Sunday, September 10, 2023

QUAD SQUAD: 4-Player Custom Lode Runner Level Set


 I have always loved Lode Runner: The Legend Returns.  It had a built-in level editor and I made hundreds of levels as a kid.  Unfortunately, it doesn't work very easily on modern computers.  However, the people at https://mmr.quarkrobot.com/ have rebuilt the game from scratch, and it's amazing!  It runs perfectly, feels the same as the original, and even has some new features (like 4-player capability), particularly in the level editor.  And, of course, it's free!

Well anyway, I designed a 40-level set (actually more if you include secret levels) specifically for four players.  It is designed around cooperation/coordination, so most levels can't even be finished with less than four, and many require coordinated actions from all four players.  I have played through it twice, and implemented some updates with their feedback.  Check it out if you (and three others) like cooperative games, puzzle games, and/or Lode Runner!

Download: QUAD SQUAD

Here is a video of one of our playthroughs:



Sunday, April 23, 2023

Zelda 2: Paracosm


 I grew up playing and loving Zelda 2: The Adventure of Link even more than the original Zelda on NES.  Somehow, it resonated with me from a very young age.  It has such a dangerous sense of dreamlike adventure that kept me wanting to tiptoe further and further from the start; and the visuals, music, and enemy design all contribute to the experience.

I thought it would be cool to design a romhack that really leans into the aspects I've always loved.  So off-and-on over the past couple of years, I've been working on Zelda 2: Paracosm.  It features a new Overworld, new Palaces and Towns, and lots of custom graphics.  It's mostly finished, aside from a custom soundtrack being written and implemented by Xarnax42 from the Zelda 2 Discord community.  I will likely also implement a few other changes before "officially" releasing it.  Until then, I'd still like anyone interested to be able to play it.  I may even throw together some cartridge/box art or even a game manual if I'm feeling inspired!

You can download it here: 

https://www.romhacking.net/hacks/8269/

Thanks for checking it out!

Saturday, January 1, 2022

Mega Man Maker - River City Ransom

 I made River City Ransom on Mega Man Maker!  The environments, weapons, and bosses are thoughtfully faithful to the original, with a few extra secrets.  If you like either Mega Man or River City Ransom, check it out!

If you want to play it, you can download Mega Man Maker for free and search for Level ID 520780.

Happy New Year!



Sunday, February 14, 2021

Mega Man Maker - Broomvania




Lately I've been getting into Mega Man Maker.  And it's just about everything I could ever want in a homebrew Maker game.  You can use assets from across the entire classic series, even some that weren't originally on the NES!

Anyway, the potential size of a level can be huge.  So naturally, I used it to make an entire open-world adventure using a single "level."  It's very much non-linear and has plenty of optional areas to explore.  There are even multiple optional weapons and boss fights.  I'm pretty happy with it, though I think I want to make a "Mk2" version, implementing various new ideas and fixing the few minor design mistakes.

The video above is my own playthrough.  Since uploading it, I've even made a world map for it in MS Paint.  Lol.  It was really fun to make, and it's fun for me to see the game in its entirety.  

SPOILER ALERT:



Friday, November 9, 2018

Feisty Mario World Vs Super Mario World Playthrough





Feisty Mario World is a romhack I designed because I love Super Mario World, but I've played it so much that it's too easy.  My vision for this hack was to make every obstacle in the game faithfully echo the original, but with creative changes to challenge veterans.  There are a few balance changes, to include a larger difficulty curve (especially in secret levels) and occasional new obstacles.

This video was made to emphasize comparison and contrast.

Unfortunately, this Feisty Mario World footage is not showcasing the newest version.  I've since overhauled the map palettes (I'm far more pleased with it), and tweaked some obstacles and music.  ...But I really don't want to record a new FMW run at the moment.

The playthroughs are definitely not perfect by any means.  You may notice some editing on both sides to cut out a few deaths.

The video was recorded using GeForce Experience, and edited using Windows Movie Maker and VSDC Free Video Editor.

Thanks for watching!

You can download Feisty Mario World here:

http://www.mediafire.com/file/7m64cem67q7vqus/Feisty_Mario_World.zip/file

Saturday, June 9, 2018

Feisty Mario World



Feisty Mario World is a full 96-exit hardmode SMW romhack, now featuring less nauseating colors and custom sprites! The only big customization left is to try to add a few new levels. I'm busy this month, but once July rolls around, I'll work on it!
Here is a link:
http://www.mediafire.com/file/7m64cem67q7vqus/Feisty_Mario_World.zip/file
(Includes the custom rom, a readme, and a copy of the box art)

Also, thank you to my friend Kenton for designing this box art! Once the game has everything I'd like, I plan on getting some hard copies made, with this image on the cartridge!

Saturday, October 14, 2017

Homebrew Games Part 2: Splendor


Splendor is a simple strategy game about becoming as influential as possible in the gem industry.  On your turn, you may do one of 3 actions: take up to 3 gems (as long as there are some left in the bank!); buy a card on the table using gems (granting you Prestige Points and permanent gems); or reserve a card (you gain a wild "gold" gem token and you may use a future turn to purchase your reserved card).  If you meet the requirements to collect a Noble card, then you automatically take it and gain 3 Prestige Points at the end of your turn.  The first player to reach 15 Prestige Points wins the game.

The game starts off relatively slowly.  Players spend most of their turns collecting gems to buy basic cards with.  As you gain more cards, you also gain "permanent gems."  You may use the card's gem over and over to buy newer, more expensive/more valuable cards.  By the end of the game, most players are taking cards (and therefore usually aquiring Prestige Points) almost every turn.  Each turn becomes a critical decision in the race to 15 points.

While visiting some extended family, we wanted to play Splendor.  Most of us owned it, but we didn't have it on-hand.  We were going to stay for a while, so we decided to make our own.

First, I researched the cost/type/points of each of the game's 100 cards.  I then cut index cards down and marked cost/type/point values on all of them, to match the original game (I didn't want to change the mechanical balance).  After every card was prepared and playable, I recruited some friends and family to contribute to adding art to the 100 cards.  This process has taken almost a year, but now each card has its own unique drawing!



A few months after we started, we purchased a plastic gem set from www.topshelfgamer.com and made a "bank" with a half-dozen muffin tray from the dollar store.  We also added felt in the bottom of the tray wells to reduce the noise.


Some of the cards are part of a set (e.g. the 3 Powerpuff Girls cards).  Our house rules include +1 point for completing a set of 2 and +2 points for completing a set of 3.  We also play to 20 points, just for fun.

Everything is hand-drawn in marker/pencil by me, Kristen, Eric, Andrew, Trevor, and Chase.