on Anguna: Scourge of the Goblin King. I was backer #1 for that baby! And I’ve said it before and I’ll say it again – Full Quiet and Orange Island.
     
    -If you could be recruited for the next licensed homebrew game based on another pillar of pop culture, what would you want it to be?
    Oh, that’s a good question but I think I’ll keep this one close to the chest. I wouldn’t want anyone beating me to the punch on an approachable license that I’m interested in.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    I would just like to say thanks to anyone that has supported, played, or helped spread the word about any project that I have been a part of. I really appreciate it.
    Fun fact: I put an Easter Egg in NEScape! that Kevin hasn’t found yet.
     

    Humanthomas
    @thehumanthomas
    -It’s great to interview you again! Last time we chatted about your work on Anguna Zero, now titled Anguna: Scourge of the Goblin King, and I’m excited to talk to you again. How have you been since we last chatted?
    I have been doing well! Mostly just trying to survive and do my part in finishing up Full Quiet. We are getting a lot of good feedback from early testers!
     
    -What is it like working on a game containing such cultural icons as the cast of Pawn Stars?
    Working on the Pawn Stars game was really fun. I never expected to get mail directly from the Gold & Silver Pawn Shop, but that was a nice perk of working with them.
     
    -Were you a fan of the show beforehand? Had you ever visited Rick Harrison's Gold & Silver Pawn Shop?
    I hadn't watched the show in quite a while before we started working on Chumlee's Adventure, but I made sure to tune in for our episode 😎
     
    -Chumlee’s Adventure marks yet another licensed homebrew game, after Jay & Silent Bob: Mall Brawl. Does the homebrew scene feel different to you, as either someone who worked on this game, someone who composes for homebrew in general, or even as a player, as a result of these licensed, commissioned projects?
    I think it is awesome that NES homebrew is getting this level attention.  Most folks probably don't even realize you can still turn on an NES, let alone develop for it.
     
    -Chumlee’s Adventure’s gameplay channels Kung Fu, a game I was addicted to as a kid. Was that a game you especially loved in the past?
    We had a copy of KUNG FU HEROES but not the original Kung Fu. So, I missed the boat until adulthood.

    Screenshot from Kung Fu Heroes
     
    -What was the working dynamic like in your collaboration with Kevin and Jon, as well as Chumlee and Blurry Sprites?
    Kevin and I already had a really solid working relationship going into this project. All super positive folks that get shit done!!
     
    -Did you have a different attitude toward creating music for Chumlee’s Adventure compared to previous projects? Does the experience of composing music for a game revolving around real people make a different atmosphere for your creative process?
    I think the most important thing for a game like this is context. This game doesn't take itself too seriously and is a pretty casual experience. I wanted to use the reference material of Kung Fu but add my style to it. I think that was achieved.
     
    -What new challenges or surprises surfaced in composing music for Chumlee’s Adventure?
    This was the first game that I used the DPCM Sample channel for. I had a friend record the "WORK!" sample that bosses scream at you... it turned out really funny.
     
    -There was a lot of buzz around Chumlee’s Adventure when it launched on Kickstarter. Before that, you were featured on a special episode of The Assembly Line celebrating your work. How does it feel to be regarded as one of THE go-to chiptune composers for homebrew?
    Recording that episode with Kevin and Beau was a blast. It is a great honor to be considered reliable and trustworthy to work with-- and will take this opportunity to inform your readers that my commissions are OPEN.  I can write for other systems too! NES to Modern! Let's make a game!
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects?
    Currently I am focusing on finishing up Full Quiet with Retrotainment, I've picked up further responsibilities beyond just music for that game. Beyond that, I have some other commissions and some other projects that I might not be able to talk about.

    It’s just on the horizon!
     
    -Are there any homebrew games in development that you are excited to play since we last spoke?
    As a puzzle fan, I look forward to the final version of Witch n' Wiz.
     
    -If you could be recruited for the next licensed homebrew game based on another pillar of pop culture, what would you want it to be?
    My first reaction was Seinfeld but that seems like a creative dead end... then I thought Twin Peaks.. my brain is stuck in the early 90s apparently.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Any time! Thank you for spreading the good word. I recently rewrote nearly all of the Full Quiet soundtrack, I am wondering if people would be interested in a cartridge release of what was originally intended to be the soundtrack? I don't want those to be lost forever. Let me know, folks!
     
    Conclusion:
    Thanks for tuning in to this latest episode of the series that takes deep dives into new homebrew games coming across the finish line that you ought to add to your collection. What are your thoughts on Chumlee’s Adventure: The Quest for Pinky and its veteran development team? What would you like the next licensed homebrew to be about? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

  15. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 15: The Curse of Illmoore Bay

    Introduction:
    The growth of the homebrew community and availability of homebrew game carts is largely thanks to the savvy of a handful of people who have made the herculean effort of establishing supply chains to manufacture and publish cartridges for other brewers in addition to their own games. Among these titans of industry are RetroUSB, InfiniteNESLives, Broke Studio, the 6502 Collective, and Second Dimension, which has developed and published homebrew games across multiple consoles since the community’s infancy.
    For this entry, I’m breaking another console barrier to cover Second Dimension’s latest games over the course of two episodes. With this post I’m covering The Curse of Illmoore Bay, an action platformer for the Sega Genesis/Mega Drive. As of the time of this writing, initial Kickstarter backers have had their pledges fulfilled and the physical and rom releases can be purchased here, as well as downloaded on Steam here.

    CIB, the total package
     
    Development Team:
    Adam Welch: project lead, programming, story
    Jav Leal de Freitas: graphics, story, regular edition cover art
    Sebastian “Tacha” Abreu: music
    Armen Mardirossian: limited edition cover art
     
    Game Evolution:
    The Curse of Illmoore Bay was first promoted under the working title “Project: Halloweenville” when development threads for the game were created on Sega-16 on January 20, 2019 and on NintendoAge on January 23, 2019. Adam would post teasers including gameplay and highlighted features to entice gamers.

    Screenshot from Project: Halloweenville
    A Kickstarter campaign for The Curse of Illmoore Bay launched a few months later on May 17, 2019. Backer tiers included a digital version of the game; the game’s rom; a cart-only option; a standard edition CIB; a limited edition CIB with a cloth map, stickers, and character inserts; a developer edition with the limited edition CIB, a late beta PCB, and beta tester/Discord access; and options to become a level boss or a third playable character in the game. Within 24 hours the campaign had reached its initial funding goal, and by the end of the campaign 237 backers pledged more than $17,000 toward the game. The total blew through several stretch goals, unlocking access to a digital version of the game, a boss rush mode, and a 2-player alternating mode.
     
    Gameplay Overview:
    The Curse of Illmoore Bay describes itself as a horizontal scrolling action platformer. You have your choice to play as Cole, Scarlett, or Issa: Illmoore’s legendary (but also forgotten) protectors, resurrected to defend the town from nightmares come alive, all thanks to a disgruntled mall Santa.

    ♬ I won’t ask for much this Christmas, I won’t even wish for snow,
    if Santa would just take these demons back down to the hell below ♬
    Each character can jump, perform a melee attack (punch for Cole, kick for Scarlett and Issa), and use a special attack when selected, depending on your progress in the game. Basic controls are intuitive for anyone who has ever played a Genesis game: left/right on the d-pad moves you back and forth, down allows you to duck, up enters doorways, the A button unleashes your special attack/ability, the B button allows you to jump, and the C button is your normal melee attack.
    Where Illmoore shines is the added complexity to gameplay revealed through its unlockable content. Like any solid platformer, Illmoore includes collectible items that can replenish your health and energy (for special attacks) as well as increase your max health. Among these collectibles are unlockable abilities that broaden gameplay. If you press Start at the beginning of the game, you will notice the Ability Wheel, and the Shot ability which is already unlocked. Medallions hidden throughout the game unlock more abilities (that I won’t spoil) which will allow you to go back to previous levels and reach every item and enemy you couldn't get to before. And just to be clear, getting that 100% game completion status isn’t a mere bragging right with the "satisfaction of doing a good job" kind of accomplishment: there are 18 awards to be won by players diligent enough to explore the entire game.
     
    Writer’s Review:
    Despite the cartoony 16-bit platforming reminiscent of the silly but simple games of our youth, The Curse of Illmoore Bay is deceptively challenging. Second Dimension put forth a game that takes everything you liked about such games as a kid, but knowing you’re an adult now, upping the ante accordingly. As mentioned earlier, the unlockable abilities open access to areas of levels that were just out of reach before, which means many levels will make you questions your sanity because you aren’t able to jump up to a platform where another item or level exit floats, yet. This is the game’s clever way or telling you that levels are meant to be played more than once and you should keep an eye out for anything that would justify a little backtracking. As someone who freely admits he is not the best gamer, this was a frustrating lesson to internalize. But the more I played, the more I understood how to actually play, and then instead of crying “why can’t I go up there?!?”, I would just think “ooh I wonder when I’ll find whatever enables me to come back and finish this stage.” Also thank goodness for this game saving my progress after each level.

    Screenshot from The Curse of Illmoore Bay
    Some of my excited frustration probably also comes from the energetic soundtrack, with its fast-paced chiptune; the beats make me feel like I’m doing the game a disservice if I slow down for even a second. This game makes me want to play cautiously, but the music seems to dare me, taunting me to be bolder, no matter how many game over's I may get. The music possesses that classic bunch of deep tones you can only find in Genesis games, with a 90s rock feel that reminded me of Comix Zone mixed with some of that ToeJam & Earl zaniness. Meanwhile the graphical art sets a colorful atmosphere full of fun animations between the active environment and the various enemies adorably waiting to kill you. It’s almost a shame you have to send those demons back to hell. Indeed, The Curse of Illmoore Bay would have fit comfortably among licensed-era Genesis titles; I know I would have woken up early on Saturday to play the hell out of it.
     
    Interviews:
    Because the development teams for The Curse of Illmoore Bay and Eyra-The Crow Maiden overlap significantly, I decided to interview Illmoore’s team about both games, saving the remaining members for part 2 of this series, which will focus more on Eyra.
     

    Adam Welch
    @alteredimension
    -Before we dive into The Curse of Illmoore Bay and Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to become a homebrewer? What is the origin story of Second Dimension and its predecessor Airwalk Studios?
    Like most people, ever since I was a little kid, I have always wanted to make a video game. It would be until I was in my late 20’s when I would eventually take the plunge. I had bought my house the previous year with my then girlfriend, but we had split shortly after.
    That left me living largely out of my savings as I had not planned on paying the bills solely on my own.
    Winter was soon approaching, and New England winters can be brutal, which means it becomes costly to heat your home. I was basically choosing to either eat or pay the oil man. Thinking of what I could do to try and earn some money, all that was left was “new old school games seem to be in, so why not give that a go?”
    At the time, I believe Battle Kid was just released, and Pier Solar was on the horizon. I started looking at programming languages to make these games and was hoping to find a language that was familiar enough for me to learn easily. Assembly was foreign to me. I had very little experience with it in school (in fact, we used basically an open circuit board that had a PS/2 plug for a keyboard on it, and a small LCD display that could hold 1 line of text with a maximum of 20 characters or so, and only 2 registers), so that eliminated the NES right off the bat.
    I wanted to check out SNES programming, but documentation back then was scarce, difficult to understand (at least for me), and it was still largely assembly.
    That is when I stumbled upon BEX (Basiegaxorz, a BASIC compiler) and Stef’s SGDK C compiler, both for the Sega Genesis/Mega Drive. I used BASIC near daily at the time for work, and I was familiar enough with C to feel confident to learn SGDK, but I went for the option I was more familiar with.
    Learning the syntax and how to work the console, I was left to figure out what kind of game could I make? Well, that game ended up being Hangman SG. I cobbled together the game over the course of a weekend and presented it to the world… or the NintendoAge/SegaAge forums. The Nolan Bros, who coincidentally lived within an hour and a half drive, offered to do the first manufacturing run for me (for free!). They really helped save my skin so I could afford to heat my home that year.
    The name Airwalk Studios was named after my favorite shoes when I was a teenager, and somewhere in 2015 or 2016 it was changed to Second Dimension after throwing some ideas around with arch_8ngel (I’m pretty sure he’s the one that suggested it).

    The Airwalk Studios Logo
     
    -Who are your influences? And whose work are you watching closely now?
    When it comes to making games, Miyamoto is the first one that pops in my head. The way he world-builds and pays attention to some of the most abstract details is just amazing, and it really shows in his work.
    For story writing, musical compositions, and world building (again), I’m going to cheap out on this answer and say all of the 80’s and 90’s Square Soft teams (and by extension, Enix’s Dragon Quest teams). RPG’s were my jam, and the way I would get immersed into the story and the world I was exploring when I was a kid was amazing.
    Inafune is also a pretty big influence. The Mega Man franchise on the NES was one of my favorites. The stories were pretty simplistic, but had that “cool!” factor to them – I mean, who doesn’t like the idea of being a robot and taking powers from other robots? But the main influence is how tightly these games were designed. The controls are spot on, the enemies, AI, bosses, power-ups, etc., all designed wonderfully.
    As for whose work I’m closely following these days – that’s a tough one. I haven’t followed anyone mainstream in quite some time (though I do occasionally check out Jack Black’s gaming vids), but mostly other developers who share the same interests and passions as Second Dimension - CollectorVision, White Ninja Studio, Bits Rule Games, and Mega Cat just to name a few.
    I also check out Kikuta’s music from time to time as well, to see what he’s been up to as his music is basically the soundtrack of my “coming of age” years.
     
    -You burst onto the homebrew scene with Hangman SG, and have since worked on an array of homebrew games, how would you describe your aesthetic?
    That’s a tough question – I generally don’t have anything in particular that I do, though I’ve started hiding (sometimes very obvious) some sort of connection to my real life into the games somehow.
     
    -Have you noticed any changes in your style or game development preferences over the years?
    Definitely. As our projects get more involved, and we learn more and gain more experience, we’re able to accomplish a lot more than we used to be able to. The evolution of tools (both in-house and tools other developers create and share) help play a big role in that, as well as the community of developers who are more than happy to help and share ideas and tips.
     
    -Another fascinating aspect of Second Dimension is that you are involved with homebrew games across multiple consoles. What has led you to transcend consoles when many other brewers prefer to stick to one console?
    I view gaming in the same way as I view music – the genre generally doesn’t matter as long as the song/album/whatever I’m listening to is good and I can relate to it somehow. I grew up with the Atari 2600, NES, Sega Genesis, and SNES, though admittedly, the 2600 was very short lived and I only have 1 or 2 memories of playing it.
    The NES and Genesis, though, I have tons of memories with friends and family. Same with SNES once I finally got one. Having these sentimental bonds with these consoles, I just wanted to do what I could to either make a game or help make a game on these consoles that might give someone some cool memories with their friends and families when playing a new game.
     
    -Do you have a favorite console you prefer to program for?
    Well, aside from PC, I only program for the Sega Genesis. I’ve had to outsource the other projects on other consoles. So, I guess yeah, because I only program for one 😛
     
    -What tools do you use to code?
    I use SecondBASIC (www.sbasic.net) for the programming language. It’s built off of the Basiegaxorz ASM library. I created SecondBASIC as BEX was seemingly abandoned by its author, and with the permission of the author, I was able to use that library to build SecondBASIC/SecondBASIC Studio.
    For graphics, I use PXL Workshop – another tool I’ve created, that lets you create multi-layered graphics for the Sega Genesis, creates optimized tile maps, and some other handy features.
    And lastly, I made a map editor called Magellan, which handles the map, tiles, meta tiles, and objects.

    Magellan at work, building levels for the Genesis iteration of Eyra-The Crow Maiden
     
    -In addition to programming games, you also publish games from other developers. What services does Second Dimension advertise to potential clients? Who do you wish to attract with your services?
    I do production runs for customers (make them CIB’s for them to sell on their websites), make boxes, websites, and even commission work to make games for others.
    We try to be as accommodating for as much as we can.
     
    -Do the permanent members of Second Dimension have particular roles or specialties? What does the division of labor look like on a given project?
    They sure do! Second Dimension is 2 people – Jav and myself.
    The division of labor looks something like this:
    ·         Myself:
    o   Game Design
    o   Story Writing
    o   Website related work (new domains if applicable, updating main website, etc.)
    o   Social Media
    o   Programming
    o   Trailer creating/directing
    o   Prepping print materials (manuals, box templates, labels, etc.)
    o   Manufacturing
    ·         Jav:
    o   Game Design
    o   Story Writing
    o   Social Media
    o   Pixel Art
    o   Box/Manual Art
    o   Artwork for the trailer
    o   Concept design/art
    Of course, this is just a rough outline. Each project demands different tasks and workloads, but these are the more normalized task list we both have.
     
    -Is Second Dimension hiring? Are you looking to bring on more partners, generally or with particular skills, to expand your capabilities?
    We’re not actively looking to bring anyone on, but if an opportunity comes up, we’re always ready to talk about it, ya know?
     
    -What was the working dynamic like in your development of The Curse of Illmoore Bay and Eyra-The Crow Maiden, especially given that there were effectively 3 distinct development teams for each console Eyra would be published for? How difficult is it managing development teams producing the same game for different consoles given the unique challenges inherent to the NES, SNES, and Sega Genesis?
    The working dynamic was awesome. We had lots of fun with creating Illmoore, and same with Eyra.
    With Illmoore, we knew where we wanted to go with the game. We had the idea, we had the concept, but 99% of the development was off-the-cuff. There was probably a dozen power-ups we had thought of, and some we tried, but decided to cut because they weren’t fundamentally compatible with the overall game, or they were very burdensome to get working properly. The story was written in a very ad-hoc manner as well.
    Eyra is more straightforward, though, a lot (on the Genesis side at least) is still very ad-hoc. We’re trying to keep the SNES version as straightforward with the NES version, and that’s a lesson in “buckling down and getting all the details straight” for me, because that’s not how I normally do things.
    Managing the teams is just conversation among friends. I don’t like being the “hard-ass” boss and I want to let everyone have as much creative freedom as possible, and I think that makes for a better end result. If folks don’t enjoy the project and process, it shows. Even if we don’t put out a blockbuster, we still want people to enjoy it and I don’t think that’s possible if we didn’t enjoy making it.
     
    -What new challenges or surprises surfaced in developing The Curse of Illmoore Bay and Eyra-The Crow Maiden as opposed to previous projects from a programming perspective? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Ugh. Illmoore gave me a nasty surprise at the end of development – it didn’t work at all on PAL consoles. On top of that, there’s a nasty bug in the audio driver that has the potential to freeze the console. Right when I thought I had finished the game, that reared its ugly head and I’m pretty sure I had heartburn and night sweats for a month and a half straight.
    The biggest lesson I learned with that is no matter how much you think you know, don’t be afraid to ask for help. That doesn’t just apply to programming, and sometimes we just need that little reminder.
     
    -You also got actor Danny Tamberelli to provide voice acting for The Curse of Illmoore Bay, how did that come about? Was there an existing connection between you two?
    Honestly, it was a shot in the dark. I wanted to try and get someone that I think would enjoy the theme of the game, and if possible, someone who was influential back then. There were a few people and agents I had spoken to but being brand new to the world of SAG contracts/projects, there were some hurdles and roadblocks.
    So, about to give up, I wrote some final contacts I had and got a response from Danny (and much, much later, Michael Maronna). While I couldn’t get Michael on board (largely because the project was nearly finished at that time and I was already over budget), it was still great to chat with him about retro games.

    Talking with the Pete’s about retro games may be the most 90s thing I’ve ever heard
     
    -The Kickstarters for both games were wildly successful, meeting their initial funding goals in less than 24 hours, blowing past several stretch goals, and getting special praise from Kickstarter. How does it feel to bask in such support?
    Honestly, it’s still surreal to me. It’s amazing that there are people out there that like what we’re doing, and I’m very thankful and grateful for every single fan out there. 
    One of my childhood best friends and I talk about how crazy it all is from time to time. If you told me when I was a kid that I would be making video games, I’d have been excited, but also not believed you. If you told me back when I made Hangman SG that I’d be a part of something like Illmoore or Eyra, I wouldn’t have believed you back then, either.

    Screenshot from Hangman SG
     
    -Are there any other projects you have lined up on the horizon? Any dream projects?
    The Project Creation Center is always brainstorming new ideas all the time, and while we have a few cool ideas in the works, the main one we’re excited for is Affinity Sorrow, which is going to be our next campaign. We’ll have some really crazy news about it when the time comes.
     
    -Are there any homebrew games in development that you are excited to play?
    Phantom Gear is probably one of the big ones I’m very interested in playing, same with Irena. There are also a few others out there that aren’t revealed yet, so I can’t say too much about those titles.
    Really, any new game that comes out I’m interested in giving a play. People put their hard efforts in, and I’d like to show them as much support as I can.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Thanks for the interview!
    And to the readers and fans – thank you. Without you, there wouldn’t be Second Dimension.
     

    Javier Leal
    @Pixel_Javi
    -Before we dive into The Curse of Illmoore Bay and Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to become a homebrewer? What is the origin story of Jav?
    Well. I've been working on video games for 15 years or something like that. I've been drawing since I can remember, studied art, photography, Graphic Design and 3D animation so all of that combined with the fact that I've been also gaming for most of my life, it felt natural to make video games. Developing games has been the only work I've been able to fully enjoy ever. Back in 2006 I founded a local game company with a couple of friends where we made educational and advertising games. After a decade or so we started drifting apart, each one to our preferred styles and platforms. Since I was already leaning heavily into pixel art and retro games by then it felt natural that I ended making homebrew. I really like working with all the restrictions and limited resources it implies because I found it requires a lot of creativity and that feels good.
     
    -Who are your influences? And whose work are you watching closely now?
    It's hard for me to pinpoint any person in particular that has influenced me (I need to work on that), but some names that definitely need to be mentioned are Koji Igarashi, Tom Kalinske, Gary Gygax, Akira Toriyama, Bruce Timm, Tim Burton, Gunpei Yokoi... IDK I try to learn something from everyone.
    I have a habit of playing as many games as I can regardless of them being good or bad, and if I like them or not, just to study them and find out what works and what doesn't, for me and in general.
    I usually love the work of Wayforward and Tribute games and I also pay attention to games published by Devolver Digital. Also, I'm always combing Twitter in search for cool indie games, artists and devs, especially if they work on homebrew for old consoles.
     
    -Do you feel that your art has any qualities that are uniquely you? How would you describe your aesthetic?
    Not really, I don't feel unique or special in that sense. I've never felt that I have a style or an aesthetic, I just try to adapt my art as much as I can to the needs of the project, which I think comes from my graphic design training. Right now my aesthetic would be "16-bit 90s games" or something like that. My sprites and drawings for Illmoore were really cartoony and right now I'm making some Japanese-styled pixel art and manga illustrations for our next project (Not that I can pull that style flawlessly, but I try).

    Backgrounds to boss stages from The Curse of Illmoore Bay designed by Jav
     
    -Have you noticed any changes in your style or game development preferences over the years?
    I've improved a lot in the last two years, and feel more confident with shading and creating my own color palettes. I normally have a lot of silly rules when making art that help me be consistent in a particular style, but now I'm allowing myself to break those rules and do some experimenting as long as the results look good. I feel that's a big change for me.
    I started making more illustrations and graphic design and not just in-game art, I enjoy working on cover arts and cartridge boxes and labels.
    Right now I wouldn't want to work on anything that doesn't have to do with retro games and homebrew.
     
    -Another fascinating aspect of your pixel art is that you are involved with homebrew games across multiple consoles. What has led you to transcend consoles when many other brewers prefer to stick to one console?
    Change is good hehe, and by going out your comfort zone is how you really improve because you have to face all sort of challenges and that ties with all of this requiring a lot of creativity that I was talking about in the first answer.
    So that's it; I find it fun and challenging working for different consoles and since we have the needed resources in Second Dimension to do that it's a win-win situation which leads me to feeling comfortable tackling new styles and platforms.
     
    -Do you have a favorite console you prefer to program for?
    Well I don't code, I only do art but the answer is SEGA Genesis / Mega Drive. I love the color palette, it's always a joy to work with and I'm really used to working for that console so it's by far my favorite.
     
    -What tools do you use to code and create?
    My favorite tools are a pencil and a piece of paper... Those are the bases of pretty much everything I create, and I can't live without them. Besides that, I mainly use Krita and GIMP for both Illustrations and Pixel Art and Aseprite for sprite animations. All of that combined with our own internal Second Basic Studio tools coded by Adam for Second Dimension.
     
    -What was the working dynamic like in your development of The Curse of Illmoore Bay and Eyra-The Crow Maiden, especially given that there were effectively 3 distinct development teams for each console Eyra would be published for? How difficult is it developing a game for three different consoles given the unique challenges inherent to the NES, SNES, and Sega Genesis?
    The development for both games was pretty different. In Illmoore´s case, since it was our first project together, we first outlined the game in general as well as all the graphic content it would need and the core gameplay mechanics. While I was dedicated to making the majority of the graphics, Adam was programming the engine and the core gameplay mechanics. Once that was done, the rest of the game was done pretty quickly. Also, once the graphics for a level were finished, they were sent to Sebastián who drew inspiration from them to compose the music.
    In Eyra´s case, I already had the game outlined and also much of the graphic content made, only they were in a Gameboy palette. We started by converting all the graphics into NES graphics and then the programmer made the game. We balanced it at the same time it was being programmed. For the 16-bit version we took the NES graphics as a starting point. I started by creating new backgrounds for the stages and then I added more colors and animation frames to the rest of the graphics where it was needed.

    Screenshot from Gameboy mockup of Eyra-The Crow Maiden
    From my point of view it wasn't much of a challenge because it was an iterative process and the 16-bit graphics were created from the NES ones which I had already done.
     
    -Tell me about the development of the cover art you created for the Regular Editions for The Curse of Illmoore Bay and Eyra-The Crow Maiden, what is your composition process?
    My composition process is pretty standard, nothing too complex or weird. I start by writing a few descriptions or ideas in a piece of paper, I start visualizing the art while doing that and then I make a couple of very rough sketches just to have on hand.
    For the standard edition of Eyra I went with a very pulpy/retro style inspired by old pulp and sci-fi book covers and also trying to mimic western NES covers a bit. It's more of a classic realistic painting, I even used a canvas texture on it to make it look old and less digital. I also tried to tell a bit of the story with the cover art, it tells about the character, the enemies, and the setting of the game, you can sort of figure out what it is about just by looking at it (at least that was my intention).
    I also did the mid-tier cover for Eyra, that the Kickstarter deluxe edition if I remember correctly. For that one I used my personal and preferred art style, it's a lot more cartoon/anime looking with flat colors and cel shading. I wanted to do something more Japanese looking and different from the standard cover, so I drew Eyra having a chill moment with her Crow while they walk through the desert.

    Jav’s cover art as seen on Eyra-The Crown Maiden’s Famicom edition
     
    -What new challenges or surprises surfaced in developing The Curse of Illmoore Bay and Eyra-The Crow Maiden as opposed to previous? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    I'd say that we didn´t encounter any major challenges or surprises because we already knew what we were up against, what we were going to do, and we always kept the projects within a manageable scope. I think that that is a good way to tackle these kinds of projects, to have a clear idea of what you are going to face, advance one task at a time keeping in mind the end result, and documenting the process. Along the way I learned that it is very fun and rewarding launching games for retro consoles in physical format, I can't recommend it enough.
     
    -Are there any other projects you have lined up on the horizon? Any dream projects? I also remember your work with Tacha on Kung Fu UFO, do you plan to revisit that game in the future?
    I have plenty of dream project ideas waiting to be developed when the time is right... We are currently and slowly developing an RPG called Affinity: Sorrow, I have been working on concept art, illustrations and graphics for it for some time now. That's our next big project and it should be coming to Kickstarter anytime soon. It taps into a very classic formula that we really love, we are looking at 16-bit JRPG games like FF6, Breath of Fire, Chrono Trigger, Dragon Quest amongst others for inspiration. I really want to focus on that game as much as I can for the whole development process. We have already shown some stuff from it on our social media and there's a lot more coming.
    As for Kung-Fu UFO, it can be fun to revisit that game someday, it was a bit of a too ambitious project for us back when we launched the Indiegogo campaign so we couldn't keep working on it when it didn't reach the goal but with the right amount of time and needed resources it can be a great experience.

    Gameplay gif from Kung Fu UFO by Retro Nerve
     
    -Are there any homebrew games in development that you are excited to play?
    All of them haha! Actually my friends at Bits Rule are making a really amazing platformer for the Mega Drive called Phantom Gear that I can't wait to play. I backed their Kickstarter campaign last year so all that’s left is to wait for the cartridge to arrive when the game is finished.
    Demons of Asteborg also looks really good, that's another Mega Drive game I'm looking forward to playing. But to be honest every homebrew game I see has something interesting that gets me excited to play it.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    I would like to thank you for the opportunity to tell a bit of our experience and also thank all of the amazing people that help and supports our work by buying, playing, and sharing our games. 
     

    Sebastian “Tacha” Abreu
    @tachbach
    -Before we dive into The Curse of Illmoore Bay and Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to be a musician? What led you to compose music for homebrew games? What is the origin story of tachabach?
    First of all I want to thank you for your interest in interviewing me, I feel flattered. Well, I think I'm going to extend a little since your question is quite broad. I think everything started when I was in the tummy of my pregnant mother, she played piano 9 hours per day, J.S. Bach was her favorite, she also played Mozart, Beethoven, Chopin.
    Unfortunately that piano was sold when I was only 5 years old so I could not enjoy it with my hands. Later in 1989, my father bought a "great keyboard", a Casio CT-420 that we still have, in it came a demo of Richard Clayderman (Ballad Four Adeline), which at the age of 9 I learned to play almost exactly perfect. That same year my mother put together a group of music and dance called "The Aras" in which several girls and boys between 14 and 16 years old sang and danced. My older brother (Gustavo Abreu) was 11 years old, my mother (Silvia Teresita Mederos), and I took turns to musicalize that group, we come to play about 30 times, always in medical clinics in the neighborhood, in some hospitals in the area of pediatrics, always to raise funds for the benefit of these institutions.
    In 1990 at the age of 9-10 I played the electric bass in a group with my parents, my older brother and several friends of my parents. My father always loved sharing music with his family and he always encouraged us.
    Well, when I entered adolescence (and one wants to follow his rebellious path), I met the power of the distortion of the electric guitar, there was never going back. Already for the year 1996 I literally slept with the guitar in my bed, took her to the bathroom, I sat down to eat with the guitar, even had 6 friends a close encounter with a UFO at the San Luis Seaside and I remember that I had the guitar hanging and while we witnessed a show from another world in the middle of the field I did not stop playing my favorite guitar lick (it's absurd that I'm remembering this, hahaha).
    Something that is interesting is that in the 90's I had a TK90 and a couple of years a ZX Spectrum +2 with which it programmed music entirely in Basic. I remember that I had scheduled the "Two Princess" theme of the Spin Doctors with their respective guitar solo and another called "Red Eyes" by Los Buitres, making the chip Ay-3-8912 sound. I remember combining white noise with the third channel to achieve the cymbals, kick and snares. But hey, I also composed my own music which never came out of my father's house because there was no Internet, the BBS were unreachable for me at that time, either had a way to spend my Spectrum programs to PC ...
    Later I used to visit my friends Marcelo Alonso, Jean Paul Castroman, and Francy Bodeant who had PC (386/486) and I stayed all night in their homes while they slept, programming in the Fasttracker2, Impulse Tracker, and Scream Tracker, programs that came on CDs from weekly magazines called "PC users", I remember deleting all the patterns of several tracks to stay with the samples and compose music itself.
    At last was the Pentium 2 of my younger brother’s (I still kept using my ZX Spectrum + 2)... I started using ModPlugtracker (with which now I compose for SNES). It is illogical that with this program I got to sound 2 chapters of an animated series for a company in which I started working as a sound designer and music composer.
    Well, this company was called "Animalada 3D", there musicalized two animated series, several TV and cinema commercials. Five years later I decided to work in that field freelance. I worked from 2000 until 2018 as a singing professor at several schools in my country. Since 2012 till today I teach Music & Sound Design for Videogames in "A+" and "BIOS" (two of the most important institutes that teach video games in Uruguay).
    I have been able to musicalize more than 70 pieces of TV and cinema in the field of advertising for more than 15 countries in the world, more than 40 games sonorized & musicalized like Bingo & Slot Machines, Android, IOS, Steam, Web Games, GB, Mega Drive, Commodore friend, SNES, and now very happy to have reached ATARI VCS (listen as the SID of my C64 sounds at the Pixel Cup Soccer! Hahahah).

    Basically, tacha plays all of the instruments
     
    -Who are your influences? And whose work are you watching closely now?
    My musical influences (bands and people that I have listened to in my life and to this day I still enjoy): Silvia Teresita Mederos (my mother), Juan Eliseo Abreu (my father), Alfredo Zitarrosa, Les Luthiers, Los Olimareños, Grupo Seremos, María Elena Walsh, The Beatles, Michael Jackson, Cindy Lauper, Stevie Wonder, Creedence, Carlos Santana, Rolling Stones, The Doors, Dire Straits, Oasis, Pearl Jam, Spin Doctors, Lenny Kravitz, Extreme, Megadeath, Metallica, Red Hot Chili Peppers, Europe, La Iojansebastian, La Cura Del Sueño, Van Halen, Mr BIG, Iron Maiden, Guns 'n Roses, ANGRA, Shaman, Joe Satriani, Steve Vai, Laura Pausini, Ricardo Montaner, Enanitos Verdes, Fito Paez, Charly García, Dream Theater, Fat Boy Slim, Mozart, Chopin, Beethoven, Johann Sebastian Bach (my favorite), John Williams, Jonathan Dunn (Ocean Software), Savaged Regime, David Wise, Richie Kotzen, Rafael Dos Santos, Federico Amir, Andre Matos, and I'm sure I have tons to name.
     
    -Do you feel that your music has any qualities that are quintessentially you? How would you describe your aesthetic?
    Specifically for about 20 years I have been studying about the functioning of the brain and how it reacts to different harmonies and melodies, how music and the handling of frequencies generate different chemical states of the body-mind and how this fosters different states of mood-feelings. This led me to lose interest in wanting to be a virtuoso-sprinter musician (both on the flute and on the electric guitar) or to be a virtuoso of the slap on the bass, on the contrary, I began to acquire a taste for simple melodies and very easy to remember, to generate pleasant grooves for the body, making silence a better ally than sound itself.
    Somehow I can say that I am not interested in copying anymore I have no need. I am one of the people who knows that knowledge comes from within, that music is infinite, that's why I try to treasure every melody that comes to me spontaneously. I am also the type of person who feels what an artist felt or manifested when he painted a picture or composed music. Practicing reaching different states while awake for years has gradually awakened my intuition. I know that a lot of people can't break their rational mind to stop judging whether the performer or the composer is good or bad and that's pretty sad, since music doesn't really go ONLY for technique or good harmony. To understand, you have to create a balance between the mind and the heart, between reason and irrationality, that's when we really begin to see and when we begin to listen. I am going to leave you a little anecdote here to firmly answer your question. In 2018 when I left my flute class I found a small corner in Montevideo that had good reverberation. I took out my flute and began to play the Aria in D by J.S. Bach. (I think there were 7 people listening) as it is a piece that requires good administration of the air in the lungs, it unconsciously forces me to lower my heart rate. I was so immersed in the sound and the melody that I closed my eyes and the flute began to disappear, I began to disappear, only music existed and I was one with the universe, the mind ceased to exist, I felt in a spring of crystalline water of infinite sweetness, where I didn't need anything because I had everything, until I had to return to the plane of the living because the Bach piece had ended. When I saw the people around me, I realized that nobody noticed what happened to me and I honestly did not care in the least. Surely if I wanted to achieve that state playing jazz it would be impossible for me, sure that other musicians can rise playing jazz but my essence is simple, my music is essentially simple.
    Regarding aesthetics, it depends on what I need to convey, as I can cover many musical styles (all with different aesthetics).

    We should all be so lucky to have such an ethereal experience
    -Tell me about the development of The Curse of Illmoore Bay and Eyra-The Crow Maiden’s music for SNES and Genesis, what is your composition process? Is the creative process different compared to when you compose more traditional music? Were there different processes for composing for Eyra for two different consoles (SNES versus Genesis)? Was there a different approach for The Curse of Illmoore Bay versus Eyra-The Crow Maiden?
    The composition process takes place in my head. I can give you a Gameboy track but in my head those few channels that sound like chiptune are a symphony orchestra, obviously you can't put a symphony in a GB (if not with extra hardware). That is why for the different consoles the composition process is the same, the console is only a means to express it.
    Regarding the Mega Drive, I am very close to it and I love how the FM and PSG chips reconstruct a clear sound wave. I know what its limitations are and depending on the composition I try to adapt the synthesizers to be able to convey the idea as accurately as possible. With regard to the SNES, I am also very fond of their sound but above all as a spectator, we spent hundreds of hours with my brothers when a friend lent us one ... I was surprised that you have to be a true artisan of samples now that each track cannot occupy more than 58 kb approx. (64 kb maximum between music and SFX for each level). Specifically, the menu's music was made from scratch 3 times for SNES until I got the sound I wanted. The first 2 had aesthetics also the medieval aesthetics that the melody gives us but with a mixture of 80's sounds ... finally I decided to give it more POWER with guitars and a not so sober battery so I could release all my euphoria.
    For Illmoore Bay all the tracks except one are made of pure FX synthesis, the drums are synthesized, but in Eyra the drums are made with samples.
     
    -What tools do you use to compose, generally as well as for games?
    The main tool I use to compose music is my mind, my heart and my entire human being, sometimes I shut myself up to dance to feel the melodies and rhythms in the form of energy and how they extend beyond my body. When music comes to me, I look for the fastest way to store it so I don't forget it. For example, one of the pieces that I have included in Eyra occurred to me walking through the center of Montevideo when leaving one of the institutes where I teach Music & Sound Design, so I opened a group on WhatsApp in which I am alone and started to REC the "sketch". Although only my voice sounds in my head there are dozens of instruments (here I was listening to a symphonic band) but I emphasize melodies and rhythms, using certain phonemes to mark the number of instruments that "play" at a specific moment. Surely, people who see me or listen to me on the street may think that I am crazy (and it matters very little to me) while I enjoy what for me is an internal chemical-alchemical process.
    I also use the technique of visualizing images, mockups or gameplay videos, after having the image well recorded in my mind I start to walk down the hall of my house from one place to another (I have walked for 30 minutes) until in my head I listen to a track from beginning to end, then I sit at the computer and depending on the platform to which it is directed I open one or another program. Finally regarding the above, something that comes out unintentionally is listening to music when my mind is in the Alpha state, many times when I am sleeping peacefully I force myself to wake up and get up to look for a recording device or something to write the melodies.
    Since 2005 I use CakeWalk Sonar in its different variants to create music in WAV format (PC, Android, IOS, etc.) in large projects I use Steimberg and Native Instruments libraries.
    I use Deflemask to compose for Gameboy, C64, Mega Drive, NES and ModPlugTracker to compose for Commodore AMIGA, SNES and Gameboy. For ZX Spectrum 48k I use Beepola and for ZX Spectrum 128k I use a tracker that I programmed myself (which is very comfortable for me to compose quickly).
    In Eyra’s music, for the Nintendo SNES samples I used Zildjian 14"S Hi Hats cymbals picked up with a RODE NT2000 microphone, for the KICK-SNARE-TOMS sounds I recorded the samples from a ROLAND TR-505 drum machine, the basses with a Yamaha FB-01 module, the flute & sax samples are from a CASIO DH-100 with Breath control (you can say that my breath is in those samples literally), the guitar samples I recorded from an IbanezGIO with a MIC DiMarzio EVO2 Bridge STEVE VAI series connected to a Fender R212 distortion channel and captured with a Shure SM57, since the sound engine used by Alekmaul does not have an "Arpeggio" mode. I capped about 5 small square wave samples in arpeggios generated from an AY chip. 3-8912 direct from my ZX Spectrum + 2A, programmed from a Tracker that I created for the said machine, the rest of the samples I did by hand drawing the wave with the pencil tool of the Mod Plug Tracker.
    For mixing frequencies and looking for the sounds of the synthesizers (in the case of Mega Drive) I use two pairs of studio monitors: YAMAHA SS50M and Behringer Truth B3030A in an isolated room with 6 cm thick rock wool plates, I also check sound with AKG headphones, Sennheiser 202, on SONY Trinitron, CRT Panavox TV, on Microsonic LCD TV, and on a 5.1 Logitech 506 system.
    I can also count that sometimes they ask me for music for new games with retro aesthetics, instead of loading plugins that emulate the different sounds of the 80's 90's, what I do is connect my old and beloved machines (C64, ATARI 65XE , ZX Spectrum, MSX2 FM, AMIGA 500, and NES) for the exact sound.
     
    -Do you have a different approach/attitude toward the games you work on by yourself compared to those you are commissioned to work on? Is the experience of developing them different?
    I ALWAYS give 100% of myself to my projects as well as to other people's projects. Sometimes I think that the quality of work-monetary compensation is not very balanced, so I would have to do something "just like that" (Uruguayan expression) but I always see myself polishing the work with an extreme degree of detail so that the quality of the same is optimal.
    I imagine an athlete running the 100-meter sprint and the coach saying, "Hey, this race is not that important, just run, if you finish 7th it will be fine." Well, I would be the athlete who would think "What the hell am I going to run for if I am not going to do my best?" You know, I could jam a bass over a constant pattern drum base and then jam melodies in Mixolydian mode for 1 minute and voilà! I already have a track!
    But it doesn't work that way for me, for me melodies express a feeling, have life, and tell a story. Specifically for me each track is like a piece of my soul that I am letting go. I recommend sitting in front of a good audio equipment, audio monitors or with a good 2.1 to enjoy the Mega Drive & SNES soundtracks in full range frequency.
     
    -Tell me about the evolution of The Curse of Illmoore Bay and Eyra-The Crow Maiden. Any interesting stories on the games’ development?
    Well, I can tell you The beginnings of Eyra but about my personal experience ... After the Kung Fu UFO campaign in Indiegogo failed, Jav told me that he wanted us to make a game that he had in hand for the Gameboy Classic, which consisted of a platformer starring a female character set in medieval times, with Golden Axe and Rastan tints, which is why I started working at that very moment first of all on the main soundtrack for that console. (It was Thursday, November 1, 2018). The track took me about 4 days to dedicate a few hours to the Gameboy version https://youtu.be/wKg9xXy64sg and about 2 hours to do the conversion for Nintendo NES https://youtu.be/LJKscFWpb3w, using the Deflemask program. On the first day Jav sent me the first Spritesheet with which I also started to "Sketch" in Mega Drive what the GB game would be. https://youtu.be/j_4GjA4-Ppg. In that he tells me that he did not have the name for the character because he had a surprise to introduce myself with him, so while I was programming I also began to inquire about the different cultures of medieval times and also on Viking women's names. I had chosen 3 that I liked: "Kaira" (means immaculate), "Freya" (Viking Goddess of fertility, Love and beauty) and "Eyra" (Scandinavian goddess of health, also translated as Snow) ... but it seemed to me that the name "Eyra" was the shortest and simplest, in addition it fit perfectly with the melody of the second track (symphonic mixture with Gregorian chants) that I had thought for when we presented the game (It is a track that I will never give out and who will die with me). After talking about the name with Jav he replied: "Eyra, The Crow Maiden", telling me that the surprise was that the character would always be accompanied by a crow which would help in the battle.
     

    Art of the Norse goddess Eir (or Eyra)
    From making the GB sketch we focused on a version for Mega Drive, I can tell you that I was working as a programmer for Eyra (Mega Drive) for 3 months, until Jav told me that he would not work on it again if there was no money involved.
    Which I can understand perfectly, we had already worked hard on the Kung Fu UFO project and with a disastrous crowdfunding campaign with a truncated ending.
    Then Jav and Adam teamed up to create Illmoore Bay inviting me to perform the music. In the interim of Illmoore, we stayed with my wife playing Galaga for a whole weekend on my beloved ATARI 7800. At one point "PUM!" it appeared in my head how the code should be to move those "little ships". While my wife played in the Atari for an hour and a half, I had programmed in Mega Drive the movements of two hordes of ships with the graphics ripped from the internet of the same game.
    After that I started asking myself questions:
    What if instead of moving the player only from left to right, he made it move in all 4 directions?
    What if I set the stage with scroll?
    And is it added shots like in RTYPE?
    Within two days, I remember sitting in front of the computer when the routine of targeted shots from the enemies tore through my mind like a "PUM" hit. I sat in front of the computer and started writing for exactly 4 hours. When I finished the code, I compiled it and it worked the first time without errors ... there I said to myself "How could I have thought about stopping programming if it is something that comes from my gut, something that comes out unintentionally, something I love?"
    Well, at that point it occurred to me that I could program a game of ships called GALATYX * and after selling it I could make some money to be able to finance the development of Eyra for Mega Drive ... https://youtu.be/oFWWTMLR2yE
    (It is fun to see how each person has the experience of it and sometimes it is in agreement with others and sometimes not).
    The crazy thing about all this is that life never turns out to be as one imagines it, the threads intertwine in unexpected ways.
    Finishing Illmoore Bay, one afternoon I get the call from Jav. He tells me that a unique opportunity had come up and it was to perform Eyra for the NES with a programmer and a musician, while Adam would be the visible face on Kickstarter ... to which I answered the honest truth, "I think It's fantastic that you can continue to grow and make your way, nobody or nothing ties you to me or to Retronerve (the team that we founded the two of us). Hopefully crowdfunding comes to fruition! "
    Well, it was great to see how not only did he make it to goal but there was interest from Mega Drive and SNES fans in having the game for these consoles.
    In the meantime Adam writes to me: "hey buddy, can you make music for SNES?" apparently, he had realized that for Mega Drive I can do a good job. LOL
    ... well, here I see myself just today doing minimal tweaks to deliver the SNES tracks along with this interview.
    Something fun to tell, it was a dream experience that I had (related to the Alpha states) and I tell it below:
    This happened to me almost ending the entire Eyra Mega Drive OST. I was very conscious in my dream and in the same transition in which several months had already passed in which the versions of Mega Drive and SNES were already finished and delivered to the backers, sitting at my computer I went to my YouTube channel to look for the OST of Eyra, specifically the "GAME OVER" track, then I saw an image where the character appeared on a screen with a red background and clearly heard a two-voice melody, with its respective groove of drums, bass and keyboards ... slightly awake, I became aware of what I was dreaming about and that that music and that image of "Game Over" did not yet exist. So I forced myself to get out of bed, sat at the computer, opened Deflemask and in about 5 minutes I wrote the melodies of the two voices that were still playing in my head. The next day I finished that track and I think that the same day Jav passed the Game Over image to the development team ... to my surprise the image was the same as I had dreamed of, well I made the music exactly the same as I heard in my dream of the future.
    * (The name GALATYX is in honor of my wife Paola Galati, who has always supported me blindly but consciously in all my dreams in this and other lives)

    Eyra’s game over screen
     
    -How did you first connect with Adam and Second Dimension, and what is the working dynamic like as you both work on your respective aspects of the games?
     
    I remember that I was developing Kung-Fu UFO in BasiegaXorz and reading in the forums I had understood that the same programming language for Mega Drive was Obsolete, but on the same page they said that there was a new Compiler that used the same Basiegaxorz routines but that its creator was still working on it.
    To say the least, there was a time when I was programming Kung-Fu UFO in both languages ... but in the end I decided on Second Basic because it still had support and there was someone on the planet who could give an answer.
    After having several compilation problems, I contacted a group of Spanish developers who currently program for Mega Drive. One of them answered me (nothing more and nothing less than "na_th_an", the programmer of "The Mojon Twins" (I take the opportunity to send him a greeting and tell him that he is my hero for so many homebrew games from ZX Spectrum, Amstrad CPC, Mega Drive, NES, etc.). He told me about the developer of Second Dimension: "Look, his name is Adam Welch, I have written to him several times and he answers very kindly, sometimes it may take 2 or 3 days, but he always answers. His email is ... ". After immediately contacting me with this subject 😛 he answered me the same day (to my surprise), not only very kindly but he was also a warm and attentive guy to my needs. Always responding positively and a very good disposition. We spent some time exchanging emails, I commented on some bugs that I found in the compiler which he not only corrected them, but also taught me some magic trick that his compiler could do and that I did not know.
    To close, I take the liberty of saying that he is a very good programmer and a very good person (how many people spend hundreds of hours developing a compiler for Mega Drive totally free? Two? Well, Adam is one of them :D)
    The work dynamic is very easy. I have been working making music and sfx for video games since 2011 (since 2005 in advertising for TV and cinema), for this reason I know exactly what a video game needs to be at the level of an AAA in my field. Adam is aware of it so he trusts me widely. Sometimes we talk about what way to take in musical styles and I am open to all opinions, but generally I like to surprise him with something that was not expected and that exceeds his expectations.
     
    -What new challenges or surprises surfaced in developing The Curse of Illmoore Bay and Eyra-The Crow Maiden? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    I never really thought that there were people who wanted to follow in my footsteps.
    If they exist, I will only tell them to work on their dreams and desires as hard as they can, also tell them that in the face of bumps and falls there is no other option but to get up and keep walking. There are always going to be failures, there are always going to be stones in the way. The important thing is always to keep doing what you love to do, consistently. Always knocking on doors even if your hands hurt, because maybe that door that you didn't knock is just the one they were willing to open for you. DO NOT GIVE UP!
     
    -What aspects of The Curse of Illmoore Bay and Eyra-The Crow Maiden are you most proud of?
    HAHAH ... I am amused by the answer ...
    I remember it was 1993, I was sitting in front of my TK90x programming a 4 channel 1 bit music editor: 3 tone sounds and the 4th percussion. As I was programming it, I was also trying to compose some grooves to check the sound of the drums ... until at one point my father came into my room and said, laughing almost out loud: "Oh my God! Those sounds seem like farts! hahaha "... we both ended up laughing because he was right. Unfortunately I lost a lot of my 90's shows. But at that time I dreamed of making music for SNES or Mega Drive games, consoles that our parents would not buy us (me and my siblings) because they did not want to see us playing but preferred to give them a computer so that we could learn to program and design. Somehow my wish as a child-adolescent 25 years later comes true with the games that today can be enjoyed. That's what I'm proud of, to be able to create content for the consoles that RETRO-FANS love so much.
     
    -Are there any other projects you have lined up on the horizon, SNES, Genesis, or otherwise?
    I can say that I am working as a programmer with two development teams for Mega Drive/Genesis. There are several games on the horizon but they will come out one by one.
    There will also be a homebrew for ZX Spectrum and ZX Spectrum-NEXT from STARWARS in which we were working with my friend Raulo Pachelo, who passed away over a month ago, a game that I will finish to honor him.
     
    -Are there any homebrew games in development that you are excited to play?
     
    Of course, I have several favorite homebrews, for example Sword Of Ianna on ZX Spectrum (which in my opinion is an 8-bit work of art), from the same machine at home we play Alter Ego, Old Tower, Maritrini Freelance Monster Slayer, Valley of Rains (another work of art), In Mega Drive I usually play Xeno Crisis, Mega Cheril, UWOL and Illmoore Bay. In the C64 I like to play Xavier Binary Zone (with the great music of Chris Lightfoot R.I.P.) and when there are more than 4 of us we play Space Lords.

    Screenshot from Xeno Crisis for Seg Genesis (and other consoles)
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?

    First of all, I am the one who has to thank you for your patience and interest in my person, interest in my work, which is my art and the internal manifestations of my being.
    Personally, to the fans, I have taken a lot of time to dedicate to these soundtracks and I have put a lot of love in them so that the sound chips of your SNES and MEGA DRIVE consoles KEEP ROARING new tunes.
    Also say thank you for trusting us developers to do our part. Hopefully they can appreciate the work and dedication.
    Finally, personally I would like to count on your support for my future projects, especially for MEGA DRIVE. Pay attention.
    I would like to thank: Valentina Abreu, Mia Luna Abreu, Teresita Mederos, Juan Eliseo Abreu,  Daniel, Nicolás, Gustavo, Juan Guillermo Abreu, Daniel J McCormick, Adam Welch, Javier Leal, Alekmaul, Sebastián Blanco, Sebastian Racedo, Mario Villar, Funfu Rafael Dos Santos, Rodolfo Guerra, Antonio Vázquez, Roberto Pachelo, Raulo Pachelo, Chivy Tayler, Paul Darwin, Daniel Lorenzo, Javier Brum, The Mojon Twins, George Prescott, Leander, Alice, Migue, Daniel Sanz, Jordi Montornés Solé, Flx, Danibus, Pedro L, Samuel, r2d2rigo, Tapule, Pablo, Manu Segura, Bruce Rodriguez, Pablo, jgnavarro, Jarlaxe, Rafa Castillo, McKlain, Felipe Mongue Corbalan, Sofi Galati, Miguel Sinclair, Daviz Pow, Ben-kenobi, wilco2009, JC Galvañ, Mikes, Fernando Samper Perez, Kuis, Pablo Cascallares, Luis Abreu, flopping, ZUPP FOX, kr4k4t04, Eduardo Fontana, Ismael Pardo Di Nardo, al Pelado, Mauro Flores, pmasterBR, Yuri D'avila, Lu, Luiz Nai, Cetics, Alexsandro, Matheus Castellar, Ariel, Luis Fernandez, Amiten, El Espectrumero Javi Ortiz, to homebrews fan sponsors, and very especially to Paola Galati for all her unconditional love.
    If you want to write to me you can do it at tacha.music.sfx@gmail.com
     

    Armen Mardirossian
    @ArmenMARD80
    -Before we dive into The Curse of Illmoore Bay, I would love to talk about you and your background. What first inspired you to be an artist generally, and more specifically how did you break into homebrew game art?
    I am a professional hand-drawn animator/story-boarder, character designer and pixel artist from France. Being primarily a hand-drawn animator and story-boarder for 20 years, I have been doing this before being involved in the homebrew/indie game scene. I began in this field in 2008 by contacting Gwenael Godde who asked me to draw the final character designs and illustrations for the game Pier Solar, as well as draw the cinematic still artworks that punctuate the game’s main events. I drew the original storyboards which were then translated into pixel art form.

    Cutscene art from Pier Solar and the Great Architects by Armen
     
    -Who are your influences? And whose work are you watching closely now?
    There are several animation works, notably some anime works from the 70s, 80s or 90s which influenced my style.  Without entering into details, I was inspired by the aesthetics but above all by the way these shows, which were sometimes limited in terms of animation, conveyed emotions through the way of drawing characters as well as effective cinematography and storytelling. Having my own style now for almost 20 years, I am not influenced by anything specific, and to be honest, I haven’t watched any new anime for years now. In terms of video games, I began playing at the end of the 80s. I am mostly a fan of RPGs like the Final Fantasy, Lunar, or Dragon Quest series as well as much more obscure ones. Playing these kinds of games in the course of the years has also influenced my style and work to a certain extent.
     
    -You've also created art for other homebrews, including Pier Solar, Kraut Buster, and the Battle Kid games. Do you feel that your art has any qualities that are uniquely you? How would you describe your aesthetic?
    For Pier Solar, I was character designer and cinematics director for the original Mega Drive release and later for its HD re-release. My style defined the final visual appearance of the characters and visual scenes for the 16-bit version, which were later used as a base for the recreation of the cinematics as well as the in-game portraits I drew and the 3-minute opening animation I directed for the HD version.
    Pier Solar HD opening animation: https://www.youtube.com/watch?v=1gEVmedSG0k
    I directed the attract mode intro and ending of Kraut Buster for the Neo Geo. I storyboarded/directed the sequence and drew the original artworks and pixel art which were then adapted by the game team to coincide with the in-game graphics style which explains why it is a bit different visually from my other works. Kraut Buster Neo Geo opening animation: https://www.youtube.com/watch?v=UNOZypqAgZc
    For Battle Kid 2, I created the character artworks and cutscenes when the games originally came out on the NES. I reprised this role to recreate the cutscenes in my style for Battle Kid 1 when it was reissued for the Japanese Famicom version.
    In the Mega Drive scene, I was also the cutscene and animation director of Tanglewood by Matt Phillips.

    Screenshot from Tanglewood
    I think what is unique to my work and contrary to other people who only create still artworks for game covers or promotional character art, is that I am in general asked to create animated introduction or cinematics to improve the overall game experience. This allows to convey more emotions and attract more interest through a cinematographic sequence rather than a simple still artwork. I know excerpts from the opening animation of Pier Solar HD were for example used for the 2014 E3 game trailer which helped to promote the game on modern platforms to a new audience. Also in terms of pure style/aesthetic, I tend to put a lot of care and attention when drawing the expressions and posing of the characters.
     
    -What tools do you use to create your art?
    For animation, I use Adobe programs such as Photoshop, after effect effects and premiere and a specific Japanese app to draw and color the animation cells and artworks efficiently.
     
    -Your art includes Flipnote animation of The Legend of Zelda and artwork inspired by Death Stranding. Is the experience of developing art from an existing world of established characters more limiting or is it more fun to play in a more defined sandbox?
    The Zelda Flipnote was submitted to Nintendo in 2011 for the 25th anniversary of Zelda, before they begin the dev on breath of the wild and it was seen by the main creators of the series such as Miyamoto, Aonuma, Takashi Tezuka. (Nintendo people had also seen the Pier Solar HD trailer when it came out in 2014).
     It’s funny to think I had showed in this animation Link with a hood at the edge of a cliff looking at the castle, so who knows maybe it inspired them or at least some of the Nintendo dev team?
    I think it is pretty interesting to create something based on a preexisting universe and put your own take on it, especially if it’s a franchise you love. It’s not necessarily limiting but different from something you create from the ground in terms of story, character and world setting. For example I had created in 2005 a personal animation short which was an original work titled Human Recollections I had submitted to the Japanese animation company STUDIO4°C (known for producing the Steamboy, Animatrix and the Berserk anime) for the next Genius Party contest in 2007. It remained on their page for several weeks allowing it to be seen by Japanese animation/game studios like Ghibli, Madhouse, Nintendo and such. This gives you a total freedom in terms of creativity but is also much more time consuming/complex to determine the tone of the universe that will be shown.
     
    -Tell me about the development of the art you created for the Limited Edition for The Curse of Illmoore Bay, what is your creative process?
    Actually it was a rather short process as the characters weren’t complex to draw in terms of detail. I looked at the original cover which was available and created the art in my own style and by giving a dynamic pose to the characters.
     
    -How did you first connect with Adam and Second Dimension, and what was the working dynamic like?
    After Pier Solar came out in 2010, Adam was developing an RPG called Affinity Sorrow, I drew the main characters design/model sheets back then. But if I remember correctly the dev stopped sometime later.
    Apparently, development on the game has started again last year.

    We’ve been hearing a lot about this one, better keep an eye on it
     
    -What new challenges or surprises surfaced in your work on The Curse of Illmoore Bay? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Actually, there wasn’t anything special which happened. As I said, it was a very straightforward process to create the cover art.
     
    -Is there another project after The Curse of Illmoore Bay on the horizon? Another dream project that you hope to bring into existence, video game or otherwise?
    I can’t talk about it for now, but there may be something in the future.
     
    -Are there any homebrew games in development that you are excited to play?
    Nothing in particular comes to my mind, but what I notice is that compared to 2010 when Pier Solar came out, there is now much more games which are being developed in the indie/homebrew scene.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    I think it’s nice that people are still interested by playing new games on their old consoles. Their passion allows developers to still create new games for these old platforms.
     
    Conclusion:
    Thanks for tuning in to part one of two, in this latest entry of the series that shares the stories behind your favorite new homebrew games. What are your thoughts on The Curse of Illmoore Bay and Eyra-The Crow Maiden and its talented development teams? What homebrews are you eagerly looking forward to? Perhaps you’ll see them here soon when…A Homebrew Draws Near! Command?
     

  16. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 3: Anguna: Scourge of the Goblin King

    Introduction:
    Just about every classic console has experienced new life with the rise of homebrew games to supplement its library. However few homebrewers develop games beyond one preferred console. Those brewers who dare to branch out find new challenges to enhance their skills, and new audiences eager to play with the fruits of their efforts.
    For this entry, I’m covering Anguna: Scourge of the Goblin King (formerly Anguna Zero), an action-adventure game for the NES by Nathan Tolbert, with music by Thomas Cipollone, and character graphics by Chris Hildenbrand. Anguna is preceded by three franchise siblings released for three different consoles. As of the time of this writing, Anguna is in-development and nearing completion, but an early build of the game is available to Nathan’s Patreon supporters.
    UPDATE: On May 21, 2021, Anguna: Scourge of the Goblin King launched on Kickstarter, meeting its initial funding goal within its first few hours. The game will be published by The 6502 Collective.
     
    Development Team:
    @gauauu/Bite the Chili Productions (Nathan Tolbert): programming and game design
    @humanthomas (Thomas Cipollone): music
    SpriteAttack (Chris Hildenbrand): character graphics
     
    Game Evolution:
    Nathan’s Anguna games have a long lineage, and to appreciate Anguna for the NES, I must begin with its forebears.
    Nathan joined the development side of the homebrew community in 2004 when he decided to learn programming and bought a Gameboy Advance flash cart. By 2008, Nathan released Anguna: Warriors of Virtue for the Gameboy Advance as well as the Nintendo DS. The game took the best elements of The Legend of Zelda and instilled its own personality. Anguna: Warriors of Virtue featured 5 dungeons spread across a vast overworld populated with a variety of monsters guarding hidden rooms and power-ups.

    Screenshot from Anguna: Warriors of Virtue
    In 2014, Nathan announced he had begun work on a port/sequel to Anguna: Warriors of Virtue for the Atari 2600 simply titled Anguna. Over the next few years, Nathan worked on this Anguna game with the help of eager beta-testers on AtariAge. By 2017, a final build of the game was available for purchase. Like its predecessors, Anguna offered players a sprawling overworld speckled with dungeons and monsters. A unique feature allowed players to save their progress with a password or an AtariVox, a device that plugs into the console’s second joystick port and can save data.

    Anguna 2600, Minty Cart & Manual
    In April 2020, Nathan announced that he was nearing completion of an NES port of his Anguna 2600 game in posts on Video Game Sage and NESDev. This new game, Anguna would carry over the big overworld, experience points system, and the in-game inventory and map screen of its Atari sibling, but with enhanced graphics and the chiptune stylings of Thomas Cipollone.
     
    Gameplay Overview:
    Anguna is an action-adventure game with roots in The Legend of Zelda as well as other adventure gems of the NES’ licensed era. You begin the game armed with your sword, locked away in the first dungeon; but by the time you reach the first boss you will have (hopefully) gained a bow & arrow. Once you escape, you will find yourself in an expansive overworld open to exploration and dotted with an assortment of monsters ranging from the familiar slime to sentient wisps of flame. Although the game’s world is vast, an in-game inventory also provides a map to chart your exploration and assuage the anxiety of players who fear getting lost.

    Especially if you’re always taking that wrong turn at Albuquerque.
    Anguna channels Crystalis with an experience points system that will increase and replenish your life meter with each level-up. But you needn’t wait for a level-up if your health reaches critical because some monsters will transform into a fully cooked rotisserie chicken when defeated à la Castlevania or Streets of Rage.

    I’m not comparing it to Zelda because you don’t know what kind of “meat” that is
    Also scattered throughout the landscape are keys that open more of the world and allow access to special items such as dynamite (which is a key of sorts, only louder). Once you’ve obtained some power-ups for the first time, enemies will start dropping them in battle, which is very nice of them. While experience level-ups increase your health, swords and shields are hidden throughout the world that will level-up your attack and defense respectively. Some of these power-ups are in plain sight and others are hidden in secret rooms, requiring either a special item or your cunning in finding secret passageways to reach them.
    Anguna’s story is simple, you’ve been captured by the minions of the Goblin King. You need to break out, then find and vanquish the Goblin King to save the day.

    Apparently this is a regular thing with you.
    Fortunately, the Goblin King reads from Dr. Evil’s playbook and he put you in an easily escapable situation with 2 inept guards…er, slimes (no word yet on the overly elaborate and exotic death). Beyond that, the story is what you make of it: no dialog with supporting characters, no continents of more difficult monsters across a bridge requiring bouts of grinding, no handholding.
     
    Writer’s Review:
    Anguna uses its setting and minimal premise to provide a game that lets your imagination dominate. The prologue sets up enough story for you to understand where you begin and where you will end, but you won’t be required to keep track of information fed to you by other characters or locate the town or dungeon you’re “supposed” to visit next. As much as I like an immersive story, I also appreciate a game that trusts my gamer’s intuition enough to assume I already know the basics and can figure out the rest. There are enough locked gates and obstacles to prevent you from blundering into the final boss in the first 5 minutes, so don’t worry about accidentally taking shortcuts that might shortchange your gameplay. However if you are the type of player who doesn’t like to be completely adrift, the overworld map in your inventory charts your exploration, showing where you are and where you’ve been. Using your intuition toward gaps in the map will force you to consider what you should do next and make a few hunches about what you will find. This design makes Anguna  both challenging and fun. Instead of being spoon-fed every step of my quest, the environment’s limits informed me. For instance, in my first playthrough, I reached the first boss before obtaining the bow & arrow. It was immediately clear during the battle that my sword was insufficient, and somewhere nearby was a more suitable weapon.

    There’s got to be a better way!
    The game’s controls are intuitive: one button swings your sword, the other uses special items once you’ve found them, and the d-pad offers crisp 8-directional movement for exploring every last pixel of the land and dungeons for secrets. The graphics convey an ancient, lived-in world with a mythos left blank for you to fill in. Nathan is skilled in providing just enough detail to set a mood without overwhelming you. I loved how the dungeons’ brickwork is apparent by a few patches on the walls and floor, communicating a sense of texture and decay, substance and ambiance, without programming a brick pattern across the entire screen that would otherwise distract me from anything else happening in the game.
    I also enjoyed the character’s design and animation. The protagonist’s red armor stands out, and I love how his entire body (including his cape) moves when he swings his sword; it’s reminiscent of Link but with more motion. Chris’ designs for several of the monsters recall classic NES staples, offering an air of familiarity but with their own unique look. Snakes behave like the Ropes of The Legend of Zelda and the Loopers of StarTropics but look much cuter. Anguna’s slimes are decidedly less adorable than their Dragon Warrior siblings but are the same initial sword fodder that help you get a feel for the controls.
    As Nathan sketches a landscape of adventure, Thomas’ music fills in the picture with the color of his music. Tracks are more than a quick theme looping over and over; each song begins with a sound that feels instantly appropriate for the setting it accompanies but builds and evolves with time. The overworld theme starts over simple and adventurous but soon crackles with excitement, as if to celebrate you survived long enough to hear it to completion. The dungeon theme begins with a sense of mystery but accelerates with tension, warning you of the dangers deeper within. There is also something else familiar about Thomas’ soundtrack; it is evocative of the chiptunes of classic NES games. More than that, as I tried to put my finger to what felt so familiar, I realized the music reminded me of the great soundtracks of Realtime Associates, who worked on such games as Maniac Mansion and Dick Tracy.

    This logo is aggressively early 90s and I love it
    Anguna is an excellent example of a game going “back to basics”, stripping down an action-adventure to its most essential elements and doing them justice. This game is addictive in its simplicity. When you die, you might grumble aloud that you’re going to give the gave one more try. And then you realize you’ve told yourself that over and over for the past hour. And even then you’re going to keep playing.
     
    Interviews:
    Anguna: Scourge of the Goblin King is a game that pulls together the most fun ingredients of an action-adventure and elevates each to create a fun game in which my imagination can run wild with a blank canvas. I spoke with Nathan and Thomas to learn more. (Note: these interviews took place before the game's official release, therefore all references to the game use the then-working title Anguna Zero).

    gauauu
    -Before we dive into Anguna Zero, I would love to talk about you and your background. What first inspired you to become a homebrewer? What is the origin story of Nathan Tolbert?
    I've been interested in programming video games for almost as long as I could read. My parents bought a TI-99 4/a computer when I was young, and it had a book called "Beginner's Basic" that we started working through as a family. Everyone else in the family immediately got bored of it, but I was hooked, and started making terrible video games.

    In 2003 or so, (just a couple years out of college, and newly married), I discovered homebrew, and was immediately fascinated with the idea. My dream had always been to make a game for a real console! I started looking around to see what system had homebrew that was both relatively easy to write, and also inexpensive to get started on. Gameboy Advance looked like a winner. In 2004 I picked up a GBA flash cart at a street market (we were living in China at the time) and started programming. I knew that I wanted to make either a Zelda-like adventure, or a Blaster Master-inspired metroidvania adventure (which I'm finally working on 15 years later!) Somehow the Zelda-like idea won out in my mind. I made a one-level demo with terrible graphics, and Chris Hildenbrand showed up and volunteered to help redo the graphics, which led to the GBA and DS versions that I ended up releasing a couple years later.
     
    -What is the significance of the Bite the Chili name as well as your gauauu username on VGS and NESDev?
    Bite the Chili Productions is a silly reference to the very first internet advertisement that I saw. Back in the mid 90's, there were all sorts of banner ads like "Punch the monkey and win a prize!". 

    Aw man, I can’t wait to post about this on GeoCities and tell all my friends on AIM!
    The first time we got on the internet, it was with slow dial-up, and we waited maybe 5 minutes for a page to load. The very first thing we saw was a banner ad saying, "Bite the Chili to win!" It was a running joke among my friends, and just stuck. Similarly, the name gauauu was a high-school joke based on me not liking the game Final Fantasy 3 (or whatever number they call that game in the reset of the world). I made fun of the Gau character, and somehow I kept the name. Strange that my name is based on a character and game that I don't even like.

    Some things are best left on the Veldt.
     
    -Who are your influences? And whose work are you watching closely now?
    My influences are primarily the old NES games that captured my imagination as a kid. Zelda, Metroid, Blaster Master, Ninja Gaiden, etc. were just amazing to me, and have formed my idea of what a fun video game is. I don't really play a lot of newer games, although the games VVVVVV and Killer Queen are two modern games that have really pushed me to think about game design. As far as who I'm watching now -- at this point, I mostly enjoy the community aspects -- talking about design decisions in our games, and seeing others work through their big games. I'm most interested in anyone in the NES community that's regularly posting updates about what they're working on. Things like Nova the Squirrel 2, Chris Cacciatore's in-progress Zelda-like Janus, and watching Paul work on his Alwa port, are super fun for me. I'm probably forgetting lots of others.

    Paul Molloy aka InfiniteNESLives showing off his progress on an NES port of Alwa’s Awakening
     
    -Your work on the Anguna series spans generations of gaming consoles from the Atari 2600 to the Nintendo DS. In developing your games would you say they have any qualities that seem quintessentially you that you have maintained across platforms? How would you describe your aesthetic?
    One of the essential things about Anguna and the various ports/sequels, is that there's only a silly little introductory plot, and nothing else as far as dialog, towns, or story progression. There's also very little hand-holding. I really wanted to recapture the feeling from the original Legend of Zelda where you entered a world and just had to wander around to figure out where to go. I don't think I actually succeeded very well in that goal, but it formed the idea of what Anguna is: a Zelda-like where you just have to explore and see what you can find.

    In making the Atari port (which later also became the NES version, Anguna Zero), I decided to take the same general game pacing and structure, but rearrange the world. The first dungeon is mostly the same in all versions, and the general order of dungeons, upgrades, and progress is the same. But the world and dungeon maps are completely redesigned for the Atari version (which shares a general map with the upcoming Anguna Zero).
     
    -What tools do you use to code?
    I do most of my code editing in gVim on Linux (although I've also been using Jetbrains' CLion for projects that involve a lot of C). I tend to use Makefiles and python scripts to manage the build process. I also use Tiled, which is an incredibly versatile open-source tile map editor, in many of my projects. And I can't forget to mention Mesen. Without Sour's amazing emulator, this would be a much more frustrating hobby than it is.
     
    -You are also known for your entries in the Annual NESDev Coding Competition such as Spacey McRacey, Robo-Ninja Climb, Super Homebrew War, and nnnnnn, each game more addicting than the last. Do you have a different attitude toward your entries in the competition versus your “feature-length” games? Is the experience of developing them different?
    Yeah, I tend to view them very differently. I usually dream big: I have ideas for large games that usually take me 2-4 years to complete, with a giant scope, so they tend to occupy the bulk of my development efforts. But the NESDev competition is a great outlet for throwing together a complete game in a short amount of time. Having a target date and audience is great for helping me brainstorm a fun idea, and race to implement it as fast as possible. nnnnnn, in particular, was fun in that I wanted to see if I could make an enjoyable game in a week's worth of evenings (it helps that I stole the idea directly from vvvvvv, so I didn't have to make many game design decisions). I also like to use the compo to make 4-player games. I've always loved things like Super Bomberman, where you play with a big group of friends on a couch. And like I mentioned before, I was really inspired by the group dynamics of playing Killer Queen in the arcade. I had a particular moment, the first year I went to Midwest Gaming Classic, where I looked around a room, and watched a bunch of people playing games, but nobody talking to each other. It made me feel sad, realizing that this hobby can sometimes isolate people instead of bringing them together. So I decided to make a goal to create more 4-player games in an effort to bring people together. I can really see the difference at conventions: when a group of 4 people are all laughing together or yelling at each other playing Super Homebrew War or nnnnnn together, I feel like I succeeded in that goal.

    The 4th player in this stock photo is America.
     
    -You started homebrewing around 2004/2005 with your Gameboy Advance and Nintendo DS game Anguna: Warriors of Virtue. How has your approach to homebrewing changed in the 15-16 years since?
    After finishing the original Anguna, I had wanted to make more games, but the GBA community had really dried up, and I was having trouble finding an artist. So I took a detour and made an Android game (RoboNinja, a metroidvania based on the idea of exploring a big world entirely using the overplayed guy-who-never-stops-running tap-to-jump mechanic. I still wonder if it's the world's first tap-to-jump-runner metroidvania). I had been thinking that I'd like to make NES games, but the idea of making a giant NES game entirely in 6502 assembly intimidated me. So I figured I'd start with the Atari (which also uses a 6502), thinking that it would be easier to learn on. The Atari has its own crazy challenges, so I'm not sure it was much easier, but I decided to just dive into seeing what a port/demake of Anguna would look like. I mentioned previously some of my design ideas (reworking the world but keeping the structure the same), and some of the limitations were based on the limitations of system (Anguna 2600 never mixes enemy types on one screen, because with the Atari's 128 bytes of RAM, I didn't have enough RAM to manage multiple enemy types at once). While my Atari goals were initially just to have fun playing with the system, the game turned out to generate some interest, so I happily published copies through AtariAge.

    After finishing that, I figured it was time to finally start on Halcyon: my Blaster Master-style game that I had been dreaming about for years. I started working on that with Frankengraphics doing art. I didn't really have any plans for a NES Anguna at the time, but this past Christmas, my progress on Halcyon was on hold while she was finishing things up with Project Blue. I was a little jealous seeing other people release cool games, and frustrated that Halcyon was taking so long, so I decided to see if I could make a medium-sized NES game in just a few months. Starting with the game design and even a good bit of code from the Atari 2600 version, it was a fun challenge to see whether I could take the Atari game, and upgrade it to a reasonable (but modest) NES adventure in a short amount of time. Which is why the title is (tentatively) Anguna Zero -- I wanted something to signify that this isn't a new big epic version that really pushes the NES to the limits, but instead of a medium-scoped adventure based on the earlier Atari game.

    Screenshot from Halcyon
     
    -Ever since my first episode, M-Tee planted this idea in my mind that a game’s protagonist serves as the player's point of immersion in the game, informing how we understand the game's world. I also believe that the protagonist’s design serves as a reflection of its designer. What was the intention behind the design of Anguna’s protagonist, and how has his design evolved across each prior Anguna game?
    The original Anguna had a subtitle "Warriors of Virtue", which referred, not to the cheesy Kangaroo adventure movie, but to an equally cheesy pen-and-paper role playing game that I designed and played with my brother and best friends back in middle school and high school. My original idea of Anguna was to take place in that world, and the character was going to be Narkstan Greenthorne, a warrior with a short fuse that my friend had played in one of our campaigns (who happened to get captured by bad guys quite often).

    If ever there was a character who sounded like he knew Guybrush Threepwood, it’s Narkstan Greenthorne.
    But when Chris reworked the graphics for him, it really changed the tone of the character, and he instead became a nameless hero, sort of a blank slate of a character. I really ended up liking that concept (which fit nicely with the silly lack of plot). You can imagine him being however you want, because he's just your vehicle for exploring the world. It's been 15 years or so, and he still doesn't even have a name (to make it even more vague, the name Anguna itself isn't the name of the character, the world, or anything. It's just the name of the game).

    The graphical design of the character has changed a little bit, from the Atari to the NES, but the general idea is the same: some nameless warrior, dressed in red, ready to explore the world and beat some bad guys!
     
    -Tell me more about your pen-and-paper role playing game from middle and high school.
    Oh man, it was terrible. My parents were among those folks that were convinced that Dungeons and Dragon was evil, but they were ok with us making up our own version. So we made up a rule set that was sort of a mix between D&D and Final Fantasy 1. And it was as horribly unbalanced and ridiculous as you'd expect from 7th graders. But somehow it became reasonably popular among the nerds (and even some of the D&D-playing jocks) at our school.
    We ran one campaign that lasted for a few years which was fun, and it's where the winged-bat-looking "hobgoblin" creatures from Anguna came from -- I had a bag of cheap plastic monsters from the dollar store that we used for battles, and the black bat things were the primary hobgoblin enemy from that campaign.
    Our game came much before the movie of the same name, so it cracked us up when the movie about warrior kangaroos came out.

    Nightmare fuel in its purest form
     
    -What new challenges or surprises surfaced in developing Anguna Zero for the NES as opposed to its Atari 2600 counterpart, or even the original game on Gameboy Advance and Nintendo DS? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    The process of making Anguna 2600 was figuring out how to simplify everything as much as possible, and scale everything back. Dynamite just made your sword blow up things. The boots were always equipped.

    The fun challenge of Anguna Zero was taking that scaled-down Atari version, and figuring out how to scale it back up to an appropriate game for the NES (but doing that as quickly as possible). Reworking the subscreen and map system, and fixing the inventory back to a "one item at a time" system, were the most important immediate things. I was able to reuse my metatile map tools from Halcyon to redesign each room, so that part, although completely different from the Atari version, ended up being fairly quick. The hardest part definitely ended up being the dark rooms before you have the lantern.

    On the GBA version, the hardware has a really easy HDMA trick for making nicely shaped pockets of lit areas surrounded by darkness (like the key effect on Super Mario World).

    The Atari also had a nice easy trick, almost identical to what was used in the old game Adventure, where you set the background and foreground to be the same color, but put a big orange sprite with a priority in-between foreground and background.

    The NES has no such easy tricks. So I just end up rewriting background tiles as you move around the room (with some nice curved sprites on the corners). In essence, it's almost the same logic as an 8-way scrolling engine (loading in new tiles at the front as you move), only it's just scrolling the area right around the player. I laughed afterwards, because I purposefully avoided any scrolling in the game (to simplify it), but I ended up spending a ridiculous percentage of my time working on that darkness effect, which is so similar to scrolling.

    As far as lessons learned? That's a great question. I think there's something really fun about adapting an idea across multiple systems, and learning each system as you go. But it's been such a weird random path, that I'm not sure that any sane person would aspire to it.

    Screenshot from Anguna for the Atari 2600
     
    -Thomas Cipollone aka HumanThomas, who served as the music director for the Haunted Halloween games and Full Quiet is working on the music for Anguna Zero. How did you two first connect and what is the working dynamic like as you both work on your respective aspects of the game?
    I've been impressed with Thomas' work ever since I joined the NES scene, and we had touched base a few times in the past about the possibility of working together, but nothing had ever really been the right timing. But with Anguna Zero, I knew I wanted some cool music, and wanted something quickly. I was fairly far along when I contacted Thomas and asked if I could hire him to make a small soundtrack on a fairly short timeline, and he came through wonderfully.  The working dynamic has been really simple -- I had a list of a few types of songs (overworld, dungeon, etc.), and in amazingly quick time, he handed me back some great songs. I've been so impressed with his work.
     
    -Do you have a release date in mind for Anguna Zero? Are you thinking of launching a crowdfunding campaign? Do you intend to sell the game directly, or will someone else handle distribution?
    The release date was supposed to be about a month ago, but the folks at the 6502 Collective (who I'm going to work with for publishing) convinced me to hire someone to do a facelift on some of the graphics. So I don't have an exact date now, but the game is finished other than those graphical improvements. Once those are in place, it will be ready to go! I don't know that we'll do a big crowdfunding campaign (I'm saving my marketing energy for Halcyon), but we'll definitely do a physical release as well as a rom release. I've been toying with the idea of doing an "Anguna collector's treasure box" release with the GBA, Atari, and NES games all in one special edition packaging, but that assumes that I can manage to make the GBA version available again. We'll see 🙂
     
    -There is a lot of buzz around another project you are working on (and mentioned earlier): Halcyon, a sci-fi metroidvania adventure with some Blaster Master vibes. How is that game progressing? Are there any other projects you have lined up on the horizon, NES or otherwise?
    Yeah, Halcyon has been a giant project -- a short of mashup of Blaster Master and Metroid. Oh man, I had originally hoped to have it finished this fall, but it's just not going to happen that early. The engine is finished other than any new special cases that we dream up for the end-game. The content (general rough maps, enemies, weapons, powerups) is probably 75% mapped out and ready, but with a lot of placeholder graphics for now. I've got a few more areas to map out, and then I need to go back and fill in a handful of bosses that I've skipped. So it's getting there, but definitely later than the fall of 2020 goal that I had been telling people.

    Other projects? I'm always dreaming about the next project as I get to the 50% mark on a game. I don't have anything definite, or any designs on paper, but I have dreams of doing a 4-player "party game mix" cart, an old-school RPG (possibly with an online component thanks to the awesome work that folks like Paul of Infinite NES Lives, Roger Bidon, and Broke Studio are doing in that area), a contra-like action game, and making the jump to SNES and making Anguna or some other large game there. That sounds like about 15 years of work, to do all of those, so we'll see what happens....

    Broke Studio and Roger Bidon demonstrating their breakthrough in online real-time NES gaming!
     
    -Are there any homebrew games in development that you are excited to play?
    Homebrew games that I'm excited to play? Oh man, what are all the large games that have been teased? Full Quiet, Orange Island, Trophy (although I got to help test it, so I did get to try it already), Mall Brawl, Janus, Space Soviets, and others that I probably forgot. Kevin also teased some awesome-looking cyberpunk game that I can't wait to see more of.

    Wouldn’t we all?
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Thanks for giving me a chance to talk about my game, and thanks for writing these articles, it's been fun to read about the development of other upcoming games!
     

    humanthomas
    -Before we dive into Anguna Zero, I'd love to talk about you and your background. What first inspired you to be a musician? What led you to compose music for homebrew games? What is the origin story of humanthomas?
    My interest in being a musician started young. I started playing guitar at age 11, and have kept up with it ever since. The first homebrew game that I composed for was Haunted: Halloween '85. A friend of mine sent me a reddit post of these dudes looking for a composer for an NES game.
    I had no experience with the NES other than playing it, but I knew that I could pull it off. After sending my backlog of other compositions and recordings, they decided to take me on for the project.

    Screenshot from Haunted: Halloween ‘85
     
    -Who are your influences? And whose work are you watching closely now?
    From back in the day, Nobuo Uematsu, Takashi Tateishi, & Yasunori Mitsuda.
    The Final Fantasy, Mega Man, and Chrono Trigger soundtracks have had a huge impact on me.
    I didn't know it at the time, but just playing those games taught me so much about creating music for specific atmosphere and mood.
    More recently, I've been studying Tim Follin's NES work and Disasterpeace for modern stuff.

    Follin worked on NES game soundtracks such as Solstice, Treasure Master, Silver Surfer, and Taito’s Indiana Jones and the Last Crusade
     
    -In addition to your musical work on homebrew games, you lead a musical collaboration project called Modern Dog, in which you compose tracks that other musicians then contribute to. What inspired you to create this shared musical experience?
    The idea popped up around the start of the pandemic. A lot of my friends are musicians and since no one can play shows or work right now, I figured I could help take their minds off of the madness with a new approach to a recording project.
    The main idea is as follows - I make a base of a track and send it out to as many different players as possible. I tell them that they can add as much or as little as they like, then I pick what I like most and mix it down.
    The most fun part is that none of the folks contributing get to hear the other parts until the song is finalized.
    It has been awesome to collaborate with folks outside of my regular musical circle.

    Album cover art for Modern Dog’s album Night Vision
     
    -Since contributors don’t hear the final product until everything is finished, their reactions must be fun. Have these collaborations sparked inspiration for even more new music?
    Modern Dog will definitely be a continued project now. I hope to put a full album worth of material for it eventually.
     
    -Do you feel that your music has any qualities that are quintessentially you? How would you describe your aesthetic?
    Describing the aesthetic is tough. I think that composing music for games is about being malleable and fitting in with the vibe of the game, on a stage-by-stage basis.
    As far as qualities that define my music goes, I like to focus on interesting chord voicings and also syncopation of rhythms.
    Also, long form melody - I love to evolve melodies over the course of the tune in a way that is not predictable.
     
    -What tools do you use to compose, generally as well as for games?
    For NES music, I am primarily using Famitracker. I have started experimenting with FamiStudio as well.
    It is ideal to have a guitar at hand so I can quickly run through ideas. But, if I'm not working at home, I just have to rely on my ear and my brain.
     
    -Tell me about the development of Anguna Zero’s music, what is your composition process? Is the creative process different compared to when you compose more traditional music?
    Any time I start a new project, the most important thing for me is if the head of the project has specific musical references they would like me to aim for. I try to take those references to heart but also apply my own style to it.
    Nathan let me have open license for Anguna, for the most part. I often sit down to the computer without a plan, whether I am writing video game music or traditional music, so the process is pretty similar either way.
     
    -Your work on homebrew games spans a wide assortment of gems such as the Haunted Halloween games, Full Quiet, and Shmup Speed. How has your approach to homebrew games evolved over the years?
    The biggest thing that has changed is my understanding of what is going on under the hood. For Haunted '85, I was clueless. I didn't understand the space restrictions. I didn't understand that a sound engine was even a thing.
    Now, I am actively thinking about how much space the music is going to take up as I am writing it. The goal for me is to make the most interesting sounding tunes while keeping it very space efficient.
    A word of advice: If you are reading this and want to compose music for the NES, just assume that you can't use any of the built-in effects of Famitracker. You're better off that way, it will save you a bunch of headaches in the future.

    Cartridge of Full Quiet
     
    -What new challenges or surprises surfaced in your work on Anguna Zero? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Fortunately, I did not run into any big hurdles while working on Anguna. I think now that I have a pretty solid understanding of Famitone 2, (the favored sound engine of most homebrewers nowadays) I can typically export the audio with minimal errors.
    The biggest hurdle is often getting past judging my own work. If the music functions in game and sounds good, that is all I can ask for.
     
    -How did you first connect with Nathan and what is the working dynamic like as you both work on your respective aspects of the game?
    Nathan and I met on Twitter a few years ago I do believe. I have been doing a lot of work recently with KHAN Games and Sole Goose Productions, so I think they may have put in a good word for me!
    Nathan is really easy to work with. He gives excellent feedback. He trusts me to do my thing correctly and vice versa.
     
    -Is there another project after Anguna Zero on the horizon? Another dream project that you hope to bring into existence, NES or otherwise?
    I have a few more secret things that I am working on. Unfortunately, I'm not sure that I can talk about them just yet! My dream is to make more NES and SNES soundtracks hopefully soon.
    I am open to commissions if anyone needs music! 🙂
     
    -Have you ever thought of releasing a chiptune album of your music, perhaps even on an NES cart (like Zi, another Thomas within the community)?
    I just started writing a full chiptune album, specifically for a cartridge, just this week. I have no timeline for release yet, but it will happen!
     
    -Are there any homebrew games in development that you are excited to play?
    I have been waiting for years to play RIKI's Famicom homebrew, Astro Ninja Man.
    One is on the way for me, but it won't be here for a while.
    I am really interested in eventually getting my hands on the online version of Super Tilt Bros.
    Wi-Fi NES carts, who knew the day would ever come??

    Screenshot from Astro Ninja Man
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Thank you for spending time with me. The NES community has been very welcoming to me and I appreciate everyone a great deal.
    Anyone can feel free to reach out to talk about music, if you need music for a project, or just want advice about the process.
     

    SpriteAttack
    -Before we dive into Anguna, I would love to talk about you and your background. What first inspired you to become a graphic artist? What is the origin story of SpriteAttack?

    I bought a C64 when I was sixteen. A classmate sold his as he had lost interest in it. At first, it was all about the games but soon I was intrigued by the art and how it was created. I started wondering if some of those games couldn't be made to look better. I did pixel art with a joystick on an old TV screen. These days it just sounds insane but I did enjoy it. The C64 was soon replaced with an Amiga 2000, and the first game designs of my own and contacts to coders in my region. This led to floppy discs filled with pixel-art and finally the first released game. From that point on it was too much fun not to continue making art for computer games.


    -Who are your influences? And whose work are you watching closely now?

    I never really had one or two artists that I tried to follow. I used to watch a wide range of styles and a diverse spectrum of forums – not just gaming related but also design, art, product design, or even fan art. A few artists and artworks would inspire me to try out a different style.
    I still enjoy the Metal Slug artwork, Legends of Mana and the works of Henk Nieborg.

    Thor: God of Thunder (Nintendo DS Mockup), by Henk Nieborg


    -Your art for Anguna: Warriors of Virtue evokes some classic games, imbuing familiar tropes with unique personality. Would you say that your art has any qualities that are quintessentially you? How would you describe your aesthetic?
    It's hard for me to see 'my style' but a common trait seems to be vivid colours, a tendency to cuteness and cartoon characters. I try to maintain a high level of consistency in a game's art, UI, and feel. The styles may vary from game to game, depending on the system requirements, the game engine, and the tools available, but in the game, it should feel like one from start to finish.


    -What tools do you use to create?

    There's the old-fashioned sketchbook and two marker pens – they go where I go. Most of the computer work is now done in Affinity Designer and Affinity Photo. CorelDraw and Inkscape add some additional effects to my tool-set. I work with a gaming PC and two monitors plus a display graphic tablet yet still use the mouse for a lot of the vector art.

    -Tell me about your creative process? How does something evolve from your imagination to the page/screen?
    It depends a lot on the medium. My sketches usually 'just happen'. I start somewhere on the page and doodle and fill up the page with the marker. The game art and illustrations usually follow a building process. I start with basic shapes, outlines, and rough colours, adding more and more details as I go. I love to work from simple shapes (circles and rectangles) and add to them as the elements evolve.

    -I love to ask interviewees who played a role in designing characters, especially the protagonist, about whether there are elements of themselves found in their characters. I believe a game’s protagonist serves not only as the player's point of immersion in the game, informing how we understand the game's world, but also is a reflection of its designer. Was there any specific intention behind the design of Anguna’s protagonist and its other colorful characters?

    I wish there was. 🙂 I don't think I am anything like the protagonists in my games. The main character in Anguna is a sword-swinging, arrow shooting knight in bright armor – basically the stereotype of a game of this genre. Most of the choices were based on the clear distinction between the hero and the enemies - red versus blue or green.

    I definitely got that impression

    -What new challenges or surprises surfaced in developing for Anguna as opposed to your other work? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?

    It's hard to say. Anguna: Warriors of Virtue was developed a long time ago. Pixel-art was the only viable form of game art – the few vector art or 3D games out there were rarities. All the animations were hand placed and tested again and again to make the most of the few 'dots' you had at your disposal.
    These days there are tools out there that make it a lot easier. Animations are reusable if you use bone-based animation tools like spine, spriter, or dragon bones – just to name a few. Most game engines have their own animation tools built into the framework.
    Use the tools that are out there and continuously keep an eye on what's new. It could potentially make your work easier, more engaging, or simpler to implement by the coders. Learning and adapting to new tools, workflows and demands is essential if you want to do game art for a long time.


    - How did you first connect with Nathan for the game and what was the working dynamic like as you both work on your respective aspects of the game?

    I am sorry but I really can't remember how we connected. It would have been via one of the homebrew forums back in the days. I used to be rather active, commenting and showing my own work, making edits/reworks to posts to explain changes in a visual way. An image says more than a thousand words – and I am better with the art than the words anyway... 🙂

    - Are there any other projects you have lined up on the horizon, any dream projects?

    At the moment there is nothing lined up. I had to shift back a few gears due to ongoing health issues and put the focus on my body and having as much fun as possible. I have done some of my dream projects in the past. I worked on a DS/PSP version of 'Impossible Mission' with Ziggurat Interactive. The game was one of my childhood favorites on the C64 along with Summer Games (which we also ported but it sadly never got released). Last year I had the chance to work on a texture pack for Minecraft which was another dream project.

    Artwork for Impossible Mission in collaboration with Ziggurat Interactive

    -Are there any homebrew games in development that you are excited to play?

    There are way too many...and I have to admit that I am losing track. There simply is not enough time in the day to play all the games I would like to dive into. Sadly I tend to forget about a lot of the games that initially sparked my interest in a post by the time they eventually are released.

    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Thanks! I want to thank all the players out there for playing the games and making all the hard work worthwhile. They are the ones enabling me to do what I love – make game art!
     
     Conclusion:
    Thanks for tuning in to another episode of a series that highlights promising new homebrew games and learns the stories behind them as they cross the finish line. What are your thoughts on Anguna: Scourge of the Goblin King and its talented development team? Which homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

     
     
  17. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 33: Sam’s Journey

    Introduction:
    So much of homebrew derives from people making and playing the games they loved as kids, but some of the creators from those nostalgic days are returning to embrace the love fans have for the older stuff. Whether it’s the Oliver Twins dusting off unreleased games decades later or Yuzo Koshiro working on something new, the rising popularity of new games for old consoles is bringing about a return of veterans. Call it resurrection, call it a great time to be a fan, just make sure you call me when it’s available to order.
    For this entry, I’m covering Sam’s Journey, a platformer originally developed by the Knights of Bytes for the C64 and coming now to the NES. As of the time of this writing, the game is available for pre-order through poly.play here.

    Behold the box costume
     
    Development Team:
    Chester Kollschen (@Knights of Bytes) : programming
    Alex Ney: music
    Stefan Gutsch: game design, pixel art
     
    Game Evolution:
    Sam first set out on his journey when the Knights of Bytes were revived by Chester Kollschen in 2015. Sam’s first appearance came about in a prank gif, teasing the game on April 1, 2015. Sam’s Journey then reached the end of his first chapter when the game was released for the C64 on December 24, 2017, selling more than 3,000 copies. The Knights announced Sam would be setting off on a new journey to the NES with a VGS thread created on February 5, 2020, sharing some early screenshots and gameplay videos. The game’s webpage advertises more than 2,000 screens within 27 levels across 3 overworld maps, accompanied by 19 distinct musical tracks.
    Pre-orders for Sam’s Journey have staging pages on Poly.Play’s website but are not yet live. Nonetheless the game’s physical edition will include two main options: a standard edition and an ultimate edition, though posters and the soundtrack on CD, cassette, and vinyl is also available. The standard edition comes as either an NES or Famicom cartridge, complete in box, with a world map, sachet of diamonds from the game, and 7 costume cards (the Famicom edition includes a hologram sticker pasted to the box). Meanwhile the ultimate edition, limited to 100 copies, includes everything from the standard edition, plus a poster, a CD soundtrack, fabric world map, SD card with cartridge image, MP3 soundtrack and other extras, a mini figure of Sam, special magnetic case, and numbered & signed certificate.

    Screenshot from Sam’s Journey for the C64
     
    Gameplay:
    Sam’s Journey describes itself as a scrolling platformer. You play as Sam, a young hero who finds himself in a strange new world, set on an unexpected journey. Sam navigates and thrives in this new world with the help of his many costumes, which not only change his appearance, but afford him additional skills and abilities. Explore many terrains, collect hidden gems, and poke around for secret passages as you work your way through the various environments.
    Gameplay consists of delightfully complex mechanics. Sam’s core movement includes running: in which you move left and right by pressing the D-pad accordingly, and running faster by holding down the directional button; jumping: in which you jump by pressing the A-button, and can jump a little higher by holding down A; carrying objects by pressing the B-button to pick something up, press B again to throw it, or press B and left or right to throw the object farther, or B and down to drop the object in place; and swimming: using the D-pad to swim left or right, B to move closer to the water’s surface, and A to jump out of the water once Sam reaches the surface. Sam also has the ability to peek farther up or down to see beyond the normal screen by holding up or down on the D-pad.
    Beyond Sam’s standard skillset, he can collect costumes that will grant him special powers, not to mention a fetching new look, and most importantly an extra hit point. Ninja Sam uses the A-button to cling to a wall, and again to jump off, or he can also push down on the D-pad to slowly slide down a wall, or use the B-button to drop off. Pirate Sam is armed with a cutlass that he swings with the B-button, useful for cutting down enemies or popping open treasure chests. Pitcher Sam can walk steadily on ice thanks to his cleats. If he is holding a rock or chest, Sam can push and hold up on the D-pad to prepare a pitch, which activates a crosshair to aim his throw. Once ready, push the B-button while aiming to throw the power pitch, which will also pick up any collectibles it hits along the way. Disco Sam’s shades can spot secret passages while peeking. Also, while in the air, Sam can twist, causing him to stay in the air longer, and inflict double damage by pushing and holding the B-button. Space Sam has a jetpack that fires a blast which essentially grants him a double jump by pushing and holding the B-button. Vampire Sam can turn into a bat and briefly fly by holding up on the D-pad and pushing the B-button. He can fly higher by pushing the B-button to flap his wings or push down on the D-pad or land on the ground to return to human form.

    Screenshot from Sam’s Journey for the NES
     
    Review:
    At the time of this writing, I’m unable to play Sam’s Journey, so a review would be incomplete and disingenuous. However, based on the snippets shared on the developer’s YouTube channel, I can at least reflect on what I’ve experienced from the shared updates. The art provides color and life to large levels, lending the game a Kid Chameleon feel, which is ironic since both games are stories that suck the protagonist into a strange new world, and if there is any game where you want art & level design to feel immersive, this is the premise for it. Music is light and playful, conveying a kind of adventure encountering new challenges but excitement for what lies ahead, including the Mega Man-esque feel of the title music. The themes feel well-suited to their respective levels, with an airy quality to the track “Twist in the Sky”, a curious, futuristic vibe to “Space Sam Oddity”, and a gritty melody reminiscent of Mario’s Egyptian levels in “Sam’s Desert Dream”. Based on these pages of the travel brochure, I’m eager to sign up for all of Sam’s Journey.
     
    Interviews:
    I hitched a ride with the Knights of Bytes on their quest to complete this game, and chronicled the stories of development. Read on to hear their tales…
     

    Knights of Bytes
    @knightsofbytes
    -Before we dive into Sam’s Journey, I would love to talk about you and your backgrounds. What first inspired you to become homebrew developers, pixel artists, and musicians? What is your origin story and the story behind Knights of Bytes?
    Chester: I knew I wanted to create video games from the moment I first saw one. That was at the age of six when this brand-new play-on-your-TV thing was presented in a local toy store. The game on display was Nintendo’s Donkey Kong, and I think it ran on a ColecoVision. However, it had been a long way from this epiphany to Sam’s Journey. In the mid-90s, I decided to turn my passion into a profession and founded the Knights of Bytes as a game development label. Although the 16-bit era had already been in full swing, we targeted the older Commodore 64 home computer which my team at that time and I grew up with. Our first game Ice Guys was released in 1995 and caught the attention of the aspiring retro publisher Protovision. In co-operation with them, we also created and released Bomb Mania and later Metal Dust. So, in a way, we have been retro/indie/homebrew developers right from the start.

    Screenshot from Metal Dust for the C64
     
    -Who are your influences? And whose work are you watching closely now?
    Chester: Instead of watching the work of specific people, we’re rather watching gaming itself. From the 8-bit home computer era to the 16-bit console era to the 32/64-bit PC era, we’ve not only seen the hardware evolve, but first and foremost the gameplay and the mechanics. Every time we decide on the genre for our next project, you could say that each classic and modern game of that genre kind of inspirates and influences us.
     
    -How would you describe your design aesthetic, what to you are the hallmarks of a game made by you?
    Chester: One of our trademarks is to pretend that the classic computers and vintage consoles we develop games for are still in their heydays. And thus, we aim at creating comprehensive, top-notch full-price titles and distributing them physically on real media with printed manuals in boxes.
     
    -Has your approach to game development or your preferences changed since Knights of Bytes was first founded in the 90s? How does Sam’s Journey for the NES compare to your work on older projects such as Ice Guys, Bomb Mania, and Metal Dust?
    Chester: There’s one huge change that clearly stands out: after releasing several titles for home computers, Sam’s Journey for the NES is our first game for a video game console! Developing for home computers was a lot easier as they are open platforms which encourage anyone to create software for it. Consoles, on the other hand, are closed platforms, and they really try to prevent “unauthorized” development.
     
    -Your bio noted that Knights of Bytes took a 10-year break from development, returning after you saw increasing public interest in retro gaming. Was there a particular game that was the catalyst for your return?
    Chester: Metal Dust on the C64, released in 2005, was our last title for a classic system before we moved on to modern platforms. Under a different label, we have been developing mobile games, but after some years in the business, we were looking for a new challenge. Of course, we had been watching the retro segment during our absence, and there was one particular thing we noticed. The world’s largest gaming exhibition called GamesCom is held annually in Cologne, Germany. It’s a huge event where the big studios from the mainstream industry meet and present their new products to an interested audience. However, in 2009, a “retro section” was introduced which was intended to work like a museum for the history of video gaming. It started with a few square meters in a dark, isolated corner of one of the exhibition halls and featured some display cabinets full of old hardware. Well, only 6 years later, that retro section kind of exploded! It had its own exhibition hall, a bright and shiny location, hundreds of private and commercial exhibitors present, and a huge amount of classic computers and vintage consoles actually running with a crowd of people playing old and new games. That was kind of the turning point for us to move forward to classic.

    Photo from gamescom website
     
    -What tools do you use to code, compose, and create?
    Chester: It depends on the project. The game graphics and the level design for Sam’s Journey were done by Stefan Gutsch, our own Knights of Bytes editor. Alex Ney used NinjaTracker to compose the C64 soundtrack and the good old FamiTracker for the NES soundtrack. The programming was done by me in assembly with the ca65 assembler and the ld65 linker.
     
    -What is the working dynamic like across the whole team at Knights of Bytes? How did you first connect with everyone?
    Chester: I got to know Stefan in 1997 during my time with Protovision where we first worked together. It turned out to be a very fruitful collaboration as we had very similar project ideas, and I have always been looking for a pixel artist and he has always looking for a coder. Alex boarded in 2015 when we were planning a huge platform game for the C64 and needed a new audio magician after our long-time composer dropped out. Like many other distributed development teams, we coordinate our work using chats, video calls, and version control systems.
     
    -Where did the initial idea for Sam’s Journey come from?
    Chester: My team and I have always been big fans of platform games like Super Mario Bros 3 (NES), Kirby’s Adventure (NES) or the Donkey Kong Country series (SNES). And we have always been a bit disappointed by the fact that decent platform games like those have never been made for the C64 home computer. If you ask C64 fans for their favorite platform game, most of them call The Great Giana Sisters (released in 1987) or Mayhem in Monsterland (released in 1993). We decided to take the challenge, close that gap, and create a modern console-style platform game for the C64.
     
    -I always ask my interviewees whether there is a reflection of themselves in the game’s protagonist. Do you identify with Sam?
    Chester: That must be the first time we have been asked that question! 🙂 In the course of the game, our Sam can find different costumes which completely change his nature and appearance. So he could be called a multi-faceted person, which is very convenient, as you can pick a side of him that matches your current mood. Being a programmer for low-profile systems with hardware restrictions, I often feel like Ninja Sam, looking for a way to solve a problem, then getting furious as Pirate Sam when running against a memory limit, and finally flying high like Space Sam when having found a solution.
     
    -Sam’s Journey’s journey began as a C64 game. What led you to decide to bring it to the NES? What were the challenges of porting this game to the NES? How does it compare to when you first developed the game for the C64?
    Chester: As mentioned earlier, we created Sam’s Journey to bring console-style gaming to the C64. Sam’s Journey was designed to be a game we would have liked to play on the NES, so in a way, porting it from the C64 to the NES was a bit like closing the circle. Although it’s a port, it felt like making an all-new game. The C64 and the NES only share the same CPU type, but everything else is completely different! So the graphics had to be repainted and the music recomposed. And even most parts of the code had to be rewritten as well because the C64 is a RAM machine whereas the NES is a ROM machine. There are also some subtle details that have great impact: the NES displays fewer graphic tiles in a row. That may sound negligible, but it means that Sam’s viewport is smaller. To compensate for that, we tweaked the camera handling and also adjusted the level design in several places.
     
    -You’ve posted a number of fun updates and teasers as your work on Sam’s Journey for the NES has progressed. You also shared a preview of the game at the 2016 GamesCom exhibition in Cologne, Germany. What has been the response you received from fans so far?
    Chester: The 2016 GamesCom in Cologne, Germany was the very first time ever we presented the almost complete C64 version of Sam’s Journey to the public. People were able to give it a spin and the reactions were overwhelmingly positive! You need to know that we unintentionally announced our new C64 platformer on an April 1st so that many fans thought it was an April Fool! Our showcase at the exhibition kind of made the project real.

    Fans playing retro games at gamescom
     
    -What aspects of Sam’s Journey are you most proud of?
    Chester: We received a lot of feedback after the game’s release in 2017, and what made us really proud were the reports about grown men and women looking forward to a new C64 game like little kids, and then playing it all the way through with juvenile joy.
     
    -What new challenges or surprises surfaced in developing Sam’s Journey? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Chester: Game development is real work! 🙂 A very versatile and fun work, granted, but like with every other job, challenges pop up all the time. Some of them are harder to solve than others, however, none of them should ever make you doubt your entire project. For example, it seemed like an impossible mission to implement all of Sam’s controls on the C64 with JUST ONE action button! It took weeks of designing, testing, failing and re-designing, but in the end, we finally succeeded.
     
    -Your website mentions plans for a space shmup and an action-adventure RPG on the horizon. What can you tell use about those projects? Any interest in porting Sam’s Journey to other consoles? Or plans to bring any of your other games to the NES? Any dream projects?
    Chester: After creating Sam’s Journey for the C64 and the NES, we think we need a break from platforming! 🙂 That’s why we are evaluating other genres. At the moment, we are actually playing with multiple ideas, doing mockups, and even creating prototypes in order to find our next project. For a long time, we didn’t have a clou of what to do next, but this might be changing very soon. We’re definitely going to update our website when there’s more to tell.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Chester: Thanks for having me in your interview, Sean. My team and I would like to thank all retro gamers out there, not only for supporting us, but also for keeping the entire retro gaming idea alive. We still love to make new games because you still love to play them!
     
    Conclusion:
    Thanks for tuning in to this latest episode of the series that shares the adventures behind the latest newest homebrews making their way to you. Have you been following along on Sam’s Journey and its developers? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

  18. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 41: Oratorio

    Introduction:
    Many of the games I’ve written about draw inspiration from classic games of yesteryear, sometimes while reaching into modern generation technology and gaming sensibilities to bring something new to the cartridges we pop into our very old consoles. Rarer though is the developer who ports an entire modern genre to a modern console, highlighting how the limits of the NES lie much further than we thought them to be. The imagination is the strongest breaker of barriers. It excites homebrew fans thrilled to experience something different, but it also introduces fans of the genre, otherwise used to playing such games on modern hardware to explore the wizardry in their midst on circuits of old.
    For this entry, I’m covering Oratorio, a rhythm action rail shooter for the NES by John Vanderhoef, and published by Premium Edition Games. As of the time of this writing, the game can be downloaded on John’s itch.io page here, and the physical game can be ordered from Premium Edition Games here.

    Standard CIB edition, plus challenge card & dog tag
     
    Development Team:
    @johnvanderhoef (John Vanderhoef): programming, design, story
    @Raftronaut (Jordan Davis): sound/music design
    Kacper Wozniak: art
    Anokolisa: art
    RaccoonTruck: art
    Quintino Pixels: art
     
    Game Evolution:
    Oratorio was originally developed for the NESmaker Byte-Off III competition in 2022, where it won the Wombat Award, given to the most surprising, unique, or unexpected game submitted. Following the competition, John set up an itch.io page for Oratorio as early as September 1, 2022 (which is what the site states as the game’s publication date). However, John began to truly tease the game soon after on October 19, 2022. Our feeds were soon shot up with more tidbits of gameplay and evolving box art until the game’s pre-order opening through Premium Edition Games on September 11, 2023. Up for grabs were two options: a regular edition CIB and a limited-edition CIB. While both offerings included the CIB, and Premium Edition Games’ typical challenge card and dog tag goodies, the limited edition came with a silver cart and a foil box. As of the time of this writing, fans eagerly await the game, but pre-orders will be fulfilled soon.

    Stage Select screenshot from Oratorio
     
    Gameplay:
    Oratorio describes itself as a rhythm action rail shooter. You play as Oratorio, a hacker working with Save Organic Life (SOL) on a mission to steal back the copy-protected DNA hoarded by the powerful mega corporation Nu-Li. Nu-Li has made life itself a luxury good in a world falling apart due to climate change. Only in fighting back can you recover what’s been locked away by the few so the many can have it back.
    Through this game, your actions create the music, with the recommendation that you press the B-button to the beat. Use the D-pad to move the cursor, hit the B-button to shoot, and hit the A-button to use a bomb.

    Screenshot from Oratorio
     
    Review:
    Oratorio is a playful challenge of colorful coordination. The game plays like Guitar Hero or Rock Band (or D-Pad Hero for you homebrew deep cut fans) if the notes fought back. A game like this could be especially tricky on an older console, with a limited framerate, color palette, and controls, but John is a practiced hand who has adopted the rhythm action rail shooter to the NES quite well. The game, though difficult, never feels unfair with enemies that are clearly distinct from their environments and ample time to line up your targets. Stages don’t feel tedious either, as the areas draw you closer to their respective bosses with an ever-quickening, tension-building pace.
    The game’s art design is trippy, presenting a mesmerizing bouquet of color that feels like being inside the world of Tron. These graphics aren’t just in service to portraying a shooter, it is clear that the story revolves around nature and being inside a computer world, as though this game was adapting a modern day remake of Hackers, but retaining the deliciously cheesy 90s CGI.

    I mean, everyone else is doing reboots
     
    Meanwhile the game’s music, if you are skilled enough to make it come forth, offers playful romps that propel you forward. As a proper entry in the genre, you quite literally get out of the soundtrack what you put in, but as long as you try to bop along to the beat, there is something to enjoy while you hack the planet.
     
    Interviews:
    I hacked John’s brain to get the real scoop on Oratorio, and connected with Jeff Wittenhagen of Premium Edition Games to steal all the juicy stories for you. Read on for more…
     

    John Vanderhoef
    @johnvanderhoef
    -Before we dive into Oratorio, I would love to talk about your background. What first inspired you to become a homebrew game developer? What is your origin story?
    That’s a long story. The first video game I remember playing was probably Super Mario Bros. on the NES. The NES was, subsequently, my first ever game console as well. My ur-console, if you will. So, I’ve always had a certain affinity for the machine, despite moving very quickly, after about three years or so, into the SNES era like most people in the early 90s.
    I’m still not sure how, but I ended up misplacing my childhood NES sometime in the mid-90s, and I wouldn’t own an NES again until 2012. I was in a PhD program at the time at UC-Santa Barbara, and I was taking a media history course. I decided to write about NES homebrew developers for my seminar paper, since I had a passing knowledge of some of the work and was curious to find out more.
    As part of my research, or perhaps as just an excuse, I bought a refurbished NES off of a user on what was at the time NintendoAge. I also picked up Battle Kid: Fortress of Peril. In any case, I wrote my seminar paper and, as part of my dissertation, returned to the subject in 2014 where I expanded on it and turned the paper into a chapter on NES homebrew as part of a larger project on the creative economy of indie game development.
    It’s at this time that I met and interviewed people like Paul Molloy (Infinite NES Lives) and Derek Andrews (Legends of Owlia). It was also around this time that I started to experiment with game-making as a hobby. By the time I finished my dissertation in 2016, I had already fiddled with software like Inform 7, Twine, RPG Maker and Unity. But even then, I never thought I would actually be able to make an NES game. At the end of the day, I’m a creative writer at heart, not a programmer.
    To try to make a terribly long story shorter, everything changed with the announcement of the NESmaker Kickstarter in, I think, 2018 or so, by Joe Granato. I ended up backing the Kickstarter since I was eager to try making games using a variety of software, but even after the initial program became available, I was too busy with work and Unity projects to give it a try. Plus, I just didn’t have an idea for an NES game yet.
    That inspiration would come in December 2018. Some friends and I were having what used to be an annual NES MULE tournament – MULE being the classic sci-fi economic simulator game. For those unfamiliar, it’s kind of like a digital board game. It was really innovative for its time and was one of the few truly great four-player experiences on the NES port.

    Not to be an ass, but MULE is where it began??
    Prior to these tournaments, I never had any particular relationship with MULE myself, but it gave us all an excuse to hangout and drink once per year. Anyway, at one point during that extended play session in December 2018, I joked about making an NES game from the perspective of the Wampus, a creature players can hunt in that game after finishing any necessary work during their turn. I always saw the Wampus as an abused and bullied creature in the game and imagined a scenario where the Wampus could enact revenge on the alien settlers or colonists that players control. My throwaway joke took hold of my mind and wouldn’t let go.
    So, in January 2019, I began development on what would become my first NES game, Wampus, by finally installing NESmaker, following the video tutorials, and befriending the development community in that space. It took several months, but eventually I was hooked. As a result, except for a few side projects, all my development work between 2019 and 2023 has been for the NES. It’s been…an almost surreal journey.
     
    -Who are your influences? And whose work are you watching closely now?
    This is a difficult question to answer. I look to different influences depending on the game project I’m working on. For instance, for Wampus, I was drawing from games like The Legend of Zelda, but also thinking about how to streamline that quest to be something players can fly through in less than an hour. For Wart Worm Wingding, I was inspired by Bubble Bobble and Dig Dug. For Bat Lizard Bonanza, I looked at games like Gradius, Parodius, and other NES shmups. For Leggite Luta Livre, I looked at Double Dragon, and Nemulesis is nothing if not a love letter to Contra and the entire run-and-run genre.
    So, my influences are a case-by-case basis. I am a student of video game history, and I’ve been playing games continuously since around 1989. I take broad inspiration from every generation of games. Some big influences for me, overall, are the Oddworld games from Oddworld Inhabitants and Lorne Lanning, Shigeru Miyamoto’s work, obviously, Fumito Ueda, the designer of Ico, Shadow of the Colossus and The Last Guardian, the narrative work in BioShock or The Last of Us – the list goes on. I like games that can inspire or evoke myth and folklore, games that invite us into alien or captivating narrative worlds, and games that invite players in with simple mechanics and then build off those mechanics in novel and exciting ways.
    Most recently, for Oratorio, my biggest influences were the games of Tetsuya Mizuguchi, specifically Rez and Child of Eden.
    I try to keep abreast of what’s happening in video games across generations, across genres, across platforms, etc. I might have a Meta Quest controller in my hand one minute and an NES controller in my hand the next. I’ll jump between my Analogue Pocket, my AVS, my PC, my VR headset, and my Switch quite often. There’s so much cultural production in the games space right now – from amazing hobbyist craft to jaw-dropping commercial indie work to the bombastic AAA space which can still manage to wow me now and again – it’s very easy to just keep your nose within even just the NES dev scene and have more than enough to look forward to. But I try to take a peak at everything happening, even if that’s literally impossible today.
     
    -How would you describe your design aesthetic, and what to you are hallmarks of a game designed by you?
    First, while my design changes project to project, I approach most projects from a narrative-first sensibility. I know that sounds silly when you look at some of my NES games. But like I said before, I’m a writer first and foremost. If I can’t crack the nut of what the story is, if I can't imagine the world and characters and stakes, I can’t get excited about building the game, even if the mechanics have very little to do with the narrative shell or framing of the game. That’s just how I work.
    So, in a broad sense, a hallmark of a John Vanderhoef game is the DNA of storytelling. And to add to that, I would say either a world–building sensibility or a poetic sense of intimacy – and sometimes both in rare cases.
    Second, my games have a minimalist approach to mechanics. Part of this is to streamline player onboarding and to create very straightforward, but engaging, interactive experiences. The other part of this, however, is probably because I’m not a very good programmer, despite my years of experience at this point. And since I don’t have the luxury of working with one closely, I try to keep my designs simple enough to be executable.
    Third, as I already hinted at above, I try to create bite-sized experiences that go out of their way not to waste a player’s time. I like letting players jump into the game as quickly as possible. If I include cinematic screens, I make them skippable with a button press. Like many adults, I find myself always busy, so when I get time to play games, I want games that respect my time. Don’t make me sit through your dialogue. If it’s captivating, I’ll read it. Otherwise, let me skip it. Don’t overburden me with tutorials. If I want to know how to play the game, give me the option for the tutorial or I’ll seek it out in the manual or online. Just give me the meat of the thing as quickly as possible. Take the leash off and let me go. These are things I want as an adult player, so this philosophy is woven into all of my games. For instance, you can go from starting up Oratorio to rocking out in any of the levels in less than 10 seconds. I assume. I haven’t timed it or anything.
    Fourth, and finally, despite not being a trained artist, I try to imbue my games with aesthetically pleasing visuals. That doesn’t mean they have the best pixel art. Far from it. But they are pleasing on the eyes – or on my eyes, at least – and have distinct looks. I’ve improved a lot as a pixel artist over the last four years, but I’ve also gotten really good at mixing the pixel art from different artists to create a cohesive whole. Now, not everybody might agree with this point. I’ve even been told one or two of my games are ugly. I guess beauty really is in the eye of the beholder.
    Fifth, and finally, most of my games have something bigger to say about society or culture or life. They are about things. Even something silly like Wampus. Games like Oratorio, if players look at the story, are very much concerned with some of the most pressing issues of our time.

    Screenshot from Wampus
     
    -What tools do you use to code and create?
    My primary developer environment for NESdev is NESmaker. I use Notepad++ to write the asm. I often use the NESmaker pixel editor to draw or edit art, but I also use aesprite. In addition, I use software like Gimp and NESst, among others. I try to find a workflow or pipeline that works for me. That’s incredibly important for me. If I don’t have a clear workflow I can slip into when I’m super tired or even distracted, progress slows to a halt.

    Wish I had more revelations to share beyond that. But once I find something that works, I tend to stick to it.
     
    -You’re also known for your Muleniverse series of games. How has this project compared to working on that series?
    After I moved on from the Muleniverse, which will always have a special place in my heart, I made a game called Orebody: Binder’s Tale, a kind of spiritual successor to Nemulesis but one that takes place in a completely original sci-fi world. I’m still very proud of that game, despite it maybe not connecting with many people. Orebody is also a universe I plan to make many more games within, perhaps just not for the NES.
    But after Binder’s Tale, I was in between projects and talking with Jordan Davis (developer of Space Raft and Storied Sword), who has been the composer on all of my NES games since Leggite Luta Livre. I asked if he would be interested in collaborating on a Byte-Off 2022 entry – a kind of NESdev compo for the NESmaker community. I was thinking about an NES game where everything the player did contributed to the soundscape. Of course, after consulting with Jordan, it was clear that building something like that would be incredibly difficult given how the NES sound channels work.
    Luckily, a NESmaker user – Kasumi, I think – had previously shared a method to mute and unmute individual sound channels. CutterCross might have helped me with this, too. I honestly can’t quite remember. I used this concept to develop a system where players would unmute different sound channels through specific actions: firing the projectile, hitting an enemy, etc. However, the REALLY BIG challenge was how to compose a song that would work with players randomly unmuting, very briefly, different sound channels within it. That’s where Jordan worked his magic.
    I’m going off the rails here, though. I guess I just wanted to share the origins of Oratorio to get at how working on it was so different for me. Every other game I had made previously was based on some preexisting template, some game genre already established on the NES. With Oratorio, I was committed to imagining what Mizuguchi’s Rez might have been like on the 8-bit NES. So, I had to kind of invent the thing myself, while collaborating with Jordan to make the music and rhythm aspect of it work.
    In many ways, it was exciting to be charting new ground, but it also was a big challenge for me, despite having several titles under my belt at this time.
     
    -At the heart of Oratorio is its rhythm-oriented play. Did you find it challenging to program a game with precise gameplay elements for the NES, given Oratorio draws inspiration from games on more modern platforms?
    I find programming any game challenging. Some experienced NESdevs might either laugh at that or nod in agreement.
    But the smoke and mirrors of Oratorio – the trick, if you will – is that it doesn’t rely on precise timing. It’s much more dynamic.
    Part of the design ethos was to create a system that didn’t necessarily punish players for playing the game how they wanted. As a result, there’s no correct rhythm to the game, no exact moment when players should be firing or hitting enemies. They can just experiment and find a shooting rhythm that sounds best to them. The idea is for players to get lost in the interplay between the shooting objectives in the game and the resulting music that explodes from the screen as a result.
    Once again, I have to hand it to Jordan. He composed the only kinds of songs that work in this scenario. While a basic drum beat is always playing, you can unmute the other two sound channels at any time and it’s always complementary rather than jarring or discordant. Something to do with the use of scales, maybe? If I’m not a particularly talented coder, I’m somehow an even worse musician, if you can believe it.
    Now, unfortunately, this “freedom” has alienated some players. They ask, “Am I playing right?” or “How am I supposed to be playing?” My answer is always, find a firing rhythm that works for you. And then just allow yourself to be lost in the syNESthesia of it all. Mizuguchi designed Rez and Child of Eden – and even Tetris Effect – to create a sense of synesthesia, a multi-sensory experience where the interplay between gameplay, music, rumble, and even the player’s own mind/body all blend together, creating a kind of zen zone. I’m not claiming Oratorio achieves that milestone entirely, but part of the pleasure in the game, for me, is being able to just slip into the musical experience and zone out. In many ways, as a result, the game feels a bit like an interactive album.

    Screenshot from Child of Eden for the PS3
     
    -What elements are crucial for a good rhythm action rail-shooter?
    Well, there’s two approaches one might take. The first approach requires precision timing that forces or encourages the player to fire their projectile at specific times or gives them a small window to hit enemies. We might think of traditional rhythm games like Dance Dance Revolution or Guitar Hero, or even the NES homebrew variations like Hyperbeatz or D-Pad Hero. It’s designing the world/playspace and interactive possibilities around the music, in other words.
    But as I said previously, Oratorio isn’t a precision rhythm game. Instead, it adopts a free-style approach to player actions. The soundtrack is designed so that certain channels can be unmuted at any time and it will just work in terms of sounding appropriate. What I didn’t want to do was create a game where players felt punished if they weren’t playing “correctly” or where they had an inferior sonic experience for making “mistakes.” In Oratorio, there are no mistakes. Hell, there’s an entire “No Fail” mode for people who just want to play the game like an interactive album without being worried about dying. Players can shoot when they want and just enjoy the dynamic soundtrack as they attack enemies or hit bosses or destroy power-ups to collect them. Every player might fire at a slightly different rhythm. I always recommend that players find a rhythm that sounds best for their ears.
    To get back to the heart of the question, however – what’s crucial, to me, is to reward players instead of punishing them. To link player actions to sonic and aural rewards, and to create a sense of unity between the mechanics of the game and the dynamic soundtrack. Rez and Child of Eden have a much more sophisticated approach to this design problem, but I was working both within the limitations of the NES and my own limitations as a programmer.
    Outside of that, I tried to create varied environments that expressed a sense of pseudo-3D but also a unique aesthetic and beauty all their own. Area 1 is based on a minimalist, pared back aesthetic where a digital hallway slowly forms around the player as they progress, at times even resembling sound waves. Area 2 has a spider and insect aesthetic where the area’s boss slowly descends as the background gets covered in webs and the track goes from sparse to filled out as players progress. Area 3 is an underwater aesthetic that goes from being made of binary code to an undersea current tunnel full of fish and coral. Area 4 is inspired by Japanese zen gardens and passes through four seasons before reaching a crescendo with cherry blossom petals streaming across the player’s view. Area 5 leans into an alien geometric aesthetic – I was going for very much non-human – and transforms and grows in its own unique way.
    Things should feel good, sound good and look good in a rhythm action rail-shooter, following the mold set by Rez. I was also always striving to achieve a sense of synesthesia. At times, I feel the game accomplishes that, despite not having force feedback support as a third level of sensation.
     
    -How did you connect with Jordan Davis, Kacper Wozniak, Anokolisa, RaccoonTruck, and Quintino Pixels? What was the working dynamic like across your collaboration?
    I first encountered Jordan Davis on the NESmaker forums. But I didn’t actually become good friends with him until Frank Westphal reminded me that Jordan lived in Milwaukee. For various reasons, I moved from Long Beach, CA back to Milwaukee, WI during the COVID-19 pandemic. I reached out to Jordan and we sparked up a friendship. After he agreed to be the composer on my third NES game, we’ve worked together ever since.
    And again, I can’t imagine anybody else pulling off the songs necessary to make Oratorio work. Jordan creates music faster than anybody I know. And he has an incredible ear. He also has a knack for taking my rambling descriptions of what I envision and composing original tracks that somehow nail the assignment. He’s a bit of a chiptunes (and musical) genius. So yeah, great guy, and a great guy to work with.
    I reached out to Kacper Wozniak, a Polish pixel artist (at least I think he’s in Poland), after encountering some of his work on the Itch.io asset marketplace. I purchase a lot of my pixel art on that marketplace and then adapt it to work in specific projects. For all non-artists who might be reading this, the Itch.io marketplace is a great place to look for visual assets. I can sometimes externalize what’s in my head in pixel art form, and I’m always getting better at doing this, but often I need some help in creating the full visual landscape for an entire game. In any case, I reached out to Wozniak and hired him to create more bespoke enemy pixel art for Oratorio based on an asset package he had already created.
    The others you mentioned are other pixel artists with assets I purchased on the Itch.io asset store. They each have very small bits in the game that helped bring various areas together visually, even if it’s a small detail. I dig all of their work and recommend them to anybody looking for visual assets.
    Unlike the majority of my other games, however, the majority of the background art in Oratorio is of my own creation. I just burrowed small elements from existing paid assets for additional art that was needed. Like all of my projects, Oratorio is a chimera, but one I think blends together quite nicely.
     
    -How did you connect with Premium Edition Games, and how has working with them been?
    I think I first met Jeffrey Wittenhagen of Premium Edition Games at Midwest Gaming Classic in November 2021. Maybe? I was showing a very early demo of Orebody: Binder’s Tale there at the time. It was the first MGC since COVID. In any case, Jeff reached out early in 2022 and asked whether I was looking for a publisher for Binder’s Tale. It just so happens that I was. So, we very quickly became partners.
    Premium Edition Games puts a lot of heart into the physical editions they release, although they work mostly on Switch. Binder’s Tale was their first NES release. But I was impressed with how the packaging turned out. One of my best friends, Milwaukee-based artist Matthew Warren Lee, created an original oil painting that became the cover art for Binder’s Tale. Premium was able to incorporate that art into the release and put together an overall package that feels authentic and beautiful.
    They also helped me reach a larger audience than I ever would have alone. As many learn once they start gamedev, the hardest part of the process is often not making the game at all. It’s getting people to know about and care about it. It helps to have a concentrated community like NES homebrew fans, but as you can see by the wildly different coverage and sales of some homebrews over others, it’s still all about a media and promotional strategy. People can’t fall in love with what they don’t know exists.
    In any case, as a result of working with Premium and some other partners, like Nami Tentou, Orebody: Binder’s Tale became my most “successful” game to date.
    The folks at Premium are also just generally peppy and have a genuine love for retro and indie games. They are at most retro game conventions around the country, so many people reading this can probably attest to their friendly attitudes if they’ve ever chatted them up at their tables.

    If the name Nami Tentou sounds familiar, it’s because they’re behind this exciting project
     
    -Ever since my first episode, M-Tee planted this idea in my mind that a game’s protagonist, who serves as both the player's point of immersion in the game as well as a reflection of its designer. What was the intention behind Oratorio’s design, do you identify with Oratorio and SOLs’s cause?
    I purposefully left the design of the physical character of Oratorio mostly absent from the game. Players only control a little pulsating computer cursor during gameplay, after all. Now, there is a hint at Oratorio perhaps being female or female-identifying in the game’s story section, but I didn’t put that image in there as necessarily representative of Oratorio. Instead, it’s more of a hint or tease, if anything. Just a general cyberpunk hacker type. Oratorio could be anybody.
    That said, I would say that the politics and existential concerns of the game are very much in line with my own. It’s a game that is very engaged with some of the most pressing problems in our world today, problems that affect everybody. Global warming and climate change. The mass extinction of species. Surveillance. Artificial intelligence. The growing power and influence of multinational tech conglomerates. These are issues everybody should be concerned about.
    As mentioned previously, many of my games are engaged in social issues and a critique of specific ideological persuasions. Of course, they can all be enjoyed regardless of one’s personal beliefs; however, if people look into any of them, they all have something to say.
     
    -What aspects of Oratorio are you most proud of?
    I’m proud of the look of the game, given that it's the visual product of many different artists. I’m proud of the dynamic soundtrack thanks to the base code from Kasumi and the unique compositional work of Jordan. And I’m proud of the unique experience it offers NES players. I sometimes feel like I make games for me, and I’m often befuddled when others do not have the same experience of playing them. I’ve already seen that with some players of Oratorio, even as I’ve seen others disappear into it the same way that I do. One of my favorite moments was at Midwest Gaming Classic 2023 when a kid who was about 12 years old sat down at a demo station for Oratorio and proceeded to play through the entire game, in its current form, over a 60-minute or so period. That kid just connected with the game the way I hope most people do when they sit down with it.
    There’s almost nothing else like Oratorio on the system. The one game that comes close, which is a game Fei at Broke Studios pointed out to me, is Otocky for the Famicom Disk System. I had never heard of the game before he mentioned it to me, and sure enough, it’s doing some really interesting things as far as music shooters go, especially for 1987. So, ultimately, I’m proud for having created a really unique addition to the NES library, especially since it will be the last NES game I develop for quite some time.
     
    -What new challenges or surprises surfaced in developing Oratorio? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    I’ve shared most of the challenges in answers to other questions. Mostly, the game I had in mind just presented a number of design challenges, not necessarily for the NES itself, but for me as somebody with limited programming skills.
    I had to solve the dynamic music activation problem. I had to try to squeeze pseudo-3D graphics out of the system with limited programming and art skills. I had to make compromises with pseudo-scaling of enemies because of bespoke drawing code I was using to keep the game from slowing to a crawl based on the bloated NESmaker base code. In other words, I would have ideally wanted more versions of my games enemies to create a better sense of scaling and depth. But I had to compromise on that to achieve more varied enemy movements along with the other concerns I just mentioned. I had to figure out a way to spawn waves of enemies, keep track of which wave the player is on, and basically crack the nut that is the core game loop of – destroy several enemy waves and then warp to the next section of the level. As most experienced NESdevs will tell you, it’s all about variables and timers. And my solutions are far from elegant. But they work. They get the job done.
    Every one of my games forced me to learn new things, but I had to do the most “original” problem-solving and work on Oratorio, just because there wasn’t a template to adopt and work from.
    The lessons, if there are any, is to understand exactly what output you want to achieve, make sure that output is possible given the constraints of the NES, and then just start solving each problem, one after the other, making compromises where you must, until the design is more or less implemented in one form or another. Then polish the hell out of it, if possible.
    It’s funny, of course, because we all have those problems we spend weeks on that another developer might have figured out in less than an hour or even 10 minutes. So, the other lesson is, if it’s not already glaringly obvious, don’t be afraid to reach out to the NESdev or NESmaker community for help if you need it. While there are some prickly people – that’s any community – the vast majority are warm and generous.
     
    -There has been a lot of support and enthusiasm for Oratorio since its pre-order launched on Premium Edition Games. How does it feel to see so many people excited about the game?
    Has there been?
    I mean that honestly. I really don’t know.
    I know some of my usual supporters and NES homebrew enthusiasts pre-ordered a copy. But I don’t know the numbers specifically. But I love them to death for it. This game means a lot to me, and their support means just as much.
    But I often don’t hear directly from players or purchasers. In fact, I’ve gotten very little feedback on any of my games. Maybe the occasional troll. It can feel very isolating. I only go on developing because I’m driven by the creative satisfaction it brings me personally. Sometimes it feels like a sickness. I don’t know. Maybe other creatives feel the same way. I always hope people like what I make, that some even come to love the games the way I do. But it’s just hard for me to ever tell.
    I know a lot of creators go through bouts of depression when they finish projects. I’m not immune to that. But it isn’t the project being over that does it for me. It’s the void of not knowing if anybody else even cares a lick about it. Because that’s the goal when making the thing, besides pleasing myself. The titillation I designed into the thing, that gets me when I play – I want others to feel that same tingle, to get that same tickle in their pleasure center. Sometimes I feel like I’m the best in the world at making games for John Vanderhoef, but maybe not so great at making games for everybody else.
    So, if you’re right, that there is genuine support and enthusiasm for Oratorio, it feels good. And I would offer all of those people my sincere gratitude. And I hope they enjoy the game. Grab a physical copy or go grab the ROM on my Itch page.
     
    -Are there any other projects you have lined up on the horizon, NES, or otherwise? Any dream projects?
    I’ve now made seven NES games – eight if you count a small box-pushing game I did as an Orebody side story game. I tend to work fast and overzealously when in the middle of a project. I’m not a perfectionist, and I have literally dozens of game ideas for all kinds of platforms. I’m ready to move on from NES dev for the time being.
    The next project out of my studio, Orebody Inc., will be another Orebody project. And it’s going to be a Gameboy game. The game is tentatively called Hammermill: An Orebody Story. It’ll take place on the oceans of the planet Orebody – the same planet where Binder’s Tale takes place – and players will take control of a scrap metal scavenger named Xosha, a kind of deep sea diver who befriends a baby alien squid creature and must help it track down its parents. It’ll be a bite-sized, quirky, yet epic adventure for the handheld system that introduces players to new locales on Orebody not seen in Binder’s Tale. The gameplay will include ship exploration and battles, undersea exploration and scavenging, a gradual upgrade system for your salvage ship and your diving suit, and narrative-focused sections to reveal more of the world of Orebody.
    Everything I just mentioned is subject to change, but that’s the basic design doc, in a nutshell. I thought hard about what kinds of experiences I enjoy on the Gameboy, and this is the design I came up with. Hopefully I don’t end up just creating another game for myself. Haha.
    Beyond that? If there is anybody genuinely interested in the world of Orebody, I encourage you to play the demo for Sporebody: An Orebody Story. I released that demo in 2022 for the PC. Let me know if you’d want a full game. That’s an atmospheric environmental puzzle-game inspired by games like Limbo and Inside. The reception to the demo was so abysmal, I shelved it after the proof-of-concept.
    I don’t like to have “dream” projects – I like to stay practical, so things actually get done – but if I did have a dream project, it would involve a dedicated team of engineers, artists, animators, a few more designers, and a symphonic composer, among many other support positions. Having the collaboration of a full studio would feel amazing after so many games laboring, more or less, alone.
    As a creative, I love to dream, and if I was ever lucky enough to have the resources, I could certainly dream bigger.
     
    -Are there any homebrew games in development that you are excited to play?
    Oh, man.
    I’m just going to list some, and I apologize if I forget some from my friends and compatriots.
    The Storied Sword. Courier. Project SKIFF. The Adventures of Panzer III. Mystic Searches. Super Tilt Bros. Get it Together. CrossPaint. Light from Within. Super Sunny World.
    People should also check out some more recently released titles like Skate Cat, Bobby Six Seven, and Gunhawk.
    There are so many more.
    Honestly, I just love seeing what the community comes up with. Whether its NESdev Compo, Byte-Off, and all the games from these and other jams that get developed into full games, the NESdev community has never been stronger. I’ve made some really good friends in this space and, by and large, it has mostly been a very positive community.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    If you like something somebody has created – be it a book, movie, TV show, game, podcast, video, art, etc. – reach out and tell them so. You might not think that it matters or that they might not care, but it would likely make that person’s day.
    We’re all just floating through the void together. Might as well spread a little love.
     
     


    Jeffrey Wittenhagen/Premium Edition Games
    @HagensAlley/@PremiumEdition1
    -Before we dive into Oratorio, I would love to talk about you and your background. What first drew you into the homebrew community? What is the origin story of Hagen’s Alley, the VGBS Podcast, and Premium Edition Games?
    Wow, this is a loaded question as it’s about three major things that I do! 
    Hagen’s Alley Books
    Hagen’s Alley Books started over 10 years ago when I had a website that went under (vgmastersclub.com) due to not being able to afford the server fees with getting over a million hits a day. All my articles disappeared, and I wanted to preserve the articles in book format. No traditional publishers could handle a book like what I do with tons of images and reviews, so I decided to do it myself! 
    My goal with Hagen’s Alley has always been to offer up affordable avenues for passionate creators to get their books and ideas out there. It’s actually never been about only publishing books on video games either, that’s just what I’m most passionate about! Over the years I have referred to myself as a “reverse publisher” as going around to various big industry publishers, they often offer authors insultingly low payouts with the promise of distribution and sales that frequently do not come to fruition. 
    VGBS Podcast
    VGBS Gaming Podcast started with my cousin Kyle Gilbert and I recording our 2-3 hour conversations BS’ing about video games. 100 episodes later, with the series finale interviewing the AVGN himself James Rolfe, the podcast took a long hiatus. Many years later, with the passing of Kyle, fellow author and creative mind Tristan Ibarra joined me on the podcast as a tribute to continue the VGBS formula. We talk about anything and everything video games, focusing on collecting and playing a game for homework to slowly tackle our backlog!

    Which even published a synopsis of each episode of Season 1 on an NES cart
    Premium Edition Games
    Premium Edition came about because publishing licensed games for Nintendo has always been a dream of mine. During 2020, Nintendo approved us as a publisher and the rest is history! The key here is that at Premium Edition we will always go above and beyond and at the beat of our own drum. We will always look to do things a bit differently than your traditional publisher.
     
    -Who are your influences? And whose work are you watching closely now?
    For influences, I always like to say I am the “hipster artist” of the publishing community. I am typically trying new things all the time, so I’m not really looking for what others are doing, but what we can do to raise the bar on what physical games can do. Like with our challenge patches, the cards we include in our physical releases have a developer created challenge where the player can earn a physical patch that is mailed to them for free! This hasn’t been done since Activision on the original Atari and it's really fun to get collectors to actually open and play their games to “complete their collection”. 
    As for game developers, I’m always following tons of indie developers and creators, especially in genres that I love such as Metroidvanias and Action RPGs. While I don’t have anyone I’m specific to shoutout here, I am always looking in all directions.
     
    -Premium Edition Games releases homebrew & indie games across multiple consoles. As someone who plays new games on old consoles as well as retro-inspired games on modern platforms, how do they compare to you?
    Growing up in the 80s and coming into my own as a gamer in the 90s, the “retro-inspired” aesthetic is my jam! While I absolutely love my classic retro games, being able to play new games on classic consoles is a dream and add in the retro-revival on modern consoles with indie games featuring retro aesthetics, we truly are living in a gaming paradise nowadays!
     
    -How would you describe Premium Edition Games’ aesthetic, and what to you are hallmarks of a game published by you?
    High quality physical releases with tons of quality upgrades, such as embossing and of course foil! We handpick games that we sign, and the developers have to be as passionate as we are!
     
    -How would you describe the range of services that Premium Edition Games provides to potential clients? Who do you wish to attract with your offerings?
    We offer the best quality physical releases on the planet! So any developer who wants their game preserved physically in the best way possible, that’s who we want to attract.
     
    -Do the permanent members of Premium Edition Games have particular roles or specialties? What does the division of labor look like on a given project?
    We all have our own roles and responsibilities. Some do design, some production, some shipping, some sales and distribution outreach, others marketing. Every part of the business has team members involved with it! A couple of us kind of are a jack of all trades as well, helping keep things running smoothly.
     
    -Is Premium Edition Games hiring? Are you looking to bring on more partners, generally or with particular skills, to expand your capabilities?
    Premium Edition Games is always looking to expand. We are looking for people to bring on with specific skills, especially marketing and sales skills as we can never get our name out there enough! We are also looking for people to join us when we attend conventions to help at our tables. The main thing we consider is you need to be passionate and care about what we do!
     
    -What was the working dynamic like in publishing Oratorio? How did you first connect with John?
    Publishing Oratorio has been surprisingly easy, I’ve known John for a couple years now and he’s always great to work with. We published Orebody: Binder’s Tale, which was the first game of John’s to get a physical with Premium Edition Games.

    CIB offering of Orebody: Binder’s Tale
     
    -What new challenges or surprises surfaced in publishing Oratorio?
    John has used a specific way of programming Oratorio and there is a specific board that must be used when programming the cartridge. That’s a new one for us, but nothing too challenging! Publishing NES games is a great time!
     
    -Are there any other projects you have lined up on the horizon? Any dream projects?
    Oh, we have tons of games signed and on the horizon at Premium Edition Games that we are excited about, including some amazing dream projects with major IPs. However, we typically unveil these at our Premium Directs on YouTube so I can’t really go into details, or my team would hang me!
     
    -Are there any homebrew games in development that you are excited to play?
    Since NintendoAge disappeared many years ago, I’ve actually been out of the loop when it comes to knowing about new “traditionally programmed” NES Homebrew games, outside of NESmaker games. However, with the influx of Game Boy games recently, I am excited to see what’s in store for that community! Of course, I’m also aware of the thousands upon thousands of indie games programmed for modern consoles and it’s exciting to see what is continually created by passionate developers.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    I’ve recently been stepping up my production on books at Hagen’s Alley, so be sure to prepare for The Complete Genesis book coming out, which has been over 6 years coming, along with my newest Bookazine series focusing on my favorite genre the Metroidvania! Of course don’t forget that I’m still creating books, going year by year covering physical releases for the Nintendo Switch!

    Kickstarter concluded, but pre-orders still open!
     
    Conclusion:
    Thanks for tuning in to this latest episode of the series that shares the adventures behind the latest homebrews making their way to you. Are you gunning to add Oratorio to your collection? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

  19. Scrobins

    The Mega Cat Chronicles
    The Mega Cat Chronicles
    A blog series by @Scrobins
    Episode 2: Rocket Panda

    Introduction:
    Working in such a creative industry as video games can bring some fun people together, giving rise to great working relationships. With time and more collaborations under their belts, real friendships develop, as well as a shared idea for a project of their own. The work I’m honored to do with Mega Cat is a fun example, but right now I’m thinking of two developers who have worked together since the days of the first PlayStation. Though they have collaborated on a number of games over the years, coming together to form Space Pants Games represented a new phase in their partnership, one in which the potential of their new games will launch them into the stratosphere.
    For this entry, I’m covering Rocket Panda, a jetpack action-adventure for the Sega Genesis/Mega Drive developed by Space Pants Games. As of the time of this writing, Rocket Panda is live on Kickstarter through Space Pants Games, with fulfillment by Mega Cat Studios, and a special VGS variant designed by @T-Pac. You can still pledge for the campaign here.
     
    Development Team:
    Ben Everett: art
    Julian Scott: programming

    That CIB is a sweet treat indeed, just don’t dunk it like a StarTropics letter

     
    And HERE is our own handiwork, which will look lovely next to your copy of Diamond Thieves
     
    Game Evolution:
    VGS’ connection to Rocket Panda began early in its collaboration with Mega Cat. James and I often share games we think would be good projects to publish together. One of them was by Space Pants Games, which had recently released Gunslugs with Retro Room Roo. In this case though, that initial game was Rocket Panda: Into the Unknown, which had a more Space Harrier vibe. The developers were flattered but felt it wasn’t a big enough game to warrant a full release, so instead VGS was included in the imminent campaign for the main game. Space Pants Games initially published the demo for Rocket Panda on itch.io on April 13, 2021, continually working on the game as it neared completion. A few years later it was ready, and on February 15, 2024, the Kickstarter campaign launched in earnest.

    Screenshot from Rocket Panda: Into the Unknown
    With thousands of dollars already pledged from hundreds of supporters, Rocket Panda launched with a full tank of gas. Backer tiers were organized in typical Mega Cat fashion: with tiers sharing the game’s confectionary themes. Fans could receive the game’s rom, cart-only, CIB, a VGS variant with unique cover art, a limited-edition CIB, poster, stickers, postcards, pins, keychain, artbook, decorative wooden cart, and your name in the credits. The campaign also offers a stretch goal, offering a mini game to all backers whose tiers include digital rewards.
     
    Gameplay:
    Rocket Panda describes itself as a jetpack adventure. You play as Rocket Panda, working your way through a series of labyrinthine lands to free your badger buddies who have been kidnapped by the evil Biscuit Head. Collect biscuits for points, tea for dash power, and rescue your friends across 60+ levels set within 7 different worlds in a deliciously themed game.
    Controls are easy to learn: navigate using the D-pad, press the A-button to dash, and press the B-button (or Up) to activate the rocket, noting that not using your boosters will cause you to drift slowly to the ground.

    I’ve heard of strong tea but THIS is ridiculous! (I’ll show myself out)
     
    Review:
    Rocket Panda is a cutesy adventure that will test your precision as you navigate your jetpack through mazes of enemies and hazards. In essence there are two types of difficulty: that built into the levels themselves, and your playstyle, dependent on how aggressively you activate your boosters and finagle Rocket Panda through danger. Of course it’s all wrapped in an adorable package that easily lulls you into a false sense of security. This is a fun for all ages game: players of all skill levels can pick-up-and-play and have a fun time, having high score challenges with each other. As observed in the VGS Discord, this is the rare Genesis homebrew that doesn’t try to be gritty. The game tells you what you need to know, easing you into its controls, and the HUD helps you track items you’ve collected/yet to collect, thus making it accessible to those who may not immediately know what they should be looking for.
    The color palette is bright and sunny, with an art style that emphasizes being silly (how else would you describe a boss battle against grumpy toast?) and probably hunger-inducing. As much as the levels themselves, the various screens, ranging from the title and credits screens to the game over screen boast stunning animations that mesmerize, encouraging players to explore the entirety of the cart’s offerings and the breadth of its developers’ talents. Musically the game is delightful, like the background to a happy stroll rather than a tense rescue mission, further underlying Rocket Panda’s all-ages accessibility as opposed to the Genesis’ reputation as the edgy older brother. This is a game hearkening to the roots and learned backgrounds of its developers, eager to show off once again that the limitless possibilities of homebrew are for everyone.
     
    Interviews:
    I got the developers to spill all the tea behind this game and their backgrounds. For a taste of their sweet stories, read on…
     
    Space Pants Games
    @games_pants
     

    Ben Everett
    -Before we dive into Rocket Panda, I would love to talk about you and your background. What first inspired you to become a game artist? What is your origin story?
    I started out as a 3D animator in TV and games back in 1996. I’ve always been a gamer and had been studying 3D Animation. Then I moved into games design, which is where I met Julian. We worked on Starsky & Hutch for the PS2, Xbox and PC. After a few years in commercial games, I really wanted to do my own thing and work on smaller projects that didn’t take up years of life. Julian was at that time working for himself making Flash games so I joined him as an artist/designer. Our first game was Driftrunners and did pretty well. A couple of years later we cooked up Rocket Panda (Flash), a homage to Space Harrier. We’re both Sega fans, and Space Harrier is one of my early arcade faves.

    Screenshot from Driftrunners
     
    -Who are your influences? And whose work are you watching closely now?
    Growing up, I always liked the fantasy art of Roger Dean and John Harris and the anime style of Katsuhiro Otomo, Masamune Shirow and Yoshihisa Tagami. Video game wise, I was a fan of all the Sega games and consoles, so Yu Suzuki and Yuji Naka were my influences. I’m a bit out of the loop these days so I’m not watching anyone closely.
     
    -Do you feel your artwork has a signature aesthetic that is uniquely you? How would you describe the feel of your work?
    Not really no. It varies from project to project. I’m generally trying to emulate someone or something else!
     
    -In your opinion, what makes good pixel art and game animation stand out?
    I appreciate a good choice of palette more than anything else. And anything that is bold and visually clear - in a lot of game screenshots I can’t even make sense of what is happening sometimes.
     
    -What tools do you use to create?
    For 2D I use Aseprite and Affinity Photo. For 3D I use Cinema4D. I’ve been doing a lot of little projects in Godot over the last few years, and that’s really robust and fun to use.
     
    -Do you have a preference creating for a particular genre? Does your process differ when working within a different set of limitations or sense of rules?
    I always like the faux-3D games such as Outrun, Afterburner and Doom. And arcade and racing over adventure and strategy. I think I just like really big pixels! I love the original Gameboy titles, and these days I’m generally playing the Switch. When you’re older you don’t have the time for massive games that take 30+ hours. I do like to wander around and admire the scenery in modern games, but I never progress very far. My process doesn’t change much. Generally it’s sketch it out on paper, then get a decent working prototype for sizes, then start creating.
     
    -Tell me about your creative process while working on Rocket Panda? How did you transform the concept art from the page to the screen for this game? How do you maintain the important details of that art given the limitations of coding for a decades-old gaming console like the Sega Genesis/Mega Drive?
    Well, there wasn’t really any concept art. We used the existing objects and characters from our Flash shooter as a base, but I just drew everything from scratch after sketching out a rough plan. I probably spent most of the time with tile sets, trying to get a nice biscuit and candy flavour to things. Limitations are good in my opinion, they keep you focused on what you can or should do.
     
    -Ever since my first episode, artist M-Tee planted this idea in my mind that a game’s protagonist serves as the player's point of immersion in the game, informing how we understand the game's world. I also believe that the protagonist’s design serves as a reflection of its designer. What is the intention behind the protagonist’s design? Do you see yourself in them? What is it about pandas that resonate so strongly with you?
    Wow. That's quite the question. No intention really. I don't see myself in Rocket Panda. We just like Pandas (and other black and white animals). Flying pandas are amusing to us. I guess from a design perspective, chunky animals make for a better collision box fit too 🙂
     
    -What was the working dynamic like with Julian?
    I’ve been working with Julian over 20 years now so it was no problem. We generally agree on things, and we’re easy going.  It’s just a game so it isn’t worth arguing when we’re basically headed in the same direction. Rocket Panda (Genesis) was kind of an experiment that blew into a full game, so lots of trial and error along the way, but nothing disastrous.
     
    -What new challenges or surprises surfaced in your work on Rocket Panda? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    If anything I was surprised at how straightforward it all was. I think that’s down to good tools and modern emulation. Because we already had characters and a setting, as well as some visual style from the previous Panda games we had made, it was fairly smooth process converting to the limited pixels and colours of the Mega Drive. Getting the palettes right early on will save you a lot of time and effort though!
     
    -Is there another project after Rocket Panda on the horizon? Another dream project that you hope to bring into existence, video game or otherwise?
    We are working on a couple of Mega Drive projects, one being a shoot-em-up and the other a ninja action type game. You’ve got to have a go at the classics. I’d ideally love to do an Out Run homage...
     
    -Are there any homebrew games in development that you are excited to play?
    I’ve not been looking around much at the minute as I’ve been too busy.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Thanks for listening. The Mega Drive is alive and well. Blast processing is the future 🙂
     
     

    Julian Scott
    -Before we dive into Rocket Panda, I would love to talk about you and your background. What first inspired you to become a game developer? What is the origin story of Space Pants Games?
    Like many people I had a home computer in the 1980s, and back then everyone learned to program, mostly because that’s all you had! So I got reasonably good at it and got a job in the industry in 1990. Been doing it ever since.
    Space Pants Games is a brand Ben and I invented purely for Rocket Panda, and we carried on using it for other games.
     
    -Who are your influences? And whose work are you watching closely now?
    My programming influences are mainly the people I worked in the industry. I learned a lot from many other people during my career.
     
    -What tools do you use to create?
    For the Genesis I use a simple assembler for writing 68000 code. I use a variety of IDEs, depending what I need to do. Different IDEs have different plugins available for 68000. I generally use Rider, but I use VS Code when low level optimizing, as there’s a good instruction timing plugin.
    For tools I now use WinForms, but for Rocket Panda I made a toolset using Unity.
     
    -In addition to Rocket Panda, you’ve developed Rocket Panda: Into the Unknown, Gunslugs, The Firebird!, and Super Maximum Overkill, among other games. These games represent a wide variety of genres. Is there an intention behind this variety, such as challenging yourself, or is it more that you are focused on making the games you want to make in that moment?
    Some of these games were made for Game Jams, so they were made to match the theme of the different Jams. Others, like Gunslugs and Heroes of Loot were conversions of other people’s games. These were mostly used as development work for my engine / tooling, as it’s simpler in some ways to make a conversion of an existing game. Don’t have to worry about gameplay!
    I’m happy to work on pretty much any type of game!

    Screenshot from Gunslugs
     
    -Tell me about your creative process while working on Rocket Panda?
    I like an iterative approach. I always try to make tools with fast iteration times. The more times you can change something, and test it, (without getting bored) ... the better.
    I usually freeform draw maps, then think about what could go where. I’d add new enemy types, code them up, and if they worked then Ben could make them look pretty! As time goes on, you get a larger palette of behaviours to work with, and combining these in different ways can often give surprising results.
     
    -What to you are the necessary elements of an action game?
    Not many boring bits. I don’t like too much time when there’s nothing much to do.  If a cutscene isn’t skippable I’m likely to rage-quit 😊
     
    -How did you first connect with Ben? What is the working dynamic like in your collaborations?
    Ben and I worked in the same company in the early 2000s. I think he was working on a game called Sheep, and I was working on Noddy’s Magic Adventure, both for the PS1. We since went on to work together on probably over a hundred games!
    It’s very easy going. I think the main thing for both of us is to *finish* games, so we’re never going to get worked up over small details. There’s no *one thing* which works when making games, there are always options, so we try not to take much time over decisions.
     
    -How did you first connect with James and Mega Cat Studios?
    Sorry, I can’t remember. I suspect we just emailed them blindly!
     
    -What new challenges or surprises surfaced in your work on Rocket Panda? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Nothing much really. I had to re-learn 68000, but it came back to me quite quickly. Once you’ve made plenty of games, there’s not often much new to do, though I’m always aspiring to make the tooling ever better. We had some issues with palette management, but that’s fixed now going forward. For me, putting the work in is most important. Can’t rely on inspiration, but you can rely on some kind of work ethic.
     
    -Is there another project after Rocket Panda on the horizon? Another dream project that you hope to bring into existence, video game or otherwise?
    No dream projects, but we have a number of games in the works. I like doing technically challenging things, trying to bring something new to the Mega Drive, so I sometimes focus on that part of it. But doing tech for tech’s sake can be dodgy. The game comes first! I’m sure we’ll make some kind of Outrun game eventually.
     
    -Are there any homebrew games in development that you are excited to play?
    No, I’m not really aware of many others.
     
     
    Conclusion:
    Thanks for tuning in to this latest episode of the series that highlights the latest treats coming to the cartridge, thanks to Video Game Sage’s collaboration with Mega Cat Studios. What are your thoughts on Rocket Panda and its incredibly talented developers? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon in the next tale of…The Mega Cat Chronicles!
     

  20. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 28: Copper Jacket

    Introduction:
    I try very hard to stay informed of what’s happening in homebrew. Keeping tabs on a number of developers’ pages and social media sometimes causes my phone to buzz nonstop. But for all my dorky vigilance, several devs often suddenly pop up on my radar with very fleshed out projects, and it’s all I can do not to break my devices hitting refresh for any news. Homebrew can be a very diffused community, and identifying newcomers hoping to attract attention and support can be difficult. Which is all the more reason to spread the word of good games and talented devs whenever possible.
    For this entry, I’m covering Copper Jacket, an action-shooter developed by Monsoon Studios for the NES. As of the time of this writing, Copper Jacket has fulfilled its Kickstarter pledges, and the availability of additional runs is unknown.

    The limited edition Silver Bullet and Copper Gold carts
     
    Development Team:
    Nicholas Monson: programming
     
    Game Evolution:
    Monsoon Studios first teased their work on Copper Jacket with a thread on NESdev, beginning December 29, 2019. A virtuous cycle of feedback and updates ensued, as the game became more polished with the input of the community.
    After a brief quiet period, Copper Jacket launched on Kickstarter on November 16, 2021. Backer tiers, cleverly organized by military rank, included soundtrack files, a rom of the game, cart-only, regulation edition CIB, limited copper gold and silver bullet cartridge editions, early delivery, and the ability to have your name featured in the game & manual. By the time the campaign concluded its mission, 244 backers had pledged more than $16,000 toward the game’s production. By October 2022, Monsoon Studios began fulfilling orders.

    Early demo screenshot of Copper Jacket
     
    Gameplay:
    Copper Jacket describes itself as an action-shooter in the vein of Ikari Warriors. You play as Ivan and Anatoly, two highly trained soldiers determined to defeat Commander Zaslavsky, your former boss who foolishly thought he could blackmail you into doing his bidding after kidnapping your fiancé, Khristina. You must infiltrate Zaslavsky’s defenses across five zones and a multitude of enemies to stick it to your old boss and save your blushing bride-to-be.
    Gameplay consists of run & gun dynamics, upgrading your weapons as you progress. Controls are easy to learn: the D-pad moves you around accordingly with 8-direction movement, the A-button places/detonates bombs, the B-button fires your primary weapon, Start pauses the game, and Select toggles 1-2 player mode.
     
    Review:
    Copper Jacket is an engrossing adventure, daring you to get farther without taking damage in order to hold onto your preferred weapon. Every time I got hit, I would curse and rededicate myself to playing a little bit better and avoid dumb errors just so I could have my spread shot longer. Copper Jacket sets you on your way baked in its Final Fight-esque story with a Contra Frosting. I may be hungry, but this is still an apt metaphor. And what else could one ask for? As much as homebrew may push the boundaries of what is possible on the NES or elsewhere, there’s always an appetite for games that competently add a new entry to a genre underserved by homebrew’s existing library.
    Gameplay follows a vertical-oriented run & gun format, with a strong emphasis on the running. Enemies are designed to reward those who barrel forward and past them rather than tentatively tip toe into the ideal position to shoot. A possible idea for a hard mode might be to enable baddies to turn around to shoot you. That’s not to say charging ahead is easy, as the varied terrain can impact your speed and bog you down. Especially the bogs, which force you to think on your feet. With splitting paths you have variations to each level that nicely enhance the game’s replayability. Not that I have any concerns on that front, because this game’s difficulty puts it alongside Contra and other hallmarks of the “NES hard” pantheon. Thank goodness you don’t die from a single hit! And extra thank goodness there are infinite continues that will drop you back at the beginning of the level segment in which you died. If I haven’t said it enough throughout this series, I am a TERRIBLE gamer. So I died. A lot. When it wasn’t the Contra-inspired wall miniboss, it was the actual first boss who has an easy enough to remember pattern, but who is still a challenge to hit without taking damage yourself.

    Screenshot from a later draft of Copper Jacket
    Copper Jacket’s graphics are reminiscent of mid-era NES offerings like Ikari III, with big sprites and bright colors with well-designed tiles that make levels pretty without being distracting. As much as I like to praise levels that look like pieces of art, in a fast-paced game such as this, the detailed, functional design of sprites and levels ensured I never felt stuck coming around corners, unable to take cover, or fall prey to the ever-hated oversized hitbox. The soundtrack loops its level’s song, propelling you forward with its adventurous melody, but repeating in a way that makes you feel compelled to always advance and not get bogged down in place. And while I don’t ordinarily comment on sound effects, I can’t not appreciate the default single shot weapon’s Dick Tracy gun sound, that just plain makes me happy. This game gets points from me just for that.
     
    Interviews:
    For the full mission report on Copper Jacket, I debriefed its developer…
     

    Nicholas Monson/Monsoon Studios
    @MonsoonStu
    -Before we dive into Copper Jacket, I would love to talk about you and your various backgrounds. What first inspired you to become a homebrew game developer, pixel artist, and chiptune musician? What is your origin story? What is the story behind Monsoon Studios?
    I have always been interested in graphics and visual aesthetics. Looks are very important, after all, there are studies that suggest that more than half of the human brain is involved with processing visual information in some manner. For me, I not only love looking at art, but I also love making it. For instance, I love drawing in my free time (and during times when I should have been paying attention in school). That said, what initially got me interested in pixel art, oddly enough, was working with fuse beads as a kid. I find the limited nature of bead art dovetails nicely into making pixel art. 
     
    As I grew older, I eventually switched over to making artwork in MS paint 98 – a program I still use today. During the 2000s I made several sprite animations (videos) and developed a closer relationship with pixel art in terms of background development as well as sprite character development. That said, I didn’t have a deep appreciation for pixel art until I was in my early 20s. It was then when I started to replay some games I had as a kid – like Batman for the NES – that I came to love pixel art. I bought several books on the subject and began to look at the work of various artists (Fool, Helm, Made, Jamon, Big Brother, and Alien to name a few). This inspired me to improve my skills in this domain.
     
    As for becoming a chiptune musician, I was mainly inspired by the demoscene and listening to keygen music. There are countless musicians I love listening to, Pink, Emax, Dultrax, Estrayk, Ghidorah, Maktone, and Strobe are a few – look them up on the Modarchive! Growing up I played the trumpet, piano, and various percussion instruments and began composing music in FruityLoops around the time I got into sprite animation. Having this background allowed me to transition into writing MOD and XM (MODule and eXtended Module) files somewhat easily by the late 2000s. I then joined a demoscene art group called NERVE and wrote songs for them. I also did some freelance work as well as some collaborative work with a few other artists (Peak, LHS, and a few others) around this time as well. Eventually the demo group I was a part of died out and I then started working on chiptunes for other platforms – like the Gameboy, NES, SNES, C64, and Genesis.

    Manfred Linzner aka Pink
    As far as games go, what first inspired me to make games was really the desire to combine a lot of my interests together. Making games is a great way of combining pixel art, retro computing, and chiptune compositions into one form. In addition to this, I liked the idea of making video games because, as a kid, I thought it was nearly impossible to do. A game is a fantasy world that you can experience in this world. To have the ability to conjure up a world in your head -- the characters, the scenes, the music, the mechanics -- and bring it into reality, especially through assembly, is an empowering experience and invokes a feeling that I really can’t put into words.

    As of now, I would say my predilection for 1980s and 1990s aesthetics and technology is what drives me the most. The fondness I have for this era’s cultural artifacts is fueled in part by nostalgia but more by a sense of awe. Vintage computers, printers, electric motors, cameras, color CRT monitors, tape players, synthesizers, these devices are astonishing if you really stop and think about what they do, their impact on art and society, and how they work. For me, having a deep understanding of these “obsolete” devices, among others, instills in me a sense of wonder. This inspires me to continue to make art for these relics. Needless to say, I am interested in the preservation and continuation of older tech. Producing new media for these devices gives me the sense that I am continuing their life. On a personal note, I find the idea of “continuing life” or “survival” to be deeply meaningful -- it’s one of my core principles.

    As for Monsoon Studios this principle of “continuation” is more focused on entertainment media. More specifically, it’s centered on continuing the life of retro video games and other associated artworks (by "associated artworks" this refers to vintage ads made with old tech, airbrush and acrylic cover art, etc.). I started Monsoon Studios in the mid-2010s with this mission in mind. The first game Necrolance was a step into the world of retro, and Copper Jacket is the first full commitment to the studio’s values.
     
    -Who are your influences? And whose work are you watching closely now?
    When it comes to NES game development, I must say that the works of Konami, Natsume, and Sunsoft are my biggest influences. As for who I like to watch closely now, I’d say it would be the folks over at Morphcat Games. The work they produce is certainly high quality.
     
    -How would you describe your design aesthetic, and what to you are hallmarks of a game designed by you?
    Well as far as visual styling and design goes, I like to make things that are detailed, but not too detailed. For early NES games this is not an easy thing to do, and I've certainly learned my lesson on this the hard way. As of now, I can't say that any of my work has some distinct excellence. Maybe one day this will be the case. Currently, I'm mainly experimenting by mixing various game mechanics together.
     
    -What tools do you use to code and create the overall game as well as its music and art?
    The tools I use are for the most part simple and are ones that I've been using for decades now. I use a large MS paint canvas for pixel graphics, Adobe Photoshop (2007) for logos and other artwork, Notepad++ for ASM, FamiTracker for music, Eagle PCB for PCB design, and for level design I use an old version of GameMaker. In addition to this, I have a collection of programs that help glue all the media these tools produce together. For instance, I wrote a program that reads level data files from GameMaker and converts it into a compressed format that is digestible by the 6502 assembler I use.
     
    -Copper Jacket is a recent expansion of your work to NES development, following Necrolance, a Gameboy Color-inspired adventure for the PC. What encouraged you to make games for this console, and how does it compare to your work on the PC?
    There were several things that pushed me towards the NES world. Firstly, I wanted to make something that was physical, not just digital. In addition to this, I wanted to develop something simple to see what challenges came with producing a cartridge as well as the game. Originally, I wanted to make this game for DOS, but later set my sights on the NES after learning more about 6502 assembly and the NES’ architecture.

    Screenshot for Necrolance, released for the PC by Monsoon Studios

    As far as PC development vs NES development goes, I'd say the high-level fundamentals are the same, but the low-level design is completely different. How to handle memory, sounds, and graphics for instance, these are worlds apart.
     
    -At the heart of Copper Jacket is its action-shoot aesthetic, reminiscent of Metal Gear, Commando, and Ikari Warriors. What about this genre resonates so strongly with you? What inspired you to make this type of game?
    Playing Metal Gear definitely inspired me to make Copper Jacket. I wanted to make a game that was a bit of a fusion between Metal Gear and Contra. I had the idea when I was replaying Metal Gear a few years back. I suppose what resonates with me here in this genre is the fantasy of one man (perhaps accompanied with a friend) going into a huge military base and overthrowing it with sheer will and skill, in order to save a loved one, the planet, or something of vastly great importance/value.
     
    -What elements are crucial for a good action game?
    Well, I'd say the most critical element is action with a bit of variety, I say this sincerely. For me, there should always be some type of physical challenge you must face. You don't want to be meandering around in a level facing only a handful of enemies and challenges. This would make the action game plodding; instead, the player should be forced to take action as they advance. In addition to this, the challenges should change. New enemies should be introduced, and different combinations of enemies and obstacles should be presented to the player in order to keep them engaged. Now, when it comes to making an action game on the NES, especially in the early days, I believe that the difficulty bar should be raised. This is mainly due to the small size of the game. If the game were made too easy, then you may only get 25 minutes of play time. The challenge here for the developer is recognizing what the proper amount of difficulty is needed. This is where play testers come in.
     
    -Ever since my first episode, M-Tee planted this idea in my mind that a game’s protagonist, who serves as both the player's point of immersion in the game as well as a reflection of its designer. What was the intention behind Commander Zaslavsky’s design, and are there elements of yourself that you see in him or any other characters?
    I must admit that I’d like to see some of myself in the game’s protagonist, but realistically I’m not so daring. For those who don’t know, the story behind Copper Jacket is that you were formerly a top operative for the ruthless Commander Zaslavsky. At some point, Zaslavsky tries to make you do his dirty work in which the protagonist refuses, you don’t wish to compromise your values. It’s at this point Zaslavsky kidnaps your wife-to-be in order to manipulate you. You, however, reject the commander’s demands and go on a rescue mission to save your beloved. Zaslavsky, manipulative as he may be, is also a bit arrogant. He completely dismisses the possibility of defeat, after all, what is a few men compared to an entire military base? The problem here is that Zaslavsky’s men have no real motivation, they are just blindly following orders, whereas you, the protagonist, are highly motivated to save your love and to seek justice. In summation, the fantasy here involves taking on an absurdly prodigious force – through will and determination -- and overcoming all odds and challenges. This is all done to preserve your values and save someone close to you. This type of narrative is old as time itself and is one that I am personally fond of. It’s simple and heroic. In addition to this, I think the moral here is something that a lot of people can easily understand and can relate to. For this reason, I think it makes for a good NES game plot.
     
    -What new challenges or surprises surfaced in developing Copper Jacket? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    I certainly learned a lot, and was definitely presented with many challenges, such as inflation and the supply chain crisis. These two events made everything more difficult on the physical side of things. In addition to this, getting the correct box materials, labels, and booklets was also not so trivial. I must have gone through 4 different label types for the NES cartridge. The problem here is that you don't want a label that flexes up after you apply it, and it should resemble the style of original NES cartridges. For boxes, the company I went with incorrectly printed the artwork several times. Some came out with white streaks, others had too low of a DPI level, some were the wrong dimensions and were made of a material that was too flimsy. I also had some orders that were just lost in shipping and never came. If someone were to attempt to make their own carts, be sure to order proofs. Never pay for a large quantity of something until you've seen it physically with your own eyes.

    As far as the digital side of things goes, I was presented with a different set of challenges. The main hurdle here was just size. PC games can take up a lot of space, but CNROM NES games do not have such a luxury. The small size of a game forces you to make certain design decisions, and the challenge here is to make something that's fun out of the limits you've been presented with.
     
    -There has been a lot of support and enthusiasm for Copper Jacket on NESdev, Kickstarter, and on social media. How does it feel to see so many people excited about the game?
    It certainly is exciting! It's nice to know that there are others who are enthusiastic about the NES in this day and age.
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects? Your site mentions another game in the planning stages.
    Yes, there is another game currently being developed as of now -- spoiler alert -- it's another NES game. The plan for this project is to use a mapper based off Nintendo's MMC3 ASIC; that is to say, a TxROM game. This will allow for better graphics and more gameplay. Personally, I'd like to develop several NES games with this type of mapper. I have a collection of assets (music and art) that I've been working on intermittently over the past 8 years and I'd like to eventually use them in a few different NES games.
    As for dream projects, I certainly have a few. One dream project of mine is to develop a Dreamcast game -- maybe something that resembles Deus Ex or Resident Evil. Such an effort would probably take 10 years to finish though.
    Another project I have in my to-do list is a 3D adventure game, although I'm on the fence for what system -- either N64 or Dreamcast.
     
    -Are there any homebrew games in development that you are excited to play?
    I am looking forward to playing Full Quiet – looks like it’s going to be something special.

    It’s a good time to be a fan of this game
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    I would like to thank you for giving me the opportunity to talk about my background and Copper Jacket. In addition to this, I’d like to give a shoutout to Airbrush Asylum for producing a wonderful airbrush render of the game’s cover art. Finally, I would like to thank everyone for the support!
     
    Conclusion:
    Thanks for tuning in to this latest episode of the series that takes the high dive into those new games for old consoles that will soon be the classics of your collection. What are your thoughts on Copper Jacket and Monsoon Studios? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

     
  21. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 32: Crabbie Attack!

    Introduction:
    Playing a new game (hopefully) means we are seeing fun through the developers’ eyes. Hints of their own passions echo throughout the code, reflecting on other aspects of their personality that shapes the overall game. Across the Mario franchise turtles are generally enemies, but for other creators turtles might be the hero. Sometimes playing with those personal preferences can be enough to reinvigorate a genre we’ve seen before because we are sharing in the expansion of a growing universe centered around that brewer and their unique passions.
    For this entry, I’m covering Crabbie Attack!, an arcade challenge by Turtle Time Media aka Gossip Turtle aka Joe Sherman for the NES. As of the time of this writing, CIBs of the game are available for purchase here.

    CIB in both its standard and sand-blasted editions
     
    Development Team:
    @TurtleRescueNES (Joe Sherman): programming, pixel art, music
     
    Game Evolution:
    The tide began rising on the beach for Crabbie Attack! with an October 10, 2022 tweet, which noted the game’s resurfacing at RetroGameCon since last being seen at Midwest Gaming Classic in 2021. Momentum rapidly increased with the February 19, 2023 announcement that the game was complete, and a March 1, 2023 release of a game demo. Alongside that last tweet, Joe told followers that the first run of Crabbie Attack! Cartridges would be available for purchase at Midwest Gaming Classic at the end of the month. Not only that, but Joe announced a high-score competition: players at MGC could compete in a special timed championship edition of Crabbie Attack!, with the winner taking home a rare sand-blasted edition of the game (which also included the championship mode not included in regular copies of the game). Meanwhile, hidden among the regular inventory was another sand-blasted edition, which eluded customers throughout the expo.

    The Crabbie Attack! setup at MGC 2023
     
    Gameplay:
    Crabbie Attack! describes itself as an arcade shoot ‘em up. You play as Toby (and Walton if you’ve got a second player handy), a turtle in need of a good night’s sleep. Unfortunately you went on a pizza binge, and crabbies are invading your dreams. You need to wipe them out if you’re ever going to have sweet dreams.
    Gameplay consists of throwing seashells at crabs to make them disappear temporarily. You clear each stage by making all crabs disappear. However, crabs hit with seashells will reappear after a period of time. Catching and throwing stars at the spots left by disappeared crabbies ensures they don’t come back. Move the D-pad left & right to move Toby/Walton accordingly, push the A-button to throw your limitless supply of shells (being mindful of your limited pace of throwing), and push the B-button to throw stars if you have any.

    Screenshot of Crabbie Attack!
     
    Review:
    Crabbie Attack! is an addictive arcade experience that will bring out your competitive spirit whether you’re playing against others or merely trying to beat your previous high score. The basics of the game are simple enough for anyone to walk up and immediately enjoy. However there are enough nuanced details surrounding the special items and crabbies that will generate numerous strategies. At MGC, Ferris Bueller, Neodolphino, and I compared notes about our shell shooting tactics. Even as we competed against each other (or rather they did, and I also enjoyed playing), our enjoyment of the game pulled us together to talk about it.
    The art and music are bright and playful, conveying a sweet vibe that could be shared with every member of the family. Completing a stage, with its fun celebration music and cute fireworks is an endorphin rush luring you to play just one more level…again…and again.
     
    Interviews:
    I picked up the red phone to open a line of communication with Joe Sherman before his crabbies could attack me. Read on to learn how the story unfolded…
     

    Joe Sherman
    @TurtleRescueNES
    -Before we dive into Crabbie Attack!, I would love to talk about you and your background. What first inspired you to become a homebrew developer? What is your origin story and the story behind Turtle Time Media?  
    It is your typical story.  I was in a high school science lab when I was bitten by a radioactive turtle.  Hmmm… That doesn’t sound quite right.  Please allow me to try that again…  
    I am a long-time Nintendo fan, and a few years ago, I decided to rebuild my NES collection. Along the way, I learned of the homebrew scene where new games for the NES were still being created.  I never thought I’d be capable of that, but then I discovered the crowd funding campaign for NESmaker.  I bought into it and have been a user of the program since its launch.   
    For a while, I wasn’t sure if anything I’d create would be worthy to take to the next level, but then the first Byte-Off competition arrived. I submitted my first demo, “Turtle Rescue” into the mix of sixty other entrants, and waited to hear how it was received.  To my genuine surprise, Nintendo legend Howard Phillips announced my game as his pick for Best Game!  That type of endorsement and vindication for my efforts really motivated me to keep going, and to make sure that eventually, my final “Turtle Rescue” game lives up to its potential. 
     
    -How would you describe your design aesthetic, what to you are the hallmarks of a game made by you?  
    First and foremost, I want my games to be open to kids of all ages.  I want younger gamers to see that games created for older consoles can be just as fun as those on modern systems.  I always loved the Mario and Zelda properties, so I have tried to build a series of turtle-themed games that mirrors the charm of those classic franchises. 
     
    -Crabbie Attack! will be your 3rd release. Has your approach to game development or your preferences changed since you first began programming?  
    My skills have definitely grown since I started.  I’m becoming more confident in branching away from the default scripts delivered with NESmaker and doing my own thing.  I’ve tried to make sure all of my projects are different from one another so that I do not get stuck in a comfort zone and broaden my horizons. That’s been very beneficial because I’ve been able to take lessons learned from one game and apply them to others to make them even better.  
     
    -At the heart of your games is an ongoing feud between crabs and turtles. Is this based in reality, or do you just really hate crabs?  
    Not really.  When I decided to base my games around turtles and a beach environment, I needed to think of what type of natural foes a turtle would encounter. Crabs, raccoons and seagulls became the first of the rogue’s gallery.  I do plan on having a “good” crabbie character appear in a future game. 
     

    Raccoons, eh? Hmm, do I smell a crossover?
     
    -What tools do you use to code, compose, and create?  
    As stated, I use NESmaker for all of my projects. Without it, I doubt I would have been able to create a NES game.  It is a wonderful entry point into the world of NES development for someone like me who does have a technical and artistic background, but would fail at understanding all of the complexities of creating a functional program for the NES.  For art, I am very basic and use NESmakers’ pixel editor, and maybe MS Paint. 
     
    -Crabbie Attack! has a strong Space Invaders influence. Is that a game you particularly enjoy? Which other arcade classics do you like? What to you are the critical elements of a good arcade game?  
    “Space Invaders” and “Pac-Man” for the Atari 2600 were some of my first video games, so they do hold significant meaning to me.  Classic arcade-style games have the luxury of getting away with being simple, but they do still have to keep the player engaged. Keep the gameplay fair and slowly increase the difficulty to keep the player from getting bored. The player should be driven by a goal, even if it is as simple as obtaining a new high score. 
     
    -I always ask my interviewees whether there is a reflection of themselves in the game’s protagonist. Do you identify with the turtle protagonist? Is there a particular turtle among your collection that you see as the hero in these games?  
    Before I was developing games, I rescued a plushie turtle from a garage sale and named him Toby. I gave him a quiet personality and said that he enjoyed retro games, so he is absolutely a reflection of me.  When I tested out NESmaker for the first time, Toby was the easy choice to place at the center of attention of my pilot game. His experience gained from playing games has given him the ability to rise to any challenge.  Walton is a fun “player two” because he loves the spotlight and believes that he is the star of anything that involves him. Walton doesn’t see himself as the secondary hero, he sees himself as the best! 
     
    -What aspects of Crabbie Attack! are you most proud of?  
    From a technical perspective, I’m proud of getting two-player co-op mode to behave as well as it does. That took a lot of time to balance out all of the possible objects that could appear at any given time and cause the NES to slow down.  It still can happen, but it is very rare and I consider that an achievement. 
    I was also very satisfied to see how accessible this game is. I had designed it to be, and hoped it would be, but to actually see players of all types quickly learn and adapt to the game’s mechanics was very gratifying. 
     
    -What new challenges or surprises surfaced in developing Crabbie Attack!? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?  
    The default physics bundled with NESmaker were providing some challenges, because I was making a type of game that was not foreseen by its author. During the game, items are meant to fall from the sky, but I’d find that the falling items would get stuck in walls, or pass through the floor, or other unforeseen situations. I spent a lot of time refining the speed and creating a “bounce-back” reaction should items hit a solid from the side. All things that the end user would never know was there, unless they played the earlier version of the game and saw how glitchy it was! 
    It was worth it in the end. I think that game developers should never brush off game quality just to rush a game to completion. Sometimes that may add weeks, months, or even years to the delivery date, but NES games don’t have online patching.  A little extra polish does go a long way. 
     
    -How did you like watching people play and compete with each other over Crabbie Attack! at MGC and other conventions? 
    It is extremely satisfying watching players latch on to my games.  I will always remember the young girl who had to stop playing “Crabbie Attack” in Syracuse to shout back to her friend “you should play this game, it’s really good!”  That type of appraisal goes a long way.  It was also stunning to see skilled players outperform my expectations, and in one case, even destroy my own personal best score!  
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects? Collaborations?  
    There is no shortage of future projects brewing here. I still aspire to release the full-fledged “Turtle Rescue” adventure game to replace the demo I created in 2019.  I’ve made significant progress with it and released a teaser video last year, but there is still more work needed.  “Turtle Party” was a game I started in 2020 that is nearly complete, but I’ve been holding back on releasing because I feel there’s still room for more in that game.  “Ninja Teenz” was a fun nod to Power Rangers, and I remain undecided if I want to take that game beyond the demo.  

    Screenshot from Ninja Teenz
     
    -Are there any homebrew games in development that you are excited to play?  
    I’ve really enjoyed watching the evolution of “Super Sunny World.” That’s definitely the type of game I enjoy playing. 
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? 
    I’m very happy that I’ve been able to contribute new games to the ongoing NES library. While I still see myself as new to this world, I am proud of what I’ve accomplished thus far, and strive to make each of my publications seen as worthy to players.
     
    Conclusion:
    Thanks for tuning in to this latest episode of the series that shares the adventures behind the latest newest homebrews making their way to you. What are your thoughts on Crabbie Attack! and developer? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

     
     

  22. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 34: HaraForce

    Introduction:
    It should come as no surprise that the homebrew community spans the globe. I’ve had the privilege of interviewing brewers across four continents. But for all the interconnectedness that makes homebrew a small world, there are islands. Japan, the birthplace of Nintendo and Sega, is also the center of a thriving homebrew, or “doujin” Famicom scene. However, many players in the West are unaware of or unable to order these games, which stand shoulder to shoulder with its peers anywhere in the world. Fortunately, there are a handful of savvy individuals who have fostered relationships with these overseas devs, and built a pipeline of sorts that allows for the wider promotion and distribution of these games. I for one salute these ambassadors of homebrew international relations.
    For this entry, I’m covering HaraForce, a shmup developed by Impact Soft for the Famicom and brought to the NES and the world by Neodolphino Productions. As of the time of this writing, Neodolphino’s NES copies of the game are sold out, but a few NES and Famicom copies are still available from Impact Soft’s own storefront here.

    The Famicom CIB
     
    Development Team:
    Impact Soft: programming
    Justin Orenich (@neodolphino😞NES port
     
    Game Evolution:
    HaraForce follows its two predecessors: Haradius Zero and HaraTyler. Haradius Zero was first available for purchase through Impact Soft’s Booth store as early as November 6, 2018. Neodolphino’s NES iteration of the game went up for sale on September 6, 2020. Meanwhile HaraTyler was first available through Booth and sold at expos on November 27, 2020. Though HaraTyler was already a worthy sequel, Impact Soft played with the possible, releasing HaraTyler MP, a version of the game with a custom audio board that enveloped the game with an enhanced soundtrack.
    HaraForce was in stock through Booth on December 7, 2022. Neodolphino had NES copies of HaraForce (as well as HaraTyler and HaraTyler MP) ready to purchase in his store on January 13, 2023.

    Impact Soft’s other booth shop
     
    Gameplay:
    HaraForce is a shmup in the classic arcade mold. Use the D-pad to navigate your ship in 4 directions, use the A- button to fire bullets manually, and use the B-button to use the auto fire mechanism. You also have guided bullets which have a lock-on capability, enabling them to home in on enemy fleets that cannot be destroyed normally. Your ship and support pods lock on automatically, as indicated by the upside-down pink targets on enemy ships.

    Screenshot of HaraForce
     
    Review:
    HaraForce is a testament to how much a few good ideas and great execution can achieve. It’s easy to be cynical about shmups being a straightforward formula (especially when you’re as bad at them as I am), but in the hands of a passionate developer, one who knows how to play with what works, and poke at ways to make it fresh, the result can be something special. Gameplay is fun, between the vertically-oriented take on the additional bullets from your support pods to the lock-on mechanism. Beyond what’s different, HaraForce is simply a crisp, well-made shmup that is addictive and fluid.
    Graphically, the coloring is bright and playful, offering detailed, iconic sprites that warrant a comic book spinoff or cartoon show. Meanwhile the music pushes epic themes that easily hummable long after you turn off the game, with a pulsing thrum that pulls in your concentration as you blast away each enemy.
     
    Interviews:
    To assess to full impact of this game’s story, I interviewed its developer, as well as the man who helped bring it to the NES. These are their stories…
     

    IMPACT SOFT
    @HD64180
    -Before we dive into HaraForce, I would love to talk about you and your background. What first inspired you to become a game developer? What is your origin story and the story behind the Impact Soft name?
    I was originally interested in electronic music and playing with synthesizers to make them play automatically. I bought a computer and became interested in programming as well and started making games. My first motivation was that I wanted to add background music of my own compositions to the games I created. I made HARADIUS for MSX as a "doujinshi game" when I was a college student.
    https://youtube.com/watch?v=9AA122jpiZU
    When I released this game, I asked myself if there was a name for a circle that would have an impact. So we ended up changing our name to "impact soft". After that, I worked for a game company, changed jobs at several development companies, and now I am an independent freelance developer. The NES games I'm working on now are more of a side job.

    Screenshot of HaraForce for the MSX
     
    -Who are your influences? And whose work are you watching closely now?
    I just make what I want to make, so I don't have any influences. I check out other people's work, but I just try my best not to mimic them.
     
    -How would you describe your design aesthetic, what to you are the hallmarks of a game made by you?
    I make what I want to make, the way I want to make it. Since Haratyler, I have been releasing games with my own mapper on boards I have made. The characteristic of "impact soft" is that we are exploring new possibilities not only for software but also for hardware.
     
    -What tools do you use to code, compose, and create?
    Assembler: NESASM; Sound driver: NSDLIB; and Graphics tools: YY-CHR.
     
    -You refer to your games as “doujin”, which carries a meaning of self-produced, much like the word “homebrew” is used elsewhere. What does “doujin” mean to you? What can you tell me about the doujin community that you engage with in Japan?
    I use it to mean the same thing as "indie games". I think the general interpretation is a bit broader than that. I'm not really involved in the Japanese community, so I'm not sure.
     
    -HaraForce is the latest in a long line of games you’ve created. Has your approach to game development or your preferences changed since you first began programming?
    There is no change in the fundamentals. My skills are improving, and I am able to do more, but compared to when I was a student, I have limited time to spend on production.
     
    -In preparing to interview you, I learned that “hara” in Japanese can mean several things, such as someone’s belly, or courage in the way some equate “guts” with bravery, but it also means a unification of a person’s physical, psychological, and spiritual dimensions. Which meaning were you drawing on when you created the Hara series?
    My current family name is "ICHIKAWA". Before I got married, it was "HARADA". In Japan, it is common for a woman to change her family name to that of a man after marriage, but I was adopted into my wife's family, so my family name has changed. The reason I put HARA in the title of the game is that it is a game made by "HARADA" and has no deep meaning.
     
    -Is there a story behind the meaning of the second half of your games’ names? What is the significance of Haradius Zero, HaraTyler, and HaraForce?
    HARADIUS" comes from "Gradius," which was created by HARADA, and "HARADIUS ZERO" comes from "Gradius," which was created by HARADA. HARADIUS ZERO was added to the name to start over from zero when we restarted our doujinshi activities on the NES. Haratyler is a half-joke name I came up with because there is a Japanese manga artist named "Haratyler". HaraForce is a name I just came up with.
     
    -The Hara series are all shooters. What elements are crucial for a good shooter game? Do you have a favorite shooter that you look to for inspiration?
    I think it's important to have a sense of speed to keep the user interested. Gradius 2 for MSX was a big influence.

    Screenshot of Gradius 2 for MSX
     
    -HaraForce is a vertical shooter, whereas Haradius Zero and HaraTyler were horizontal shooters. What led you to make this change in gameplay?
    I wanted to challenge myself not only with horizontal shooters, but also with vertical ones.
     
    -What aspects of HaraForce are you most proud of?
    The smooth movement of many huge enemies, which is impossible on the NES. The exhilaration of defeating them with lock-on missiles.
     
    -What new challenges or surprises surfaced in developing HaraForce? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    In the case of vertical shooters, there are often no restrictions on movement due to terrain. It was difficult to create stages that would not bore the players. The reason we added mines and energy field gimmicks is that without movement restrictions, the gameplay can easily become monotonous. I added mines and energy field gimmicks because I considered the problem that gameplay can easily become monotonous if there are no movement restrictions.
     
    -How did you connect with Justin Orenich/Neodolphino? Were you looking to sell copies of your games around the world or on NES cartridges before you were in contact with him?
    Justin suggested to me that we should release HARADIUS ZERO on the NES. I had a proposal to do so. I was interested in selling it overseas, so I asked him to do so. Before this proposal, I was interested in selling overseas, but had no concrete plan.
     
    -How does it feel to see so many people eager to buy your games from around the world?
    I want people all over the world to play my games because I developed them with a lot of effort. I am trying to make a game that is language-independent and can be played by people from all over the world.
     
    -Are there any other projects you have lined up on the horizon, Famicom or otherwise? Any dream projects? Collaborations? What is next for the Hara series?
    Right now I am developing an adapter to add Wi-Fi communication and MP3 playback capabilities to the NES.
    Haratyler MP has already released a cassette with MP3 playback functionality, but this is a form of MP3 playback unit for each cassette, so the manufacturing cost will be high. To cover the disadvantage of high manufacturing cost, we are developing an adapter that can be used as an independent adapter by attaching a micro SD and I2CDAC component to an ESP32 microcontroller. To cover this disadvantage, an ESP32 microcontroller is attached to a micro SD and I2CDAC component so that it can be used as an independent adapter.
    https://impactsoft.booth.pm/items/3315518
    With this adapter, it will be possible to supply extended functions such as MP3 playback and WIFI communication for multiple game titles on an inexpensive cassette. I would like to create communication games in the future.
    Right now I am spending most of my time researching new systems, so game development is something I am making along with my research. So if I can create something in the process of my research, I will release it.
     
    I would like to make an action RPG next in the Hara series, but I am still working on the details.
     
    -Are there any doujin games in development that you are excited to play?
    Recently, I've been working on games that I want to play, including those on the market, but I've been holding back and making time to research and develop them.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    I am almost a one-man operation from programming, graphics, sound, board manufacturing to sales, so I know I am inexperienced in some areas, but I am confident that I can do it because I am a one-man operation.
     
     

    Justin Orenich
    @JustinOrenich
    -Before we dive into HaraForce, I would love to talk about you and your background. What first inspired you to become a homebrew developer and producer? What is your origin story and the story behind Neodolphino?
    I first really became aware of the NES homebrew scene back in 2013 – thanks mostly to Nintendo Age (and Study Hall by Kevin Hanley/KHAN Games).  Once I realized there was an active community devoted to creating brand new games for the first system I ever owned/played on as a kid, I was hooked.  I was in medical school at the time, but I did what I could to support the scene.  Eventually I wanted to contribute more while learning about how releases were put together.  I had next to no previous programming experience and limited time to learn, so I worked out an arrangement with a newer programmer on the scene to buy one of his very basic games – 1007 Bolts (and 1007 Hammers, as a result).  We made a few changes/improvements to the visuals/gameplay - I made a couple of really basic music tracks with FamiTracker and had them added in with the help of Memblers.   I obtained multiple donor cartridges and taught myself (with many helpful tutorials, plus trial and error) how to process the shells and boards into a whole new game.  The game is extremely simple and has next to no replay value, but I wanted to be sure that even for such a humble release, it had a thought out (even if basic) story and a quality presentation as that was what I could actually control.  I asked Eric of Troy to help design the packaging with just basic guidance on the themes, and the usage of classic Capcom packaging, and he completely blew it out of the water.  This was the basic origin of Neodolphino Productions.

    May lightning continue striking in Neodolphino’s case
     
    -Who are your influences? And whose work are you watching closely now?
    Regarding my earlier releases and trying to make my Limited Edition releases intricate and unique, I'd say Kevin Hanley/KHAN games in that regard.  The Limited Editions of his early works were really cool and took what was being done at the time to the next level.  It also helps that he makes great games!  It would be hard to also ignore heavy influences on myself and the overall scene from all of the old guard that have been there since the early days.  As for who I'm watching, nowadays I try to keep a close eye on the Japanese brewers.  I work closely with Impact Soft as they release games and have watched Little Sound Soft and good_tune as they have produced more and more impressive games.  From a more western perspective, I often follow what Retrotainment (Full Quiet) and Mega Cat are up to and am always interested when KHAN Games puts anything out there (Courier, most recently).  I'm also very ready for Mystic Searches to finally be done!
     
    -How would you describe your design aesthetic, what to you are the hallmarks of a game made by you?
    As I am not a programmer, much of what is in a game is mostly out of my control – if the game is not yet completed, or I am commissioning it, I always try to push even simple games to have little extras that I think the player will enjoy (hidden mini games, quality music, etc.).  Regarding the physical release, I want to be sure I am using quality products, and that the designs match the aesthetics of the release itself.  I like using interesting colors/themes for the cartridges and try to make the normal somehow a bit different, especially in the releases I have more control over.  When I was making Limited Editions, I wanted the extras to be meaningful and unique, no matter how simple the game was.  Something you'd want to display, and be able to see and feel the effort that was put in.  It was never enough for me to just release a game to bare minimum standards.  Almost anyone can do that.
     
    -What tools do you use to code and create?
    I don't code, so none in regard to that!  As for creating, I use FamiTracker for the occasional sounds or music here or there but haven't put any of the products in a game since 1007 Bolts/Hammers.  For designs and layout, I may rough sketch some stuff in a variety of programs, but it's usually just a basic guide – typically Eric does the rest.  Most of my work comes from connecting with programmers, offering to bring their games to physical release, then conceptualizing how to bring a quality product to the NES from that, then sourcing quality materials and putting it all together.  If it's a project I'm starting, it's forming a team and providing direction and resources to make their work as easy as possible (which maybe I'm not as good at).  Things producers do – I think?
     
    -How did you first become aware of the Japanese doujin scene?
    I believe I first noted there was a Famicom doujin scene back in early 2019 when I saw Game Impact/Habit Soft offering a Famicom portrait cartridge service on Twitter.  The concept was that you would send in a picture of yourself, and Mitsuhiro Yoshida (one of the major creative forces behind the Kunio-kun series of games) would make an 8 bit rendition of your face in that classic River City Ransom/Kunio style.  This was then integrated into a basic Famicom program that was put on cartridge for you to enjoy.  From this project, I then found other Japanese programmers and their amazing projects.  I loved that there was a whole area of the homebrew scene that was largely unnoticed by Western audiences to discover, but I found it frustrating to actually get a hold of the games for many reasons.  I wanted to change that.
     
    -How did you connect with Impact Soft?
    It basically started with me struggling to import copies of their games (as an avid collector of homebrew), and with me reaching out to see how I might do that.  Then I offered to show off a physical demo of Haradius Zero for them at MAGFest.  I think shortly after I floated the idea of me doing a small hobby level release for them (as I knew other collectors were struggling to get these games as well – if they even knew about them), with me footing the cost and dealing with all of the logistics.  It was my hope that they would trust me with their game and with the big risk/unknown if they didn't have to worry about any part of the process, other than the game itself.  Luckily, they were willing to take a chance with me, and here we are, multiple releases and programmers later!
     
    -You’ve brought all 3 games of the Hara series to the NES, which are all shooters. Does this genre have special resonance for you? What elements are crucial for a good shooter game?
    Not that I don't love them, but honestly, it's because Impact Soft keeps making great space shooters, and trusting me with them to be released.  It's been a great and fulfilling partnership, at least from my perspective.  Crucial elements for me are things like smooth/responsive movement (especially with more projectiles), a certain feeling of power and flow while playing, and a great soundtrack.  Something I think it captured very well in the Hara series.
     
    -What does bringing a Japanese Famicom game to the NES and Western audiences entail for you, in terms of the game itself as well as additional parts such as the box and manual? Do you work with anyone else to help you in these efforts? Is there a typical timeframe from agreeing to import to putting the games up in your store?
    I consider what I do mostly just a Western localization of the game.  I may ask the creator to add a little note on the title screen denoting that, but otherwise, the games are pretty much the same.  Text in the games is usually minimal or already in English, so that's not a problem.  I work with Eric of Troy, as already mentioned, on creating the layouts for the printed materials – often using the programmers already made assets in some way, and usually Mega Cat Studios does the printing.  I've leaned heavily on Paul from INL to help with the technical board aspects to be sure we can support some of the more unique projects on his boards.  I make sure to stress to the creators that I do this as a hobby, and I am often at the mercy of others on when I can get components (especially at the height of the COVID pandemic).  Timeframes have honestly been all over the place, but are definitely better now.
     
    -What new challenges or surprises surfaced in bringing HaraForce to the NES? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Honestly HaraForce was pretty straightforward, as the creator did all of the boards and packaging and sent it to me.  All I had to do was help with translation, choose a shell color, order styrofoam, dust sleeves, and vinyl box protectors, assemble everything, and distribute.  They made it very simple.  One lesson to be learned from this project specifically was to check the boards/details closely, as these were not what I normally used (typically I get boards from Infinite NES Lives).  There was some shipment damage on a few of the boards which luckily I caught most of.  Otherwise, I think we mostly had the process figured out by that point.
     
    -Which other overseas developers are you in touch with? Who do hope to connect with in the future?
    Other than those I have done releases for (Impact Soft, good_tune, and Little Sound Soft), I also occasionally talk with Game Impact and mook-tv.  I have also reached out to some non-Japanese brewers such as Jeremias Babini (PioPow).  I think most of the people I know of that I'd like to connect with in some way, I have – though I guess it would be interesting to get to know RIKI.

    Definitely one to keep an eye on…
     
    -How does it feel to see so many people eager to buy the games you bring to them from around the world?
    It feels great, but mostly because they are getting to play these great foreign releases much more easily, and affordably.  I've always been a collector and advocate first, so helping these brewers access an enthusiastic fanbase/part of the scene they previously weren't a part of also makes this all very worthwhile to me.
     
    -Do you have any reflections on serving as a sort of international diplomat connecting disparate homebrew communities?
    First, it wouldn't have been possible without their trust in me, and their patience working across culture and language barriers (not to mention severe supply line issues, and delays due to my schedule, as I do this as a hobby).  The Japanese brewers have been nothing but understanding and a joy to work with and I am very grateful.  It's also been rewarding to bring new games to the Western community (though I do get orders from all over the world) through networking that are of great quality, and great fun – especially since I'm not a programmer.  Sometimes all you have to do is ask, be willing to (respectfully) ask again, and be comfortable being told no.  It's also important to still be willing to help them get their game released any way you can, even if not with you – I've done this one a few occasions, and it's still extremely rewarding for me.  It's about the people and the games – to me anyway.
     
    -Which game has been your favorite game to import?
    Haradius Zero comes to mind overall as it was the first, and quite exciting in that regard.  Plus I feel like what we did with the packaging and presentation was great, and very in line with a more Western flair (plus it's where I worked out my overall format for subsequent releases – the Famicom KOEI-esque look).  But I have to say that Gold Guardian Gun Girl was also a very fun release, and I think we really nailed that one as well.  The two-tone shell looks amazing, whichever variant you had, and the art really popped.

    Truly
     
    -Are there any other projects you have lined up on the horizon, importing Famicom, developing for the NES or otherwise? Any dream projects? Collaborations?
    From a Famicom standpoint, I'm hoping to do a release of OverObj (a very impressive bullet hell space shooter) by Little Sound Soft sometime in the nearish future.  I'd also love to release one or two of mook-tv's games, though that effort has not been fruitful so far.  From internal projects, we have a few projects on the backburner: a City Pop music cart/album, a physical release of the Grunio trilogy on one cartridge (same for the Cowlitz games), and a picross game.  We also have some projects/ideas on the backburner’s back-burner: the NEoS (media loader/OS), a choose your own adventure creator, and a virtual pet project.
     
    -Are there any homebrew games in development that you are excited to play?
    Former Dawn, Orange Island, Project Borscht, Mystic Searches, Super Tilt Bro (with built in Wi-Fi), Courier (or Unicorn, or Beyond the Pins 2, or Sneak 'n Peek 2 – Electric Boogaloo)
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    You the real MVPs!
     
     
    Conclusion:
    Thanks for tuning in to this latest episode of the series that shares the adventures behind the latest, newest homebrews making their way to you. What are your thoughts on HaraForce? Do you have the Famicom or NES iteration? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

  23. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by Scrobins
    Episode 35: Sly Dog Studios & The Candelabra Epic

     
    Introduction:
    Once a developer decides to make a sequel to follow up on a previous game, there is the inevitable question of whether the next entry should offer more of the winning formula or strike out for new territory? On the one hand, by sticking with what's tried and true, you run the risk of becoming stale, and on the other, by wanting to innovate and stay fresh, you risk alienating fans who liked what you did before. If you’re Sly Dog Studios, you don’t have this problem because your fans love your games because each entry is a different game using a different genre to introduce creative gameplay mechanics that challenge your assumptions about how to play a game of the genre, as well as what can be done with a game of that type on the NES.
    For this entry, I decided to spend the dog days of summer catching up with Rob Bryant aka Sly Dog Studios to see what he’s been up to and share his stories about the famed Candelabra series. Rob’s games are longstanding favorites since the early days of NES homebrew, and I got the scoop of kibble on what’s brewing in the doghouse.

    Not too far off from reality
     
    Development Team:
    @Rob Bryant (Sly Dog Studios): programming
     
    Sly Dog & Evolution of the Series:
    Rob’s games run the gamut, beholden to no genre. Like many early homebrewers, Rob’s first works show off his developing skill as it dovetails with his creativity. One such example, Tic-Tac XO, awards power-ups depending on the outcome of previous games, which makes future matches very interesting. A known presence on NESdev, Rob took Clik!, a mini game developed for the first NESdev compo and expanded it into a complete game. Also a huge personality on NintendoAge, Rob was instrumental in building a permanent reservoir of knowledge for aspiring brewers to access the Nerdy Nights tutorials, in addition to sharing updates on his own work, and answering the questions of others. You might even remember The DogCast, in which Rob posted bite-sized updates on whatever he was working on at the time, alongside snippets of his everyday life. His ever-growing skill and support led him to release what may well be his masterpiece: Black Box Challenge, an RPG in which you collect all the original black box NES games, playing 1k mini games of each to unlock abilities that open more of the surrounding world so you can continue your quest and defeat the Evil Overlord.

    Screenshot from Black Box Challenge
    But Rob is most famous for the Candelabra Epic, an ongoing saga that has cemented Rob as the homebrewer’s homebrewer. The first entry in the series, The Mad Wizard, is a puzzle-based platformer, whose rom was released in 2014, and sold on cart in 2015. Immediately distinguishing itself, its gameplay lacks a jumping mechanic, instead relying on your character’s (Hekl) mystical hover. Your ability to navigate the world, fight enemies, and acquire new abilities opens the wider world in your battle against Amondus, and it all begins with the basic assumption-breaking fact that you can’t jump. The next game, The Rise of Amondus, sees you playing as the previous game’s villain as you collect minions to build your army. Also released in 2015, this worthy follow up is a sort of horizontal shooter with the ability to have a second player join in for some couch co-op. Not content to be a straightforward shmup, this game includes a separate mechanic in which you abduct goblins on the ground while clearing the path ahead of enemies, a true multitasker’s game.
    For the next entry, Estoscerro, Rob teased a twin-stick 3D dungeon crawler in a demo released as early as 2013! Updates trickled out on NintendoAge and NESdev, but Rob keeps many plates spinning continuously as progress on several games edged closer to the finish line. Given the tidbits shared, I hope one day Rob writes a book about all the stories behind this saga; he takes his time on what are clearly labors of love, and when a new game is ready, it lands with a huge bang.
    Whereas the first two entries of the Candelabra Epic were physically released on cart by RetroUSB, with boxes by Uncle Tusk, the third entry reached audiences by a different route. Estoscerro launched on Kickstarter through fellow homebrewer K3VBOT on March 22, 2019. Within 48 hours, the project had met its initial funding goal. By campaign’s end, 301 supporters pledged more than $27,000 toward the game. Backer tiers included the game rom, cart only, CIB, or combination packages with T-shirts, stickers, posters, and a cloth map of the first level. Depending on your selection, you could receive a traditional gray cart or a translucent yellow one. Even more exciting, there was a tier that offered everything plus re-releases of The Mad Wizard and The Rise of Amondus (with new box/cart/manual artwork) since both games were discontinued through RetroUSB a year or two prior. Backers received their games by spring 2020, and Rob released the Estoscerro rom to the public for free on February 4, 2021.

    Estoscerro Kickstarter banner
     
    Interview:
    Like many fans would, I took the chance to hound Rob about his development work, and when he thinks the next games in the series might be let off the leash. I was fur-tunate to hear his tails, er tales…


    Sly Dog Studios
    -Before we dive into the Candelabra series, I wanted to check in. Last year I polled members of the community, and one question asked who they missed hearing from. You were a frequent answer. So for the many who miss hearing from you, how have you been?
    I really had no idea I would be mentioned as someone that others had missed hearing from, so that’s kinda nice to learn. As for how I’ve been, I’ve been alright. A lot of family stuff has had its ups and downs in the past couple of years haha My kids are getting bigger, and they’re amazingly crazy. They are definitely hard to keep up with. I wouldn’t trade what I have for anything, even with rough times. So, life is good overall. None of us are starving, thank God.
     
    -I would also love to talk about you and your background. What first inspired you to become a homebrewer? What is your origin story?
    Good Lord. I’m not really sure what inspired me to create games in the first place, but I always knew I wanted to make games on the NES, if I could. I always loved playing games, but I always really loved the library on the NES, and thought it would be awesome to make games on the same platform that harbored some of my favorite games of all time. One of those things where you’re like, “Yeah, I was able to create a game alongside the likes of Ninja Gaiden, Friday the 13th, etc.” Not that I’m saying they’re as good as those games, but that they are in the same library. You could counter that that very same library has some snoozers. It doesn’t matter though. Take the nostalgia of loving the system, and creating something that would necessarily make it on a list of games that were on the system? Haha Sounds kinda stupid, but I think it’s awesome.
     
    -What is the significance of the Sly Dog Studios name as well as your Roth username on NintendoAge and NESDev?
    This is definitely a double-pronged answer, because neither has to do with the other. Sly Dog Studios is really interesting, because it has something that deals with a game that I envisioned a long time ago, coupled with the guy I used to create games with. So, my friend Shawn and I had “created our own systems,” by which I mean, we came up with specs, didn’t understand them, but ran with them. Then, we each came up with our own games for those systems. In my case, the system I “created,” was the Machina (pronounced mak-in-uh). There was one game in particular that I came up with called Sly Dogs. It was supposed to be something like Mission: Impossible on the NES, but you could switch from each character to the other, and they all banded together to perform certain tasks. This was when we were little kids.
    Fast forward, many, many years later. I was playing in bands a lot, and Shawn was a keyboard player. We never actually played together in any live bands, but he would sometimes record live shows or even practices of bands I was in. At one point, I was in this band called Badge. He recorded some of our stuff, then actually had a CD maker of some sort. He pressed a copy and gave it to me. On the outer rim of the CD it said “Sly Dog Studios.” It was one of the coolest things ever. And then whenever I decided to actually slap a name on programming ventures, I thought it was more than appropriate to use that moniker. Even later than that, Shawn was the one that came up with the logo of Sly Dog Studios.
    The name Roth was something I came up with when I was playing AD&D when I was younger. I just thought it sounded cool. And so, whenever I joined forums in the early days of NES discussions, I used that. The answer about Sly Dog Studios is totally more interesting than the name of Roth haha
     
    -Who are your influences? And whose work are you watching closely now?
    The more I think about things like influences, the more I believe it’s everything I’ve ever taken in. I could tell you that *such-and-such* is a major influence, but I really don’t think I can do that these days. I honestly believe that everyone influences everyone in some sort of way; that it is difficult to ascertain who is a more readily spoken of in influence than the next. Even random encounters of people you’ll meet only one time seem to sometimes have big impacts in ways I think of things, and perceive things.
    If you want me to talk about who/what I admire? I would say any game that has a story, and whomever the people behind that game are. I couldn’t tell you who worked on The Adventures of Bayou Billy, but holy cow. They took a regular damsel-in-distress story, and built a game with multiple styles of play, with multiple kinds of villains, and mashed it together and made something cool. Same with Golgo-13: Top Secret Episode. Really cool games, and those that worked on them, I tip my hat.

    Screenshot from The Adventures of Bayou Billy
    About people’s work that I’m watching closely… I am not going to lie. I am severely detached from the whole homebrew scene right now. I have no idea about anyone that exists outside of Kevin, Beau, Tim and Joe Parsell, my Yoda. And even there, I have no idea what they may or may not be working on right now. I remember that Damian was working on Full Quiet. That’s about the extent of what I know.
     
    -How would you describe your design aesthetic, what to you are the hallmarks of a game made by you?
    I used to jam in this death metal band. I remember having a conversation with the drummer about a certain way I approached making riffs much of the time. It was basically something like, “I like to play the same thing twice, then change it up on the third time, and then play the first thing one more time.” So it’s like an A-A-B-A riff, if that makes sense? And I think that is kind of what my design for gaming is like, but not necessarily like that. I haven’t quite figured out what it is that I like to do when making a game, but when I make a certain thing, I know that that is the thing that I want? Basically, I feel like there is a formula that I like to use, but I haven’t quite put my finger on what that is yet.
    If I were to put a “hallmark” on what these games do, it is that the player starts off with diddly-squat, and by the end is over-powered, but the powers are increased in such a way that you don’t realize how great your character is until close to the end of the game. Something like that maybe?
     
    -What tools do you use to code & compose?
    For coding I use a text editor, and build with CA65 and LD65. I also use NESST for seeing how things could look. I use GIMP for all of the graphics work I need to do before transferring it to something NESST could use. I use a modified DragNSF 1.0 for compositions. I also use my bass and sometimes my own voicing on recordings so that I don’t forget something that’s musically in my head.
     
    -You started developing games for the NES around 2008, and playing in assembly for a few years before that. Has your approach to homebrewing changed over time?
    I’m going to say no, but I wish I could say yes haha I’ve noticed that I tend to have an idea, start on the game, and then keep adding ideas. I don’t think I’ve ever had a game where I pre-planned and stuck it out to the end, never changing anything. I always seem to keep building on what I originally saw, and only stopping when I think that it’s “good enough,” which I don’t usually think it is.
     
    -What have you observed about the evolution of the homebrew scene as a whole over the years you’ve been a part of it?
    I once wrote an article called “Why Most People Don't Finish NES Homebrew Games.” It is no longer a relevant writing.
     
    -You are also an avid musician, who composes the music in your games. Tell me about the development of Candelabra’s music, what is your composition process? Is the creative process for developing music different compared to your game programming?
    It’s not different in terms of a “means-to-an-end.” Just like how I program, I kind of write music by the seat of my pants, and don’t have a particular end-point until I feel like I’ve reached it.
    But, I will say it’s different in that, I’m more musically attuned to what I would like to do than I am with a game as a whole. I think music is really great, but it’s a far more simple beast than encompassing a vision of an entire world. The music is only a portion of that world, and I feel like the little bits of music I write are only one part of the tale of a world.
     
    -How would you describe the vibe of your music?
    Rock/Metal Meets *insert game genre*
     
    -How did you first conceive the Candelabra series?
    I originally wanted to make a 3D maze style game that was something that could be beaten in around 20-30 minutes. That was the original vision of Candelabra: Estoscerro. When the game was around 75% or more finished, I really actually got cold feet. At the time, there were people releasing platformers and getting tons of notoriety. I talked to my buddy Shawn, and told him I wanted to make some sort of platformer, but I couldn’t actually make sprites jump at that time, only move them. So he and I talked a bit, and decided to make a game of a wizard that could levitate. The sprite could be moved, but no jumping involved. This would end up becoming The Mad Wizard. As we got more into development of the game, we talked about this wizard maybe being the third character in Estoscerro, and tying it together. And that’s what eventually happened.
     
    -Tell me about the evolution of Candelabra, what led you to decide each entry would essentially be a different genre?
    I used to play all of my RPG video games with a certain character set. So, for instance, I would play Final Fantasy with Roth, Han, Hubs and Hekl. Roth as a fighter, Han a red mage, Hubs white, and Hekl black. I did this with other games too, like Ultima: Exodus. Except Roth would be a barbarian (like my AD&D character), Han a fighter, Hubs a white mage, Hekl a black mage… or whatever it was they were called on that game. So, because Roth was my forum name, I was discouraged from using that due to feeling like I would look like I was being non-humble(?) and putting myself in the games. So I went with Han, Hubs and Hekl as being the main protagonists. Sometimes on these games, I would have a character named Sven, who would be a thief. He worked his way into being the main guy in The Tenth Knight, but not as a thief, and spelled as sVen haha
    There’s even more to it than all this. There was a PS One game called RPG Maker. I never came CLOSE to finishing the game, but I had started trying to make a game with that. But many ideas I thought of have carried over, at least in principle, and I was calling it Candelabra.
    As for why I wanted to make each game different from the last in terms of genre? Just so it wasn’t the same. Each character is different from the other, and I think if you’re going to represent a character in a game, it’s proper to represent them in a state of play that is more conducive to how you would like them to be portrayed.

    Like playing God, but with pixels
     
    -In addition to each game being in a different genre, each has unique control mechanics that expand players’ conception of how NES games can be played, such as Estoscerro’s dual controller format/Virtual Boy controller compatibility. What is your inspiration for such out-of-the-box game design?
    Modern video games. I always appreciated things like Smash TV on the NES, where they went out of their way to make a totally different experience with the controls. It’s not always necessary, but if I can find a modern video game that has elements that haven’t been explored on the NES, I want to try and use those to create something new and interesting for the system. I think people find it refreshing. Maybe sometimes cumbersome, but if they actually put in the work like when they were kids to try and learn the controls for something, ultimately rewarding.
     
    -The series includes a wide array of characters. Do you personally identify with any of them?
    Haha! Not so much identify with them, as much as empathize with them. They all have these traits that I both love and hate, but I can look at them all with a certain regarded mix of admiration or adulation. I hope I can get the series to that point where people can see what I mean by that.
     
    -What new challenges or surprises surfaced in developing the various Candelabra games? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Don’t go with the flow of what other devs are doing. Don’t feel like “I need to make *xyz genre* because other people are making *xyz genre*.” Just make your games.
     
    -Which is your favorite Candelabra game?
    Completed? It has to be Estoscerro. I think The Tenth Knight will be my favorite once it’s completed, though.
     
    -Do you have a favorite game of yours from outside the series?
    Definitely Black Box Challenge.
     
    -Currently, The Mad Wizard, The Rise of Amondus, and Estoscerro are out, with mentions at one time or another of The Scarlet Matron, The Warlord Slayer, and The Tenth Knight. Are there any other games planned in the series?
    Yes, there are a multitude of games in the series that are planned. It’s just a matter of actually being able to make them. I would like to, at the very least, have 12 games in the series. There are ideas for each, but we’ll see if they pan out.
     
    -Do you have any updates to share on the remaining games in the series? Are you thinking of launching a crowdfunding campaign? Do you have plans to sell those games? Are you open to someone else handling production & distribution?
    I’m still working on The Tenth Knight. It is a labor of love, because I really want this to be better than Black Box Challenge, which I consider to be my magnum opus up to this point. I will not be crowdfunding, and I will not be selling any games. I will release them as ROMs. If there is anyone that will release my games on cart with no changes to the ROM at all, I may consider that as an okay thing to do. I’m not looking to even try to make money off of my games anymore. Well, unless some big ol’ company offers me hundreds of thousands of dollars hahaha I would change my tune then! We all know that won’t happen though, so it is what it is.
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects?
    Not really. I still want to finish Elusion of the Dead and NES Virus Cleaner+. Besides those, nothing that I feel the need to get out there. Well, I would also like to finish that Golgo-13 port to the NES from the SG-1000.
     
    -Are there any homebrew games in development that you are excited to play?
    I really don’t know of any right now. That’s how far gone I am from the development scene. I will still say that Full Quiet looks really interesting. And Neotoxin, but that’ll never happen.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Dear readers: Be a fan.
    Dear fans: Be readers.
    I’ll try to do what I can to finish my work, but no promises. I just hate to disappoint, but I’m trying not to. Life is hectic though.
     
     
    Conclusion:
    Thanks for tuning in to this latest episode of the series that shares the latest homebrew essentials and the brewers behind them. What are your thoughts on Sly Dog Studios and the Candelabra Epic? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?

     
     
  24. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 36: Red Moon Lost Days

    Introduction:
    While each generation of video games and the consoles that defined them touch on nearly every major genre, there are some specific associations that endured. For instance, the Sega CD conjures memories of the brief trend of full motion video (FMV) games, and the 16-bit era, between the SNES and the Sega Genesis, was perhaps the pinnacle of console beat-‘em-ups. The early disc consoles brought new prominence to an underrated genre: the visual novel. Lighter on interactivity but heavier on characterization, this genre, with masterpieces like Snatcher ushered in great storytelling to video games while also challenging the conversation of what constituted a video game or even art. As homebrew evolves and the skills of its developers reach the consoles that defined these genres, it's no surprise then that we are beginning to see new games for these old consoles which bring the homebrew flavor to the visual novel.
    For this entry, I’m covering Red Moon Lost Days, a visual novel developed by Neuromage Studio for the Sega Saturn. As of the time of this writing, the game can be downloaded on itch.io here, and purchased from publisher Retro Room Roo here.

    The Physical Edition CIB
     
    Development Team:
    Gabriel Sansigolo: programming, writing, user interface
    Adriano Kitani: game art
    Guilherme Crispim & Freedy Sanchez: music
    Caique Augusto: editing
     
    Game Evolution:
    The story of Red Moon Lost Days waxes on the Sega Xtreme forum most prominently. The game’s earliest presence there can be found in a November 22, 2021 post, introducing the game and sharing a demo in celebration of the Sega Saturn’s 27th anniversary. Another demo was shared to the site less than a year later in an October 24, 2022 post. But it was a January 31, 2023 post that heralded the game’s completion and release for download. Though most Saturn homebrew development stories end there, this lunar cycle wasn’t over. In a May 17, 2023 tweet, Retro Room Roo announced they would be selling a physical release of Red Moon Lost Days.

    Makers of Quest Arrest, fun merch, and publishers of others’ games
     
    Gameplay:
    Red Moon Lost Days describes itself as an RPG visual novel hybrid. You play as Kyou Tan Wa, a pilot and general for a reorganized China, investigating the disappearance of your friend, a fellow general. Serving Chukou base, you are the sword of your region, having come a long way from the old Middle East, between United Europe and Great China. As a visual novel, controls are as straightforward as they come in gaming, as you merely need to navigate the text menu through the story, hitting A to continue the text, occasionally moving the D-pad to make a choice, and twice using the D-pad to move your character around the environment.
     
    Review:
    Red Moon Lost Days is an atmospheric visual novel, deserving of a novelization or encyclopedia to expand its fascinating lore. Jumping between two time periods, the game offers plenty of characterization in bite-sized pieces that keep players not only engaged, but left wanting more story, whether with the same characters, or to explore the world with others. Spanning subjects such as friendship, loyalty, personal growth, and spirituality, this game presents a creative, accessible story, one which stands out for how different it is from the characters we’ve seen before. And for that reason, it leaves a hunger for more content. Fortunately there are two other games set in this universe: Red Moon of April and Alette If. As a visual novel, there isn’t much generally to say about gameplay, though compared to other games of the genre, I would have liked to see more opportunities for how the story progressed, such as with branching paths and multiple endings. Similarly, there were a couple of places where the style switches to a top-down RPG visual, and this could have been a wonderful opportunity for the player to take a more active role, perhaps in having some Final Fantasy-style battles with enemy Metal Knights, much like the shooting gallery asides found in Snatcher. Instead, these respites from the text are a chance to walk around and move from point A to point B.
    The graphics and music together are beautiful, communicating moods from tense and unnerving to ethereal. Though most of what we see are still images, many of the scenes, with vibrant colors and shading could be the meticulously crafted sets of a theatrical production. Meanwhile the scenes pull you into the text, almost hypnotically, unleashing your imagination with the seeds of its own story.
     
    Interviews:
    I wrote to the authors of this novel, and we became pen pals while discussing the story behind the story of Red Moon Lost Days, keep reading for more…
     

    Gabriel Sansigolo
    @G_Sansigolo
    -Before we dive into Red Moon Lost Days, I would love to talk about your background. What first inspired you to become a homebrew game developer? What is your origin story? What is the story behind the name Neuromage Studio?
    Besides the RPGs I made during childhood using RPG Maker, I started to develop games in early 2018 using python, at that time I knew few programming languages, I was a programming student, that knowledge supported me to develop whatever I wanted. And what I wanted was to create storytelling experiences through games. Time passed and in 2019 I started what was my biggest project, the game Red Moon of April, months after the beginning of the development I decided I wanted to make a Game Boy Advanced version of the game, it was then that my interest in retro game development began. I began making Red Moon of April for GBA, it was a start menu and an introduction only but studying the SDK (software development kits) and how the old console game programming works made me understand what I was facing. Neuromage studio was born from an idea of mine to direct the studio, a game development studio focused on AI software and games. Because of the focus on narrative games in the first five years of the studio I was not able to get this desire off the drawing board, but who knows in the next project.
     
    -Who are your influences? And whose work are you watching closely now?
    By far the person who most influenced me to develop games for old consoles was Tulio Adriano, one of the developers of Pier Solar, the RPG for the Mega Drive. He is also Brazilian and in an interview for the Brazilian retro gaming podcast, RGB Inside, he talked about how was the whole process of developing the game and gave little tips for those who had the desire to start, it was at that time I decided I wanted to make a game for the Sega Saturn. At the time I had just graduated from college and was in master's Applied Computing, I knew enough of programming I asked myself 'why don't I try, I know how to program'. Other influences of mine are Danilo Dias and Thais Weiller, the Brazilian developers behind JoyMasher, they are behind some great retro aesthetic games of the last few years like Blazing Chrome and Moonrider. Following their work for years has been very inspiring, they are a duo of developers worth following.

    Screenshot from Moonrider by JoyMasher
     
    -How would you describe your design aesthetic, and what to you are the hallmarks of a game designed by you?
    This is a tough question, I don't see myself following a single design aesthetic, for example the Red Moon games, Red Moon of April (PC/Vita) and Red Moon: Lost Days (Saturn) share the same art direction, a cartoonish anime-like direction. I tried to come up with an aesthetic design that matches what I was aiming at, science fiction mecha anime. On the other hand, the game in the Case of Renne Brás series, The Lighthouse of São Bento do Oeste (Saturn) follows a pixel-art plus real photos direction. I have tried to come up with an aesthetic design that combines mystery novels, such as Agatha Christie and Arthur Conan Doyle.
     
    -What tools do you use to code and create?
    For Red Moon: Lost Days I mainly used the C programming language. The game is programmed entirely in C, to compile the Sega Saturn games I used the JoEngine library and to build gameplay for my games I used the Neptune Engine.  Neptune Engine is what I call all the code that I started writing in The Lighthouse of São Bento do Oeste, my first Saturn game, and that I have used in all my console projects since then. It contains code to facilitate the development, on my end, of narrative visual novel/RPG like games.
     
    -What encouraged you to make games for the Saturn?
    As a huge gaming content enthusiast, I've always heard that the Sega Saturn was a difficult console to program. At the time I had watched a documentary about the Sakura Wars series, the YouTube channel Chronicles https://www.youtube.com/watch?v=ZjNeJv1o86A by far one of the best documentaries related to a Sega Saturn game. After that I fell in love with the Sega Saturn, everything around it was extremely intriguing, I joined my interest in the Sega Saturn to my curiosity to make games for the old console.
     
    -At the heart of Red Moon Lost Days is its RPG/visual novel style. What about this genre resonates so strongly with you? What inspired you to make this type of game?
    Some of my favorite games are Sakura Wars 2, Persona 2 Eternal Punishment, VA-11 Hall-A & Shin Megami Tensei III: Nocturne. I love RPGs and Visual Novels, and I really like games that mix genres. I love writing stories through games. I would say that what most inspired me to make Red Moon: Lost Days was the game series Sakura Wars, the anime Evangelion and the manga series Hunter x Hunter and Kingdom.

    Screenshot from Sakura Wars 2: Thou Shalt Not Die
     
    -What elements are crucial for a good visual novel?
    I literally don't know, although almost all my games are visual novels, I don't see myself as someone who understands the genre a lot, I like visual novels more and I like visual novels as a hybrid genre. Forcing myself to answer, I would say that probably characters, for me they are a crucial element of visual novels, it's no wonder that great universes that are born from visual novels become popular because of their characters.
     
    -How did you connect with Retro Room Roo? What was the working dynamic like across your collaboration?
    It’s not such an interesting story, after the digital release of the game, January 31 the game gained a lot of attention, Roo contacted me with the proposal to make a physical version of Red Moon: Lost Days, after two and a half years of development I wanted the game to reach more users and I knew that physical version would help. It was a very good dynamic, Roo seemed to like the game a lot and put a lot of faith in the release.
     
    -Ever since my first episode, M-Tee planted this idea in my mind that a game’s protagonist, who serves as both the player's point of immersion in the game as well as a reflection of its designer. What was the intention behind Kyou Tan Wa’s design, and are there elements of yourself that you see in her?
    I would say the effort, I don't see myself as a good programmer or a good game writer, but I managed to start and finish an RPG for Sega Saturn, a game from start to finish, I don't think it was due to skill but effort. Kyou as a character got where she got by effort, her childhood story, presented in Red Moon of April, shows how despite difficulties she brought positivity to Kohime and energy to move forward, I think I put that in her.
     
    -What aspects of Red Moon Lost Days are you most proud of?
    The story, from the very beginning the goal of making games was to create storytelling experiences, I think I achieved that with Red Moon: Lost Days. I managed to tell Kyou's story in a game.
     
    -What new challenges or surprises surfaced in developing Red Moon Lost Days? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    The memory of the Sega Saturn, making a game for a console with 1Mb of memory is quite difficult, every time I put something in the memory without removing something that was already there, I hit the blue screen - memory limit. Having space on a 700Mb CD is very deceiving, you think that everything flows from CD to memory, from memory to screen easily and no, memory management is everything.
     
    -Are there any other projects you have lined up on the horizon, Saturn, or otherwise? Any plans to publish a physical release of Red Moon of April? Any dream projects?
    Yes there are, in February of this year I started studying 3D game development, Unreal Engine 5 specifically, I've been studying since then. My horizon boils down to: continue studying Unreal Engine 5, as soon as I finish I plan to do 3 to 4 small game projects with a friend of mine, to practice 3D game development, after that I will go back to studying, this time FPS development in Unreal Engine 5, and after that start my personal bigger project, the sequel to the story of Red Moon: Lost Days, a 3D platform shooter inspired by DOOM (2016) and Metroid Prime. Related to Saturn there's a project on the horizon, but it's something only Portuguese speakers will be able to enjoy. As for new Sega Saturn projects I don't have any plans on the horizon at the moment, it's been four and a half years developing games for the Sega Saturn, I want to take my time until I come up with something that I feel compelled to do. About Red Moon of April there are talks but nothing solid to announce. And about dream projects, one of them maybe I'll do for smaller game projects I’ll study 3D game development, I would like to make a mystery/survival horror game inspired by Resident Evil, a series of games that I'm a big fan of.

    Cover art for Red Moon of April
     
    -Are there any homebrew games in development that you are excited to play?
    There are some, one of them is the Mega Drive game by IuriNery (https://twitter.com/IuriNery), another is Affinity Sorrow, the Mega Drive RPG by Second Dimension (https://twitter.com/alteredimension), another is the Dreamcast and Game Gear version of Paprium (https://www.kickstarter.com/projects/573261866/paprium-the-16-bit-beat-them-all-coming-to-the-next-gen), 2dreamcorp Samurai game for System 16 and Mega Drive and from Sega Saturn HELLSLAVE from XL2.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    I would like to thank you for the opportunity and leave my social networks for those who want to follow me:
    https://twitter.com/G_Sansigolo
    https://twitter.com/neuromstudio
    https://www.instagram.com/g_sansigolo/
    https://www.tiktok.com/@g_sansigolo
    https://neuromage.itch.io/
     
     

    Adriano Kitani
    @amkitani
    -Before we dive into Red Moon Lost Days, I would love to talk about your background. What first inspired you to become an artist? What is your origin story?
    I started my artistic career making comic strips and cartoons for a local newspaper. It was a side gig while I was working as a graphic designer. In 2015 the place I was working at closed and I decided to try going 100% freelancing, taking more illustration jobs. After some time freelancing, I was hired to illustrate YouTube thumbnails for a Magic: The Gathering channel called MTGGoldfish.
     
    -Who are your influences? And whose work are you watching closely now?
    Mostly comic book artists, some of my favorites are Brian Lee O'Malley (from Scott Pilgrim), Angeli (a famous Brazilian comic artist), Mike del Mundo (makes covers for Marvel).

    Arnaldo Angeli Filho , aka Angeli
     
    -How would you describe your design aesthetic, and what to you are the hallmarks of your art?
    I think it's a mix of newspaper comics with some manga/anime influence. It's kind of hard to describe my own art but I always see people pointing out the way I use colors.
     
    -What tools do you use to create?
    Mostly Photoshop and Procreate.
     
    -In your opinion, what makes good game art stand out and attract the attention of a prospective player?
    I think it's art that has a unique flavor or voice. It can be a unique way to work with colors or a very authorial style.
     
    -How did you connect with Neuromage Studio? What was the working dynamic like across your collaboration?
    Gabriel from Neuromancer Studio reached me via email to commission me for the game. We started with an initial set for the main characters and from there I started to work with other elements.
     
    -What aspects of Red Moon Lost Days’ art are you most proud of?
    For me it was the robot designs. It was the first time for me working with mecha and I was really pleased with the results.

    Go go mecha rangers!
     
    -What new challenges or surprises surfaced in working on Red Moon Lost Days? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    The most difficult part for me was designing the mechas, it was something I had no experience and took me some time to get it done. During this process I spent a lot of time looking for references and looking at how other artists work with this. The best thing to do when drawing something you're not used to is to research a lot in the beginning.
     
    -Are there any other projects you have lined up on the horizon, Saturn, or otherwise?
    Right now, I don't have anything new, but I would love to work on other projects like that in the future.
     
    -Are there any homebrew games in development that you are excited to play?
    To be honest I don't play much homebrew games lately.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Working with Red Moon was super fun and a great experience. I hope people enjoy and appreciate the game. Thank you!
     
     
    Conclusion:
    Thanks for tuning in to this latest episode of the series that tells the tales of your favorite new homebrews. What are your thoughts on Red Moon Lost Days and its development team? Do you want to see more games in this genre? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

     
  25. Scrobins

    A Homebrew Draws Near!
    A Homebrew Draws Near!
    A blog series by @Scrobins
    Episode 37: Full Quiet

    Introduction:
    I’ve frequently praised new homebrew for both giving us new gems in beloved genres, and for pushing the limits of homebrew closer to the heights of the console’s licensed era. But for all the achievements developers have collectively reached, one peak remained to be summited: scale. While myriad games have proven so addictive, fans will pour hours into them, we have not yet received the games that require hours, days, and more just to unfold the story. Until now. The nature of homebrew and indie games is such that larger projects will take more time, especially without the corporate budgets to propel them, though impatient fans make for a good substitute for screaming corporate executives. But now that the day has come, it was well worth the wait.
    For this entry, I’m covering Full Quiet, a game that defies genre with its elements of mystery, adventure, and puzzle solving for the NES by Retrotainment Games. As of the time of this writing, Kickstarter backers have received their orders, and the game can be played digitally on Steam here, purchased for the Nintendo Switch here, for the Xbox here, and physical copies are available for purchase here.

    Regular Edition CIB
     
    Development Team:
    Greg Caldwell: director, story/lore
    @IBtiM(Tim Hartman): producer, concept design
    Damian Yerrick: lead programmer
    Zachary Curl: lead background artist
    @humanthomas(Thomas Cippollone): lead audio, level design, concept design
    Andrew Burger: lead animator, concept design
    Doug Fraker: additional programming
    Oskar Alvarado: regular edition box & manual art
    Jim Rugg: limited edition box art
     
    Game Evolution:
    Full Quiet’s signal came in loud and clear, launching its Kickstarter on September 1, 2017, and starting a thread promoting the game on NintendoAge that same day. Backer tiers included a Steam key for the game; Steam keys for Retrotainment’s Haunted Halloween games; a swag bag that included a t-shirt, sticker, and pins; a cart-only option; regular edition CIB; limited edition CIB plus test cartridge to help the dev team with debugging; and the ability to have your likeness in the game. By the time the campaign’s broadcast was over and out, 509 backers had pledged more than $32,000. Test carts were sent out in May of 2021, and the completed game began shipping out in December 2022.

    Full Quiet Test Cart
     
    Gameplay:
    Full Quiet describes itself as…well actually it doesn’t pigeonhole itself into any particular genre. Simply put, it’s a new experience, mixing together a little bit of a lot. Like if the Coen brothers made a video game. You play as a resilient man of the woods, whose son has gone missing. You venture into the woods in search of him, all the while solving puzzles, repairing the radio grid, battling monsters, and rediscovering long forgotten secrets & lore, putting your survival skills to the test. A variety of equipment will help you map the area, track your location, communicate, monitor distant movement, and keep enemies away.
    Gameplay consists of exploring the woods and caves, overcoming the enemies and obstacles that would try to slow you. Controls are delightfully complex: the D-pad enables you to move and shift your view of the screen to see higher and lower, aim in 8 directions, and turn dials; the A-button allows you to jump, insert fuses to repair equipment, and adjust radio amplitude; the B-button fires weapons and places lures; the Start button causes you to dive; and the Select button opens/closes your PDA and changes radio wave forms. A creative reinvention of D-pad functionality has you aim downward when you press down, crouch when you double tap down, and place rope. Pressing up can also pick up rope, and when pressed while jumping allows you to grab ledges to climb up or swing to other platforms.

    Screenshot from Full Quiet
     
    Review:
    Full Quiet is a masterpiece from a team that has been impressing the community since they first appeared on the scene. This game reflects what is possible when time, love, and attention are poured into game development. Full Quiet may have won the facetious “race” to release against Mystic Searches, Former Dawn, Halcyon, and Space Soviets, but rushed this was not. The careful detail and complex gameplay make for an immersive challenge that will keep players hooked. We are thrown into the water of its story and learning how to play but are rewarded for learning how to swim. Exploration feels like being in the middle of a sci-fi psychological thriller, wandering from screen to screen, retracing our steps, and realizing that a detail in the background had more meaning than we assumed at first glance. The puzzles are exhilarating challenges that feel enmeshed in the story, with you feeling the stakes imposed on your character. Similarly, the use of a day/night cycle that marks the passage of time further draws players in, conveying the urgency of your mission and the peril of wasting time. At first you stick with the game because you don’t want to put it down until you feel like you know what to do. But then you can’t put it down because you know what to do, and you feel compelled to see how far the latest unlocked secret will take you.
    One would think a game set in the woods couldn’t have much variety in its graphics and color palette, but with Full Quiet you wouldn’t just be wrong, you’d be dead. Careful attention to detail and subtle movement will help you spot what hides among the trees. Offering a lot to see in its scenery, Full Quiet plays with its environment, creating a space where you can get lost but have the means to find your way and survive. The dark colors, save for the ever-changing sky, create a sense of claustrophobia that does not relent until you find safety or a more open space that feels like a breath of relief. The sprites complement this paranoia with its you-against-nature (or unnature?) as you stick out with your outdoorsman garb while many enemies blend in. Many games are content to create enemies that thematically match their environment, but in Full Quiet they are truly incorporated. Meanwhile the game’s music is beautiful but eerie, an atmospheric soundtrack with a classic Nintendo feel. At the beginning of the game there is no music, but a subsequent screen begins to play a tune very low, with a gradual crescendo, conveying your approach to something…safety? Danger? Your entry into this quest? Indeed, the choices of music and sound intertwine to bolster the psychological horror you must endure with each step deeper into the dark.
     

    Can’t stop to admire the view, there’s death in them thar hills
     
    Interviews:
    I opened lines of communication with Full Quiet’s development team to learn more about what may go bump in the night deep in those dark woods…
     

    Retrotainment Games
    @RetrotainmentHQ
    -Before we dive into Full Quiet, I would love to talk about you and your backgrounds. What first inspired you to become homebrew developers, directors, and producers? What is your origin story and the story behind Retrotainment Games?
    Tim and I got into this retro world through chiptunes. We come from a music background, playing in bands together, recording music, etc… Tim found some chiptune artists online who were using LSDJ and we thought it was super cool. We went to our first MAGfest just to check out a few musicians and learned more about the retro world at large. From there we started seeking out more info on how this music was being created, then we learned how NES hacks were done, and finally how homebrew games were made. It captivated us and so we set out to make an NES game about Halloween (our favorite holiday), thinking it would likely just be a one-off, fun project… something cool to hang our hats on. We dug into the Nerdy Nights tutorial to start making the game ourselves and along the way teamed up with super talented people who we formed a team with. We cannot say enough about the importance of the NES homebrew community, without which we would not be here. But now we’re four games in and we’re still working on projects together as a team that we’re really passionate about.
     
    -In addition to being game developers, you previously owned and operated Cash-In Culture Games, a video game store in Pennsylvania, where you are based. Do you feel that your experiences running the store informed the work you do at Retrotainment Games?
    I don’t think there was much crossover other than seeing how passionate others were about retro gaming. We did think we might be able to sell some copies of ‘85 through the store but the reality is that most retro gamers just want the classics. Totally understandable, but we do think we opened some eyes to the world of NES homebrew through the store, at least a little.

    The old Cash-In Culture storefront in Greensburg, PA
     
    -Who are your influences? And whose work are you watching closely now?
    Personally, I don’t really know enough about the gaming industry to have influences. I don’t follow any game dev outside of my friends in the NES community who ask me to playtest or who have games at conventions that I get to attend. I know the rest of the crew is more in tune with what’s going on in the gaming world. I just mostly hear about things once they’re released. It’s pretty sad when I think about it… I wish I had more time to get excited about things.
     
    -How would you describe your design aesthetic, what to you are the hallmarks of a game made by you?
    The games have to have something unique about them, I guess. We’re always looking for ways to mash up different ideas or create stuff that the NES has not seen before. We love pushing the envelope, testing the limits and challenging ourselves to make new things.
     
    -Though Full Quiet is a very different game from the Haunted Halloween series, they all have a fun, spooky horror vibe to them. What about this genre resonates so much for you?
    Our love of Halloween definitely oozes out into our projects. Also, the NES restrictions sorta keep us in the fun, spooky realm instead of the bloody, horror side of things. We just like weird, interesting things in general and the genre allows for that.
     
    -What tools do you use to code and create?
    We have been using Pyxel Edit for the art but we’re transitioning (although I’m struggling) to Aseprite. Outside of that we just use Notepad++, nothing fancy or interesting. We do create our own custom tools for working directly with our game engines to help make the process more efficient.
     
    -Where did the initial idea for Full Quiet come from?
    Two different game idea conversations that happened close to each other in time lead to Full Quiet - one with Zack about exploring a contiguous space set in the forest and one with Tim about hunting bigfoots. Things obviously changed and grew a lot from there, but those two were the initial ideas that came together. Then we brought in our love for other things in the game like the strange creatures, maps, ham radios, Morse code, etc…
     
    -What is the working dynamic like across the whole team at Retrotainment Games generally? How did you first connect with everyone else on the team?
    There’s nothing formulaic about what we’ve done over the years, each game’s dev cycle has been different. The key things are that we try to work through ideas as a team and that everyone understands that things evolve over time. Rarely does anything ever come out of the gates feeling right, everything takes iteration and revision to make it work, especially on the NES where efficiency is paramount.
    The team grew over time as we worked through the development process of ‘85. We started out just Tim and I making audio and graphical assets to learn the ropes, thinking we were gonna make the game entirely ourselves. Then Zack came on board and basically took our shitty art and made it nice. Then Thomas came on and started composing stuff that was so good that we stopped trying to make any more audio ourselves, although a few of Tim’s SFX did make the final cut 🙂 I started programming and got a few backgrounds and sprites implemented into a build and then Damian came on board with his wizardry and that was the immediate end to my programming career. We just rolled from there from one project to another. Along the way we brought in Doug Fraker to do some additional programming and Andrew Burger to do sprite work and that’s pretty much where we’re at right now.

    Screenshot from Haunted Halloween ‘85
     
    -What new challenges or surprises surfaced in developing Full Quiet as opposed to previous projects? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Life. Especially when working with a team, hitting deadlines is super important. Once you start pushing past deadlines life starts to really creep in and wreck your plans. We all set aside a year to make the game and after that year passed, life came crashing in and derailed our momentum. After that we just kept chipping away at the project, never giving up on it, just slowly and methodically chipping away at it. Letting the timelines slip was my biggest failure, one that we really struggled to overcome. I take full responsibility for it and have learned a lot from it. In the end we finished what we started, the way we set out to do it, it just took considerably longer than we had initially hoped, but we’re proud of the results.
     
    -I always ask my interviewees whether there is a reflection of themselves in the game’s protagonist. Do you identify with the hunter?
    Not personally in any real way, but I do identify with the lore and Ham radio aspects. My dad was a communications specialist in the army and I had an affinity for walkie talkies and CB radios growing up, so my dad taught my sisters and I how to communicate like radio operators from a young age. My handle was Hurricane because I was an out of control whirlwind that wrecked things as a kid and my dad was Hawk because he had a wild, sorta-pet, hawk when he was young. So that part of the game is near and dear to me.
     
    -There has been a lot of support and enthusiasm for Full Quiet, from the Kickstarter campaign, to the demos you shared at expos, and the updates you’ve shared online. How does it feel to see so many people excited about this game?
    Really good overall but it definitely put a lot of pressure on us to deliver. Not that we needed the motivation, but we definitely felt like some folks were waiting (patiently) for us to fulfill our promises and make what we laid out in the Kickstarter campaign. We can’t thank backers and fans of the game enough for trusting us with their hard earned money, their patience, and the messages they’ve sent to us, both public and private. It definitely feels great when someone personally thanks you for making a game. Although it feels a little backwards, cause we’re all like, no, thank you for supporting us; but it does feel good when people appreciate all the effort and time and detail that are packed into the game.
     
    -Speaking of the demos showcased at various expos, I was fortunate to play a couple of them and chat with you in person. How did you decide what portions of the game you wanted to feature in these demos? What was the response you received from players?
    This changed over time. Initially we just wanted feedback on the player mechanics and controls to make sure they felt right. But as development lingered on, we started utilizing expos as a way to effectively playtest different things like puzzles, equipment, enemies, etc… The response was always great, overwhelmingly positive. There’s something to be said for showcasing a game live and getting direct feedback from players. Some of the most important things are unsaid… There are things you pick up just watching how a player approaches something or reacts to something, physically emoting in various ways, usually without them even knowing it. There’s so much to be learned from that kind of experience, it’s really priceless.
     
    -What aspects of Full Quiet are you most proud of?
    I think the fact that we finished what we set out to do. Additionally, the fact that we stuck together as a team throughout all the difficulties. We made the game we wanted to make and we’re ok with whatever comes of it.
     
    -Over the past few years, you’ve also launched a number of prominent collaborations, such as the 6502 Collective with Sole Goose Productions, and 8-Bit Legit with Mega Cat Studios. What are your roles in those collaborations? How does it feel to be such a sought after partner? What advice do you have for others hoping to foster collaborations of their own?
    We just want to help get NES games out there. We’ve been blessed with meeting and working with so many great people from the community and we really appreciate all the opportunities that have been afforded to us. We work with others to try to make products the best they can be, from physical materials with the 6502 Collective to digital ports with 8-Bit Legit. We’re dealing with very niche markets, obviously, but we want to push things to be as polished and professional as possible.
    As for advice, I’d say that teamwork is a great thing. Learning to work with others who are willing to put as much effort into things as you are is vital, especially if you don’t have a lot of resources at your disposal to go it alone. Additionally, and maybe more importantly, finish. Just put it out there, whatever it is that you wanna get started on. Feel out the process from start to finish. Everything is flawed. As a creator, you get to learn so much more if you make the decisions and mistakes yourself than if you’re just analyzing things from the outside.
     
    -You’re also working on Garbage Pail Kids: Mad Mike and the Quest for Stale Gum. How is that game progressing? Are there any other projects you have lined up on the horizon? Any dream projects?
    GPK has been a great project through and through. It was a dream project to get to negotiate the licensing deal for an NES game with Topps for something that we loved as kids. We got to add some cool features like trading cards with GPK NPCs and porta-potty fishing that helped take that game beyond just a traditional platformer and make it feel true to the IP. We really loved digging into the limited GPK lore and filling the game with Easter eggs for those who geek out about the GPK universe.
    Now that we’re freed up, we plan to get back to the Haunted series to finish up that trilogy on the NES. We’ve also got a few internal games in the works that we have to decide on as well as continuing to collaborate with others on interesting ideas. We’re just honored that we get to represent part of the NES homebrew community and continue to work on cool projects as a team and with others.
     
    -Are there any homebrew games in development that you are excited to play?
    Halcyon for sure. Courier is gonna be killer once it’s released; I’ve been holding off on badgering Kevin for the ROM so I can play it on cartridge first. Kudzu for GB also looks like it’s gonna be a cool adventure.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    The patience and support we’ve received over the years is remarkable and we’re extremely grateful. We appreciate everyone who is a part of this NES nerd culture - developers, players, streamers, interviewers, hackers, pixel artists, chiptune artists, speedrunners… it’s all important and all part of what makes the community so dynamic and fun. Thank you to everyone involved!
     
     

    Damian Yerrick
    @PinoBatch
    -Before we dive into Full Quiet, I would love to talk about you and your background. What first inspired you to become a homebrewer?
    I had my first assembly language experience on an Apple II in eighth grade. Years later, someone showed me an early NES emulator. I started with simple graphics and text hacks that I never released, such as putting a character in a wizard costume. Later I wanted to cute-up Contra, but after looking at that game's coding, I figured that making something from scratch would be just as easy.
     
    -What is the significance of Tepples and PinoBatch as your usernames?
    "tepples" was generated in 2002 with a random word generator set to the phonotactics of cartoon character names. It replaced a username that my college had assigned to me, which many people had been misreading. "PinoBatch" came from a short story by Frank Thomas Smith.
     
    -Who are your influences? And whose work are you watching closely now?
    Influences that come to mind include EGAint author Eric Ng, whose use of the GPL inspired me to read Stallman, Torvalds, Raymond, and other founders of the free software movement. Also Swift, Collodi, and whoever invented the roly-poly toy that doesn't fall down, which Russians call a "nevalyashka."
    There are other fantasy authors and publishers whose work I've come to treat as "look but don't touch". I plead the fifth on mentioning them because I've seen how some of these companies scour fans' work for incriminating similarity to shake down amateurs and startups without a bottomless legal budget.
     
    -What tools do you use to code and create?
    I use Xubuntu operating system because I've found it faster than Windows at booting, startup, and file access. Many are available on both Linux and Windows: Mousepad for editing code; GIMP for editing background tiles, sprite sheets, and other graphics; Python to write asset conversion tools; and cc65 and RGBDS as assemblers.
     
    -You could fairly be described as one of the OG’s of homebrew. How has your approach to homebrewing changed over the years? What trends have you observed about the community?
    Prior to fourth quarter 2007, testing software on an NES required soldering EPROMs onto a circuit board salvaged from an existing game. This hassle kept many developers from having a chance to test their work on hardware, leading to widespread software that is compatible with the emulators of the time but does not run correctly on an NES. This became less of an issue in fourth quarter 2007 when the PowerPak came out.
    There was a fairly significant change in 2012. Until then, US courts had proven lenient toward authors of functional workalikes of programs, following Lotus v. Borland. This allowed the GNU project to produce replacements for popular programs that respect the freedom of its users while not requiring these users to spend a lot of time and effort retraining themselves on new software. In second quarter 2012, it became clear from the verdict in a lawsuit about a falling block game that the courts would not afford quite the same leniency to video game developers. It's as if only one company were allowed to make official-size tennis courts, rackets, and balls. This limited what sorts of projects a budding homebrew programmer could build for practice and show to others, and it led me to pull several past projects off my website and pick future projects with a less cavalier attitude.
    Apart from homebrew, the ruling led me to question the viability of esports based on proprietary video games. My conclusion was later borne out by the actions of Nintendo against Super Smash Bros. tournament organizers.
     
    -The breadth of your work includes test suites, templates, tech demos, as well as full games for multiple platforms. Across your development work would you say they have any qualities that seem quintessentially you that you have maintained across platforms? How would you describe your aesthetic?
    One thing often seen in my work is characters with no legs who scoot on their hands and bottom. This began when I designed a fantasy race inspired by the nevalyashka. After this, I went on to design a set of other races to use in games, many of them based on what would happen if a particular genetic difference became fixed in a human population, so as not to derive too closely from any existing product identity.
    At times, I have struggled to balance representing the aesthetic of the game world with accessibility to players in this world. There's a convention in some mediums to use different styles of type or lettering to represent different accents in speech. Some users report disgust at some of the typefaces I use, despite their being perfectly readable to me. One font choice back in 2001 even caused Cowering, maintainer of a ROM cataloging tool called GoodNES, to misspell my name.
    Occasionally I write short compositions to demonstrate various chiptune techniques. The choice of instruments and rhythms in these also reflects musical styles in the game world. There's a banjo-like instrument, sometimes some wind instruments, and an instrument sounding somewhere between timpani and washtub bass, and compound (or swung) time. This can be heard clearly in the music of "Sticks" and "Stairs" videos, which I had originally produced as references for character animation.
    https://pics.pineight.com/tweets/stairs.webm
    https://pics.pineight.com/tweets/sticks.webm
     
    -Do you take a different approach to each type of project, such as a test suite versus a game or tech demo? Which is more fun for you to work on?
    I put test suites and tech demos in the same category. They have a constrained scope, and apart from minor choices in visual design, a test is right or wrong: either it shows or it doesn't show the expected effect. Original games don't have an acceptance measure that is quite as clear. They have their advantages and disadvantages, including a tendency to induce writer's block.
     
    -Your work is also a prominent part of the Annual NESDev Coding Competition, including the 240p Test Suite, Thwaite, Concentration Room, and Zap Ruder, among others. Where do you derive your inspiration?
    Puns. Lots of bad puns. Thwaite is half of the name of the manor in Burnett's The Secret Garden, with an aesthetic inspired by a life simulation game popular at the time. RHDE likewise was a mashup of an early arcade RTS with a life simulator. Zap Ruder compares the light that a Zapper captures from a screen to the light that a man's camera captured as evidence of an assassination. I admit that with my interpersonal disability, sometimes I go too far. Concentration Room was originally a pun in such poor taste that I had to ask online friends to suggest something to replace it. I ended up expanding a 2-sentence pitch by Shiru in the NESdev IRC channel into the present lab accident scenario.

    Zapruder, I get it, evidence of the Kennedy assassination conspiracy…
    Wait…

     
    This looks an awful lot like Dealey Plaza…

     
    IS TEPPLES THE SHOOTER BEHIND THE GRASSY KNOWL?!?
    Another inspiration for the compo in the first place was an old policy in the Fedora operating system's repository against including emulators. Tom "spot" Calloway explained on the fedora-legal mailing list that if Nintendo were to sue, Red Hat didn't have an open-and-shut case for the legality of emulators. The rise of a vibrant NES homebrew scene may have since caused Fedora project leaders to reconsider this stance. I'm not entirely sure how the policy is construed nowadays.
     
    -In fact, as the developer of the Action 53 multicart engine, many rising homebrewers can attribute some of the exposure their games have received to you. Additionally, as one of the admins of NESDev, you serve as a major steward of the homebrew community. What are your thoughts on this role you play in fostering the community?
    I remember watching a documentary about the development of Action 52 by Active Enterprises. It explained that the goal of Action 52 was to replicate the experience of playing a pirate multicart, just without the piracy. It got a bad reputation because the games' development was unduly rushed. I had the same goal in mind with Action 53, with the volunteer effort of the homebrew community instead of a mad crunch. The layout of the menu itself was inspired by later volumes of PlayStation Interactive Sampler, the demo disc included with original PlayStation consoles, as opposed to earlier volumes whose notes Nintendo may have copied for Wii Menu.
    My participation in the compo sort of tapered off in 2015 when Retrotainment hired me to work on the Haunted games and Full Quiet.
     
    -Much of your work is open-source, so others can do what they want with it. Do you have any secret, specific hopes what some will use your projects to create? How would you describe your philosophy about the public availability of creative tools such as your templates?
    Once I drafted something called the Theme License. It'd act as a dual license of the GNU GPL and a more permissive license with some random restriction on the field of use. The GPL is a copyleft license that free OS distributions like and some for-profit companies haven't figured out how to use effectively. The GPL in particular is incompatible with the terms of the app stores of iOS and modern consoles. The other half of the Theme License allows use in proprietary products, subject to one constraint from each contributor. This could be the theme of a game jam, or "do not make erotica of my characters," or "you may use this in any work incorporating a nevalyaska person as a main character." If a lawyer wants to help me finish the Theme License, let me know.
     
    -You’ve worked with Retrotainment Games for several of their releases. How did you first connect with them and what is the working dynamic like as you work together on these games?
    I started on Haunted: Halloween '85 in March 2015 through a job posting on the NESdev forum by a recruiter who was also the developer of the game's Steam port. Every change needed to go through me, big or small, whether it was background art, sprite art, physics, level layout, or enemy placement and behavior. This made iteration tedious. For Haunted: Halloween '86 and later games, we started working more closely as a team, and I was able to train my coworkers on editing things like level color palettes, collision maps, enemy placement, and constants related to physics.
    I'm remote, living two states away from Retrotainment's office. Sometimes I get a lot of work that's steady and straightforward, and sometimes the work comes in spurts and I get a lot of hours in one day and few in another.
     
    -Tell me about the evolution of Full Quiet from a programming perspective.
    HH85 and HH86 had one-way scrolling like Super Mario Bros. This let me cheat a bit with video memory, as if something appeared only at the start of a level, I could unload it once the camera passed by it and load something else as the camera approached it. To achieve a sense of exploration and verticality in FQ, I devised an 8-way scrolling engine with a map format inspired by the architecture of the NES game Blaster Master. This required all the art to be loaded up front, and it was challenging for the background designer to adapt to the video memory constraint. One thing we ended up doing was splitting the background into two images: a playfield and a parallax loop for things in front of or behind the playfield. Because only one of those two images appeared on any line of the screen, I could give them separate sets of 256 8×8-pixel tiles.
    Compared to HH86, FQ has a much larger and more open world, with a bigger set of things interacting with one another. Level designs and lock-and-key placements had to be revised several times to address soft locks and hard-to-understand things discovered during testing. At last count, there were like 16 total game modes, minigames, and menus.

    Screenshot from Haunted Halloween ‘86
     
    -Did you have a different attitude toward developing Full Quiet compared to your own projects? Is the experience of developing them different?
    In some ways, FQ was easier than my own projects, as I didn't have to make all the art, write all the story, and the like. Greg sent me rough GIFs of an enemy interacting with a player, and I translated those into drafts of the action instructions (AI) that the enemy would follow, first in pseudocode and then in assembly language. It was just much, much bigger in scope than anything I'd done in my free time. There was also the issue of using a sound driver whose internals I wasn't familiar with, and I needed occasional help from its maintainer Doug Fraker to add hooks to trigger actions when a song loops. (Doug also did one of the minigames in FQ.)
     
    -What new challenges or surprises surfaced in developing Full Quiet? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    I hid a message in HH86 about process lessons that I learned during development. I got the idea for this after seeing programmer rants from Pachi Com and The New Tetris on TCRF. During FQ, we improved on some of those points. At times, I felt we bit off more than we could chew with this project. It also became more difficult to put concepts in front of play testers when trade shows closed during the pandemic.
     
    -What aspects of Full Quiet are you most proud of?
    Mostly that I managed to come up with an engine that gave us headroom for expansion. Over the course of a week, I could take the engine, yank out all the levels, enemies, and event flags, drop new levels in, and have the basis for starting work on Garbage Pail Kids with its new set of player and enemy characters. I'd compare it to Rockstar's reuse of the Rockstar Games Presents Table Tennis engine for Grand Theft Auto IV and Red Dead Redemption.
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise?
    Garbage Pail Kids and Full Quiet have just come out on NES. GPK also recently came out on Steam, Nintendo Switch, and Xbox One. I'd also like to make a physical release of 240p Test Suite including some of my past games, with a frame story that the TV field tech brings the games to help test the TV with a client.
     
    -Are there any homebrew games in development that you are excited to play?
    It might sound surprising from a dev, but I haven't really been following new game releases.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Don't base your life around a product identity from the entertainment industry. And don't take a job with an employer who insists on a broad non-compete or an anti-moonlighting provision.
     
     

    Zachary Curl
    -Before we dive into Full Quiet, I would love to talk about you and your background. What first inspired you to become a homebrewer and artist? What is your origin story?
    I’ve been drawing for as long as I can remember being alive. I always wanted to be an artist growing up, but I don’t think I knew what that meant. My uncle was an artist, but I never had too much of a chance to get to know him, as he died when I was only 2 years old, so I think the biggest thing that appealed to me was the idea that I could make the world be whatever I wanted it to. I was a pretty imaginative kid, which I wouldn’t say is quite the flex that it sounds like, so I pretty much only wanted to draw my ideas. I have been dealing with depression since I was very young and hated school, though I loved reading and learning, so I always wanted to see how things worked so I could draw them.
    I eventually was able to stick it through a tech school and get an associates degree in visual communications focusing more on print design, hoping that one day I would be great at making comics, but I never thought I was as good as I wanted to be, and while I had been doing freelance design work for a while, Greg asked me if I was interested in maybe working on a game and let me know what he wanted. I had known Greg for a few years because he played hockey with my brother, but he actually didn’t know that I drew or anything. I basically said “hell yeah,” and was interested enough to not really give up when I was learning, and it felt like a good fit for me.
     
    -Who are your influences? And whose work are you watching closely now?
    I think my first influences growing up was my family. My mom will disagree, but she was a terrific artist, and I would see her drawings that she kept around and really wanted to emulate them. My dad always wanted to be an architect, but like most dads back then, he became an accountant/money related guy. I got to see him work on floor plans sometimes on the weekends, just for fun on graph paper, so that was an impact on me in terms of design.
    I always read comics and watched animation growing up, but as I entered adolescence and my mid-teens, I discovered Akira and the work of Katsuhiro Otomo, who has remained a tremendous aspirational influence to me even today.
    When it came time to make 2D sidescrollers, the two biggest sources of inspiration I looked towards were Noel Sickles and Jacques Tardi.
    Noel Sickles kind of reinvented the way comic strips flow, and it provided me with a way to approach horizontal eye-line on a flat, left-to-right visual plane.
    For me, Jacques Tardi is a perfect cartoonist. He perfectly blends architectural correctness with a loose caricature that never doesn’t impress me, so when I was trying to understand background design for a game who’s hardware leaves very limited room in terms of line variation, it only made sense to look at how he was able to achieve such correct-looking backgrounds with so few lines.
    I’m constantly looking for new art, new films, new music, and I’m a bit of a collector. To put a final point on a very long answer, I think that it’s super important to keep searching for new things because you can learn something valuable from everything.

    “Nestor Burma Paris – 4th Arrondissement” by Jacques Tardi
     
    -Do you feel that your art has any qualities that are uniquely you? How would you describe your aesthetic?
    Hmmm, that’s actually hard for me to say for myself. When I look at my drawings, I see a composite of basically everything I love, so even when I don’t succeed in a drawing, I feel like I’m just using everything I’ve learned along the way to complete my idea of how something should look. For my own personal tastes, I love finished art in black and white. I love screen tone, and I love doing as much by hand as I can.
    For game art, as I mentioned, the biggest thing I focus on is to create as much as I can with as little as possible. It’s the product of working and reworking levels with the rest of the team; sometimes as a requirement of saving space, and sometimes just making something insinuate more than an exact reproduction could achieve.
    I think I use far fewer colors than most artists working on the NES right now. Because of the limitations in colors and palette restrictions, I tend to reuse the same colors in multiple palettes to create an effect that essentially hides the grid that one normally associates with art on the NES.
     
    -What tools do you use to create your art?
    For game art I have been using a program called Pyxel Edit. It’s a pretty easy to use program that allows for easy tile creation and management. Our programmer, Damian, created us a custom checker tool that lets us manage our tile usage and palettes, and it’s become indispensable in our creative loop. I don’t think Pyxel Edit is supported anymore, so I’m sure that will change in the not too distant future.
    For my own personal work, I love pencils, pens, inks, screen tone, and watercolors. Since I was a kid growing up with comics, I’ve always thought of inking as the final step to a drawing, so much of my consternation in my own work comes from that step and not feeling good enough.
     
    -In your opinion, what makes in-game as well as concept art stand out?
    Ooh, that’s a good question. I think for concept art, there really isn’t any real rule I adhere to or any one thing that appeals to me. I love Syd Mead and how he would find a sense of space for all of his concepts. It lives and breathes and just sets my imagination on fire, so despite whatever style or detail in concept art, I just love anything that makes me tell myself stories in my own head.
    In-game art is a little tougher to define. I can like anything that doesn’t feel illegible. Great design never goes out of style.

    “Downtown Cityscape/Blade Runner” by Syd Mead
     
    -Tell me about the development of the art you created for the game, what is your composition process?
    The initial seeds of Full Quiet came actually really early, even going so far back as before the first Haunted Halloween game was finished. I was basically the only creative member of Retrotainment at the time --I say creative in terms of what you would see visually, because Greg and Tim already knew what they wanted, they just didn't quite know how to achieve that yet. As I understand it, Greg was speaking to a couple different programmers at the time who were trying to get the game to work how he and Tim had envisioned it playing, and I was still pretty early in learning how visuals on the NES worked, so after I had built the first level of HH'85 (which of course would later be redone), we wanted to keep me busy getting used to the workflow we would need. Greg had a kernel of an idea that I then riffed on and we expanded together; all that time I was coming up with a visual prototype for our shared idea. We knew it was a long way off, and actually might not happen, but I was learning what would become my visual language over the course of our games, so by the time we were up and moving on Haunted, I was more or less ready to go.
    After we had completed our first two games, we had been hired to prototype a game for someone else that was put on hold, come up with other small ideas that never fully suited our skill sets we had been developing over those past two games, and were kind of just looking for the next step for our team. We felt like our core unit was pretty strong, if not still pretty green, but we all knew we wanted to keep making games. Greg and I casually mentioned the old idea we had to Thomas, and I had it all in front of me on my computer, so we watched the prototype animations, looked at some visuals, and told the story that we thought our game was going to be about. Our story was picked apart and essentially rewritten as we threw out so many ideas that we originally thought this game was going to be about, and Full Quiet became something almost unrecognizable from our initial ideas. It should hopefully go without saying that we all learned so much after the development of our first two games, so we felt like this was the right time for us to tackle something much bigger.
     
    -How did you first connect with Retrotainment Games?
    I was basically the first member added to the team. I'm sure Greg and Tim have told you their origin story, and in a way, Retrotainment had been there between them in their imaginations the whole time, but after I had met with Greg to talk about what they wanted to do, he showed me his prototype art and I was able to reinterpret it into something that made sense to me. I don't think it's conceited of me to think that that was kind of the reality of what Retrotainment Games was coming into full view; the next steps were finding a composer in Thomas and a programmer in Damian, each of which made Tim and Greg's vision of Retrotainment come true.
     
    -What was the working dynamic like in your development of Full Quiet?
    The way we worked back then was much looser than how we work now, but early on we really all were involved in the development of ideas that would go into our games. The Haunted series was really Greg and Tim's baby; it was a childhood dream and still feels very close to them today. Full Quiet was the first time I think that Thomas and I felt like we were right there in the process from the beginning, and we were really creating this thing together.
    For a long time I felt like I was working alone; I had taken a lot on my shoulders that in hindsight I probably shouldn't have, so the rest of the team had to wait because we had designed a workflow initially that required me to complete a pretty large chunk of the visual world before they were able to move on in a lot of other processes. What was initially supposed to have been a very short development time grew exponentially because of the difficulty I was having managing my work in addition to the rest of my life. I assumed that it would be an easier process than it was, and I couldn't have predicted the mental fatigue and exhaustion that would come from me pushing myself creatively while at the same time dealing with some undiagnosed mental health issues. I think I was really hard to work with at the time, but everyone was really wonderful and encouraging throughout the process. That isn't to say that arguments didn't arise, and certainly everyone was fighting to have their ideas and opinions heard, but in the end, I'm really proud of how we all came out of it, and I really miss those days of meeting every week at Greg's house to share what we had done throughout the week, and drawing on a the massive piece of design vellum that would become the overworld map of Full Quiet.
     
    -What new challenges or surprises surfaced in working on Full Quiet, compared to, say, the Haunted Halloween games? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Jeez, I feel like everything was a surprise. We were starting with an engine that Damian had built over the course of the Haunted games, but as I understood it, we kind of had to work in a way that we hadn't before to attempt this new, open-world structure we were envisioning for Full Quiet. We had seen NES games that had attempted what we wanted to do, and we knew what didn't work with them, so really it was about trying our hardest to make things make sense not just to us, but to an audience of first time players.
    In terms of my work, I was doing everything I could to make sure our directional system made sense. I studied animation backgrounds, trying my best to make sure each turn the player took made sense visually; whether or not it was completely successful is up to the player, but I know that we kicked and screamed our way through the process on our end.
    To make something as large as we were shooting for, we really had to scale down the detail I was used to putting in the backgrounds. We had to change our visual style to make up for that. Something that was tough at the time was looking at the work of other people and trying to compare myself to them. Frankengraphics is an artist that I really admire. She does unbelievable work on the NES, and is just a terrific artist all around. She is so much more knowledgeable about what she does than I am, and seeing her constantly create in the way that she does made me really feel sad about my own work for a long time. Ultimately, that isn't anyone's fault but my own, but learning to be happy or content with the work that I was creating was also a part of the process of Full Quiet that I didn't ever see coming. It was difficult for me to separate myself from my own expectations of my work when what I should have been doing was listening to the team more. I think that's the biggest advice I could give to anyone aspiring to make games; there are people who can do it all, for sure, but when you enter into a collaborative process, please be sure to listen to and value the opinions of the people around you. It can only make you all better at what you want to accomplish, and honestly taking into account other people's feelings will make you better and more empathetic for your future.
     
    -What aspects of Full Quiet are you most proud of?
    I'm so proud of the entire team. I'm proud to have been even the tiniest part of the lives of the people who came together on this project. It's an achievement that can only make us better people and stronger creatives. Whether we hit every pitch out of the park or not, we swung with everything we had, and I'm proud to say that we tried with all our hearts.
     
    -Are there any other projects you have lined up on the horizon? Any dream projects?
    I've had an idea in my head for a long time now, and I've been prototyping and building visuals for it for while, but we'll see where that goes. I'm on board for our team, so we'll see what the future brings. Other than that, I'm always drawing, and I'm trying to focus on getting a couple fanzines made this year with some other friends of mine.
     
    -Are there any homebrew games in development that you are excited to play?
    I've been really bad at keeping up with any new game releases these days, homebrew or otherwise. I've been using my free time lately to play older games that I love; I'm very seasonal in that respect. I've mostly been reading a lot and trying to catch up with all the movies I've been putting aside and meaning to watch.
    I would recommend that anyone interested in Homebrew games just do a quick search on twitter; there are so many wonderful people that share their games and the games of others. The whole indie games scene is really terrific.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    This was really fun to do. Sorry for my unbelievably long answers to such perfectly written questions. Anytime anyone thinks of me makes me feel so nice, so being asked to participate in this was a real joy.
     
     

    Thomas Cippollone
    @thehumanthomas
    -It’s great to interview you yet again! Last time we chatted about Chumlee’s Adventure, and I’m excited to catch up with your dev work. This might be our third interview! How have you been since then?
    I've been doing well! I'm working on a lot of music both for games and just for my own entertainment.  Cannot complain.
     
    -How did your relationship with the people at Retrotainment Games come about? Where did this game begin for you?
    I have been with Retrotainment since Haunted '85. As far as Full Quiet goes, I was there from the start to finish, working on a lot more outside of just the Music and Sound.
     
    -Full Quiet, in addition to the Haunted Halloween games center around horror, either silly spooky or just plain eerie. Are you a horror fan? Where did you draw inspiration from in your compositions for Full Quiet?
    I wouldn't claim to be a big time horror fan but I am into the genre. I just don't like to be jump-scared. For the Full Quiet soundtrack, I wanted to create a lot of atmosphere which is particularly challenging on the NES. The Shadowgate soundtrack is a pretty big influence on this one, which I feel has a really great vibe to it. I learned the pseudo-delay type effect from that game.

    The influence of this game is more than…skin deep
     
    -What was the working dynamic like in your collaboration with Retrotainment Games, how did it compare to your other collaborations?
    Greg and I work really closely on all the Retrotainment projects, I am doing level design, boss design, and all types of stuff as well as music and sound effects. With most projects outside of Retrotainment, I'm almost exclusively writing music and nothing more.
     
    -What new challenges or surprises surfaced in developing Full Quiet’s music?
    The ongoing challenge for me with writing music for the NES is making it as dynamic as possible while using the smallest footprint possible. I re-wrote the soundtrack 2 times to free up more space for the overall game.
     
    -What aspects of Full Quiet’s sound are you most proud of?
    I am really proud of how I managed to capture the atmosphere. We really wanted to make sure that players didn't feel rushed while exploring and wouldn't get tired of the area themes. It came together pretty nicely, I think!
     
    -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects?
    Currently, we are just in the pre-planning stages for the next project. I can't really go into details yet because I don't even know what it is yet, haha.
     
    -Are there any homebrew games in development that you are excited to play since we last spoke?
    Honestly, I am totally out of the loop right now, but please feel free to throw me some recommendations.
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Sure thing! I have nothing else really going on so if anyone needs a soundtrack or even just a few tunes feel free to hit me up. Thank you!
     
     

    Jim Rugg
    @jimruggart
    -Before we dive into Full Quiet, I would love to talk about you and your background. What first inspired you to be an artist generally, and more specifically how did you break into homebrew game art?
    I’ve always loved drawing. When I was 10, I bought a comic book and decided that I wanted to be a comic book artist.
    A friend of mine was working on the game, and I guess he showed my work to the team. They asked me to do some art, their terms sounded good so that is how I got involved.
     
    -Who are your influences? And whose work are you watching closely now?
    Most of my influences are comic book artists like Frank Miller, Todd McFarlane, Jack Kirby, and Dan Clowes. I studied graphic design in school so designers like David Carson, Saul Bass, Paul Rand…I also liked wrestling and movies growing up and I think those influenced me as well.

    Frank Miller, a familiar name in art to be sure
     
    -What in your opinion makes art compelling? What grabs your attention? And what kind of video game box art would make you choose one game over another?
    Bright colors, contrast, and being different are the things that grab my attention.
    I’m not a gamer. The last game I remember buying was NHL 94 for the Sega Genesis.
     
    -You've also worked on mammoth projects like Hulk: Grand Design, Street Angel, and more with Cartoonist Kayfabe. Do you feel that your art has any qualities that are uniquely you? How would you describe your aesthetic?
    One unique part of my comics is that I usually handle the lettering, design, and color myself. Traditionally, those roles were done by a team. By doing it all myself, I think I’m able to create comics where those various elements complement each other and service the story in ways that can’t always be achieved through collaboration.
    My aesthetic…pop art, graphic, direct, colorful.
     
    -What tools do you use to create your art?
    Pencils, markers, ink, sable brush, crowquil pen nibs, rapidographs, iPad, ProCreate, rulers, french curves, templates.
     
    -Tell me about the development of the art you created for the limited edition box for Full Quiet, what is your composition process? Is the creative process different compared to when you create character designs and illustrations for other projects?
    I did a series of sketches and shared those with the team. Then applied their feedback and revised the sketches into final art. It’s been a while since I did the Full Quiet art…I may have used Photoshop and a Wacom pad. I think it was before I started using an iPad.
    The creative process is different for every project. If it’s collaborative, it may depend on client. The things that stay the same are usually that I create a lot of sketches and ideas – rough, fast, and loose. Then I’ll revise my favorites and share them with the client. That’s true of illustrations, covers, character designs. I try to be as creative as possible in the beginning and then when I’ve spent some time just playing around and thinking about the project from different angles, I switch to assessing the sketches and determining what suits the job. Most of my work is about communication so I’ll look at my sketches and review the original goal. Sometimes a great idea doesn’t fit the project so that is something I try to consider at this stage. Then when I’m happy with a couple of ideas, I send those to the client.
     
    -How did you first connect with Tim & Greg from Retrotainment Games, and what was the working dynamic like?
    A friend of mine was working on the game, Zach Curl. He showed them my work. We were all in Pittsburgh so we met in person. They showed me the game in-progress. Told me what they planned to do. I think they had some of the music so they shared that. I asked them a bunch of questions. They had some ideas for the cover art so I went home and started sketching. Emailed them sketches. Then we talked about the sketches and applied their feedback. Pretty standard.
     
    -What new challenges or surprises surfaced in your work on Full Quiet? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
    Drawing as if we’re looking in or out of a window was fun and different for me.
    The lesson is always that communication is key in collaboration. Ask questions. Make expectations clear for you and your collaborators. Clear communication is a valuable tool.
     
    -Is there another project after Full Quiet on the horizon? Another dream project that you hope to bring into existence, video game or otherwise?
    I just published a comic book called True Crime Funnies. It features 2 wrestling stories, Andy Warhol, and a true crime story about a rookie narcotics cop and his violent first day on the job.
    I also just made a zine called 1986. It’s all about comic books in the year 1986. Dark Knight Returns, Maus, and Watchmen came out. Teenage Mutant Ninja Turtles inspired hundreds of people to create their own comic books. Marvel created the New Universe (haha). Comic books changed forever that year. So I made a zine that collects articles, art, ads, covers and more chronicling 1986.
    These new works go on sale October 26th jimrugg.com.

    True Crime Funnies by Jim Rugg, on sale now!
     
    -Are you a fan of homebrew games? Are there any homebrew games in development that you are excited to play?
    I am not a gamer. Games scare me because I find them addictive! So I try to avoid games unless I’m being paid to play them!
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Make stuff. Create. You don’t have to be a professional to make things. The most inspiring part of working with Tim, Greg, and Zach was seeing their creative process. Because game design isn’t something I do, it gave me a new perspective on storytelling, character design, setting, color…I think there’s great value in spending time making something – alone or with other people. So don’t just play games, make a game or a story or a comic book! If I can do it, you can do it.
    Go subscribe to Cartoonist Kayfabe. It’s a daily YouTube channel about comic books where Ed Piskor and I talk about comic books, artists, how we make comics. We also have guests like Todd McFarlane, Gerard Way, Scott McCloud, Eastman + Laird, Robert Kirkman, Mark Millar, Rob Liefeld…
     
    But wait, there’s more!!!
    Since Full Quiet’s release, something really interesting happened: a Discord channel about the game turned into a sort of help line in which players could reach out to each other and collectively work through the various moments in which they got stuck. This Discord belongs to a fellow set of homebrew fans, the guys of the Homebrew Game Club! As a special addition to this post, I interviewed this club’s members to learn more about their podcast as well as this beloved homebrew hotline.
     
     

    Homebrew Game Club
    @hbgameclub
    -Before we talk about the podcast and its recent significance related to Full Quiet, I would love to talk about you and your backgrounds. What first attracted you to homebrew? What is the origin story of the Homebrew Game Club?
    Nick: I started collecting retro games several years ago as a hobby, but stayed clear of homebrew for a while because I found it difficult to know where to start. Eventually I stumbled across the Assembly Line podcast and got excited about playing the games talked about there, and I built up a reasonably large NES homebrew collection in a short time.
    A watershed moment came when I got my copy of Micro Mages in the mail after backing the Kickstarter for it. I had the game, a NES, a huge old CRT, and a Four Score with enough controllers for it, but I needed friends to play it with. So I invited Conor, Bart, and another friend over for a game night. I doubt they believed we were actually going to be playing a brand-new NES game until we were all sitting in front of the TV. Everybody had a great time, and after that, we started meeting up once a month to play different homebrew games from my collection. Eventually I got the idea to turn our meetups into a podcast, and here we are.
     
    Conor: I was vaguely aware that homebrew console games existed through Twitter and other social media channels. This was mostly as it overlapped with my interest in tech more generally. Looking back I would say I mistakenly believed all homebrews were cracks/hacks of existing games, or very proof-of-concept tech demos.
    Playing Micro Mages at Nick’s was a seminal moment. I had so many questions going through my head from how the cart was manufactured to how Nick even knew about the four-controller attachment 😄 The podcast really felt like a natural extension of our playing together.

    Wow the number of times I’ve heard someone note Micro Mages was a seminal moment for them
     
    -Do you listen to any podcasts, gaming-related or otherwise?
    Nick: I drive a lot for work, so my podcast library is huge. I subscribe to around a hundred podcasts, although I obviously don’t listen to anywhere near that many. Believe it or not, relatively few of those are gaming podcasts! The Assembly Line is always a classic, but I’m also a fan of Hardcore Gaming 101, The Collector’s Quest, Homebrews In Focus, and anything featuring Jeremy Parish. Besides gaming, my favorite podcast topics are media, technology, and politics.
     
    Conor: I used to listen to a lot more podcasts when I had a car, pros and cons of public transport life 🙃 My favourite gaming-related podcasts are those that have a slightly tangential view on gaming. VGMpire is no longer active but was one of the first content creators I encountered taking game soundtrack analysis more seriously. I loved their style of emphasizing their personal connections to the music, with the more technical analysis (whether musically in terms of chord progressions or the hardware instrumentation choices) serving to provide context rather than the core discussion. Tech, politics, business and music are the main categories of podcasts I listen to.
     
    -What makes for a good podcast episode?
    Nick: I think the most important thing is keeping the conversation reasonably organized and moving forward at a good flow, which is the host’s main job. Our first numbered episode (Lizard) had no outline, because we thought it would sound too scripted – we just went in excited to talk about the game and assumed our enthusiasm would make great content. So we got almost four hours of audio, and it was rambling, repetitive, inconsistent, and in the end practically unlistenable. It was an editing nightmare. I managed to get a decent episode out of it by chopping out over two thirds of the audio and heavily rearranging the rest, but I told the guys afterwards that if we wanted to put out more than a handful of episodes a year we would need to go in with a better plan, because otherwise this amount of editing would eventually drive me crazy. So now we have a relatively structured podcast, which I think you can easily hear if you’re paying attention. Now that everyone’s used to it I think we’d all agree this is a better way to record.
    Besides that, I’d say the most important thing is to remember to have fun. It’s a lot of work to make a quality podcast, but if you’re not enjoying yourself, that’s going to come across in your performance. No matter how much work we put in before or after a recording, once the mic is on I try to remind myself that this is a space for hanging out with my friends and talking about games, so it’s time to relax and enjoy it.
     
    -How have your tastes in games changed over the years?
    Nick: My enthusiasm for video games has waxed and waned over the years. I was a console gamer until high school, when I discovered PCs. Throughout the 2000s I only played a few big-name AAA games a year, but the growing indie scene got me interested in the hobby again. Then I started building Retropies for myself and friends around 2016, which (ironically?) got me into collecting retro games, and eventually homebrews.
     
    Conor: I would say that I’ve also had my level of interest in games vary over time. I’ve always enjoyed puzzles, story-heavy or offbeat games, with strategy & first-person shooters taking over my brain a lot in high school. I didn’t play much in college but then I moved to the US and started working in the casual/mobile game industry. It became a new challenge to not just play and win the games, but learning how they get developed and what separates a good game from a great game.
     
    -What tools and equipment do you use to record and post?
    Nick: We record on Shure MV7 USB microphones via Zencastr, which is like a tricked-out Zoom for podcasters. I do all of our editing in Adobe Premiere. I realize that’s probably not typical for audio podcasts, but I already have an Adobe subscription through my job, and it’s an interface I’m extremely familiar with from my days as a media producer. I don’t know if I’d recommend this for other podcasters – Premiere is a professional video suite, so using it for audio podcasting is like the editing equivalent of driving a semi truck to work every day when you’re only a 10 minute bike ride from the office – but it gets the job done. For some last-step audio leveling, I run the final cut through Auphonic before I post the file to our feed on Anchor.fm.
    I probably still do too much editing for a podcast, but as a former professional media guy I can’t help myself. It takes a lot of polish for me to feel satisfied with the final product.
     
    -What lessons have you learned that you would like to share with the people who aspire to follow in your footsteps?
    Nick: Don’t be afraid to stick to a narrow focus. The potential audience for a game club podcast about homebrew was always going to be tiny. But regardless, we’ve tapped it, and we’ve gathered a small but dedicated group of fans in a very short time. I don’t know if we could have pulled that off if we’d tried going with a more general focus, like a podcast about modern games that just occasionally covers homebrew. There are hundreds of podcasts like that out there, but our specificity made us unique – as far as I know, there’s only one other podcast taking a remotely similar approach to what we’re doing now. That helps us stand out.
    It also helps to have a modest vision of “success”: I told the guys from day one that I’d rather have a dozen fans who listen to every episode when it drops than a thousand casual listeners who only ever listen to an episode or two. And that’s the kind of community we’ve started, so I guess we’re doing something right.
     
    Conor: There is a balance between quality/quantity that is hard to strike when you’re creating content. I like where we have settled on with the “mainline” episodes focused on specific titles that our community can play along with. Then there are “spinoff” episodes where we discuss other topics that people can easily opt-out of. The episodes with other topics are probably a little rougher, but they help us learn how to be better hosts.
     
    -(At the time I’ve interviewed you) [Y]ou have produced 10 main episodes and 13 extras, interviews, and recaps in a little over a year, not counting episodes that are in-development. Have your interests and goals for the podcast changed over time? Has making the podcast had an impact on your interests and goals?
    Nick: Well, I’ve definitely been playing a lot more homebrew, so I guess that goal has been met! I always had modest goals for the podcast in terms of audience engagement, so I’m glad to see them come to fruition. As for future goals, I’d like to make more content – but unfortunately I’m at capacity for what I’m able to produce (I handle almost 100% of episode production myself), so we’re probably going to maintain our current output for the foreseeable future.
     
    -What is something your co-hosts uniquely bring to the table?
    Nick: Neither Bart or Conor were fans of the homebrew scene (or even retro gaming) before we launched the podcast, so it’s been fun to watch them get introduced to new developers on platforms they may not have been familiar with. Conor in particular has an interesting background to me, since he grew up in a different region of the world and is several years younger than Bart and myself. I also appreciate how their professional backgrounds influence their tastes in games – Bart as a 20 year film industry veteran, and Conor as a programmer and casual game developer.
     
    Conor: Nick and Bart are both hilarious to chat with, which straight away makes me so energized for each recording. Bart’s film and media experiences are a great counterpoint to my music interests, so I always like to hear his perspectives on game direction. Nick is a font of knowledge and continuously finds new and interesting areas of the homebrew scene to explore. His appreciation for the hardware in particular, which I saw firsthand when we played in person more regularly, really helped me understand the appreciation in the community for the tangible/tactile parts of the hobby beyond emulation.
     
    -On average, how much time passes between the initial planning for an episode and posting it for listeners?
    Nick: We don’t plan out episodes much – we often don’t know what game we’re picking for the next episode until we actually announce it on the podcast. Once we have our game selection, we budget some time to play it (usually 2-3 weeks), then get a Google doc going to outline the episode and hit some notes that we want to talk about. Scheduling the recording can be a challenge, since Bart and I are in Missouri, Conor is in the UK, and we all have kids, jobs, and all the rest to work around. After the recording comes editing, which is all on me. That can take anywhere from 1-2 days to much longer, depending on my schedule (and how off-topic we got when recording the episode).
     
    -What is your favorite segment to talk about in an episode?
    Nick: I love when the discussion about our Game Club selection ends up going in directions I didn’t expect. I usually assume I can guess what my co-hosts’ reactions are going to be to a particular game, and it’s a lot of fun when I realize I’m wrong, especially when it leads me to look at my own experience with the game in a new and different way. That kind of thing is what the Homebrew Game Club is really all about.
     
    Conor: Whichever section gets Nick the most riled up.
     
    -I’m curious about your thoughts regarding the various people you’ve interviewed and the games they’ve developed, so I’ve got a bit of a rapid-fire gauntlet of questions:
    ·        Favorite interviewee?
    Nick: Well, we’ve only done a couple of interviews so far, so we don’t have much of a sample size to draw from. I will say that I enjoy a sit-down, relaxed interview setting more than the live, on-location, standup interviews like we tried doing at last year’s Midwest Gaming Classic.
     
    ·        Favorite homebrew?
    Nick: For me it’s a tie between Lizard and Twin Dragons, both for NES. I’ll always have a soft spot in my heart for Micro Mages though, especially since it helped spawn our podcast.
     
    Conor: Böbl is probably where my head would go, since the technical achievement in it is often so good you don’t even notice it’s there. Alfonzo’s Arctic Adventure might be where my heart would go. It’s got a unique graphical style, fun to play, and sentimental value as it was another one of the first homebrews that Nick showed me.
     
    ·        Favorite homebrewer?
    Nick: I’m going to turn the question on its head a bit and say my favorite homebrewers at the moment are the folks working with GB Studio for the Game Boy. That tool has lowered the barrier to entry for Game Boy development to such an extent that you’ve got this crazy explosion of creativity happening on that platform right now, and it’s been so much fun to dive into those titles.
     
    Conor: Do fantasy consoles count? Devine Lu Linvega is doing some amazing stuff with uxn right now that always leaves me fascinated at how vibrant a 2-bit graphics display can be.
     
    ·        Best graphics?
    Nick: There’s so much out there worth mentioning. Frankengraphics is doing incredible work on NES. Amaweks has put out some brilliantly surreal visuals for Mega Drive. And I’ve been so impressed with what devs are able to do with the Game Boy’s limited palette that I wouldn’t even know where to start with praising that scene.
     
    ·        Best chiptune
    Nick: Tui! I don’t know how many times I’ve walked around humming a chiptune melody for days that I just couldn’t place, until I realized it was from some soundtrack by Tui. His tracks for Tapeworm Disco Puzzle and Witch n’ Wiz are especially good. (He also did the excellent opening theme music for our podcast.)
     
    ·        Most difficult?
    Nick: We did an episode about Xeno Crisis (for the Mega Drive) that set a new bar for what the three of us consider a “hard” homebrew game. I put around 20 hours into that one before I couldn’t play it anymore – I felt completely demoralized, just ground into the dirt. Before that, Nebs n’ Debs for NES really kicked my butt. A very tough platformer.
     
    -Are there any homebrew games in development that you are excited to play?
    Nick: In fact… I’m currently a beta tester on The Storied Sword for NES by Nathan Tolbert and Jordan Davis, and it’s going to be amazing. The entire game is built around tight, fluid platforming mechanics, and I am absolutely a sucker for that kind of game. It’s been a real honor to playtest it.

    Screenshot from The Storied Sword
     
    -On to Full Quiet, how are you guys enjoying the game?
    Nick: Honestly, I’ve barely started it! When I first got the game, I immediately plugged it into my NES to check it out. But after the first couple of hours in, I realized it would be the kind of thing I’d want to clear out my schedule and really devote some time to, and I haven’t been able to do that yet. Eventually I hope to find a decent gap in my calendar to finally park my butt in front of the CRT and take it on.
     
    -On January 10, 2023, you created a new channel in your Discord that began as a discussion thread for Full Quiet, but quickly turned into a sort of crowdsourced helpline. To the best of my knowledge, this is the first helpline for homebrew (aside from some brief conversations on Morphcat’s Discord). What prompted you to create the discussion thread?
    Nick: After my first couple of hours with the game, I knew it was going to be uniquely challenging. Right off the bat it comes off as a very deep, complex experience, and from what I’ve seen of the gameplay I can already tell it’s one of the most ambitious homebrew titles ever created for the NES. I could also tell it was the type of game I would never beat without some help. Nearly every difficult retro game has some way to find tips on the internet, from an old FAQ to a YouTube playthrough, but homebrew fans don’t always have that luxury because the games are so recent and the audiences for them are so small. So I got the idea to start a channel devoted to sharing secrets and advice, in order to help people playing through the game right now. We already start new community channels for every game we play on the podcast, but I knew this one would take longer than the 4-6 weeks we usually allow to play through our Game Club selections, so with that in mind I went ahead and launched it with the expectation that we’ll probably do a podcast on it a few months from now.
     
    -Did you anticipate the channel would serve this purpose of allowing people to work together through its more challenging aspects?
    Nick: That was my hope! I’m sure this game will eventually have other online resources to help folks get off the ground with it, but until then I’d like to think there’s quite a lot in the channel to help already.
     
    -Have you found the advice helpful to your own gameplay?
    Nick: Since I haven’t really started the game myself, I’ve mostly been staying out of the channel and letting it do its own thing. It’s amazing how vibrant the discussion is there without any prompting from myself or the other guys who host the Discord – it’s all grown up organically. I have seen comments from several people who say it has helped them beat the game, which is great!
     
    -If you could award MVP status to anyone in the thread, who would you want to recognize and why?
    Nick: Again, I haven’t been in there enough to award that honor to any one particular user, but I want to give a shout out to Metal Beast for being a huge inspiration to get the channel launched in the first place. I followed his tweets about his initial playthrough of the game, and his comment that it took over 26 hours to complete it was one of the things that encouraged me to start the Full Quiet channel. He even joined our Discord to help other folks get through the game!

    The Metal Beast is one of the coolest homebrew fans I’ve met, props to him!
     
    -Do you think you might create similar channels for other homebrew games? Are there any you can think of that might warrant one?
    Nick: We already have channels for every monthly Game Club selection that serve a similar purpose. Full Quiet was different in that I knew it would take a long time to beat, and that there were already a lot of people trying to take it on now who wouldn’t want to wait until we pick the game up for our podcast. If another game comes along that we know we want to cover, but that would take a similarly long time to complete, we might launch the channel for that game a few months early so our fans have plenty of time to play through it. I can’t think of any game like that off the top of my head, though – maybe a particularly long RPG? We’d love to get recommendations if anyone has one!
     
    -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
    Nick: Yes – subscribe to our podcast so you can hear our Full Quiet episode when it eventually comes out! We’re on Apple Podcasts, Spotify, all the big ones. You can find all of our podcast info and social media links at http://homebrewgameclub.com, where you can also sign up for our Discord and check out the Full Quiet channel for yourself. Finally, we’re always looking for new games to cover, so if you have one in particular that you’d like to hear us talk about, you post it on the #nominate-a-game channel on our Discord, reach out to us through our forum post on Video Game Sage, or shoot an email to homebrewgameclub@gmail.com. Thanks!
     
    Conclusion:
    Thanks for tuning in to this latest episode of the series that adds to the lore of your favorite new homebrews. What are your thoughts on Full Quiet and its development team? Would you play a sequel called Fuller Quieter, or do you want Haunted Halloween ’87? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
     

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