so uhm.. this is a thing that happened ImageImageImageImage
this is also a thing that happened... (for those not in the know, neither of these was released, these are cancelled JAKKS GameKeys) ImageImageImageImage
The 'Star Wars Classic Battles' aka 'Original Trilogy' was released, but previously the only dumped set was the later touchpad one, and the controls on it aren't emulated. There's now a version of the original release of this 4-in-1 playable. ImageImageImageImage
This one also saw a release, but there wasn't previously a ROM dump for it, there is now. ImageImageImageImage
Dreamworks Movie Night on the other hand didn't get released at all.... ImageImageImageImage
(each of the games from Dreamworks Movie Night) ImageImageImageImage

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More from @MameHaze

6 May
@0x15e @Darren__O @yesterzine a fair amount of the Defender difficulty comes from the control scheme however, as you don't have left/right inputs, only 'thurst' and 'turn around' Adding l/r joystick inputs on an original cab that aren't used except in a hypothetical 'easy' would make it more confusing.
@0x15e @Darren__O @yesterzine (of course in console compilations containing the game there are code hacks / cheats to do exactly that)
@0x15e @Darren__O @yesterzine Control schemes and difficulty are another complex subject btw. some would say the Ikari 8-way joystick hack is easier (shoot in the direction you're moving, not rotary) The problem is it makes some sections impossible as enemies aren't always in front of you.
Read 4 tweets
5 May
@yesterzine Then consider just giving the player more (but not infinite) health. The player will play the first half of the game not worrying much about enemy attacks, not learning the patterns. They'll then hit a brick wall later when that matters, but they didn't learn it early on.
@yesterzine It's actually a pretty in-depth subject anyway, one that I'm sure will make for some great research papers. Maybe a sign on the box that tells you the developer has implemented such things, so buyers can decide, vote with their wallets, but mandating them in a can of worms.
@yesterzine Arcade games are a bit like this if you use infinite credits btw. Take a beat 'em up, if you play it knowing you're limiting your credits, you use the first stages to learn how the enemies attack, group etc. As a result, you know how to deal with later stages and enjoy them.
Read 4 tweets
1 Apr
@System11b Indeed, I'd consider it a platformer, because gravity plays a key role, but that brings us to The New Zealand Story, which Taito explicitly declare 'for Maze game fans' in the attract mode.
@System11b I wonder if a Maze needs defined walls. Electric Yo Yo is in there a a 'Maze' game though, and from what I can see, while the levels have patterns, there are no walls. I'd say that wasn't a maze game. Outside of that, where does 'Maze' end and 'Level' begin.
@System11b If we go to computers. Sultan's Maze on the CPC is clearly a maze. Are Doom and Wolf3d mazes? Most modern FPS games are not, because there's no element of having to explore to find the way forward, but some of those early FPS games do have that.
Read 4 tweets
23 Mar
@SoftlistG I did play Wardner on a stream, but I think it's one I ended up not exporting because of Twitch / Streamlabs issues. I don't hate it, it just fits in a very specific genre of slow paced, slightly stiff platformers, and is maybe not what you expect from Toaplan
@SoftlistG But yeah, that's one issue with a 'worst' list. You could fill it with Kyle Hodgetts games or 'stealth' gambling frontend games and be done, but that's not too interesting to watch, as expectations were 0 to start with. The other is arcades had location testing as a filter.
@SoftlistG Not that location testing stopped all bad games, some got through on hype waves, unexplained phenomena, eg. Guardians of the Hood (and quite a few other Atari titles of that period)
Read 4 tweets
12 Mar
Ixion is a Sega prototype I added to MAME many, many years ago. I was checking it recently and noticed at some point the sprite/fg priority had been flipped, leaving the game near unplayable. I also noticed the fg colour hookup I'd used was the wrong one.
Fixing the FG colour hookup causes the score to be rendered in white, and the Ixion letters to light correctly when you pick them up. There are still unused bits in the PROM however, it is unknown if they have meaning.
This is actually a very interesting game, probably one of the most 'Namco-like' things Sega ever developed, and it's a shame it didn't see wider distribution. It uses a stick / spinner type input (maybe a twisty stick?) and is a lot of fun.
Read 4 tweets
26 Feb
Sean dumped the TV Board Games 6-in-1 with CandyLand. The die was an Elan EP3A19A, and while still 6502 based, and likely using the same page based video as the EU3A05, some system registers seem to be different so it'll take some extra work to get it booting.
This is starting to look more like something now
and you can now choose a game. the emulation still needs work.
Read 4 tweets

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