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ArugulaZ

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A member registered Jun 06, 2020 · View creator page →

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Do you have any insight on how the logic works for the small birds in the first couple of stages? It seems like random chaos on its face, but there's got to be a method to its madness!

Cool beans. I probably should update the Spectravision version of this game... I think it's using old collision detection code.


So, should I assume that you enjoyed the game?

Do you have an email address where I could send the file? I looked over the rules and it seems that while I can't publish MSX Operation Hibernation for the duration of the contest, nothing was said about promotion, and I believe this qualifies.

Whipped something up, but need permission from the organizers of the MSX dot org software design contest before I can give it to you. (They're very, er, particular about the contest rules.)

Mind? Me? I rarely mind free publicity. Thanks!

Will consider this. There's not much space left in the ROM but something may be possible.

I'll give it a look. Thanks for the publicity!

The demo version contains the entire first loop of the game. When all stages are completed, it loops back to the title screen. The full version lets you play for as long as you have lives, and features a second loop with more challenging gameplay.

Try OH Plus: Short Deaths. It cuts back on the animations so you're not reminded of another obnoxious orange video game mascot with a flair for long, drawn out death scenes.

I mean, I could. People are kvetching about the difficulty so I might make some adjustments.

That cover, though. Is that AI? I imagine you couldn't have drawn all that in a day. I like the perspective, though! It is pretty much how I imagined an SG-1000 version would look.

I'll have to make some adjustments on the MSX side of things (and it needs sound effects the ColecoVision version already has).

Sorry, that's for ColecoVision, and it's the latest (last?) build. I should clarify that.

Er, Itch.IO is being a bag of dicks about embedded images. Not sure what I can do about it.

Thanks! And I appreciate the coverage!

I certainly DON'T mind! Thanks much... will take a look at the footage shortly.

Nice proof of concept! The graphics and sound were ported over well, and the gameplay feels a bit crisper than the Super NES version, although some play mechanics seem to be missing. Probably not worth addressing if development's never going to get any farther than one stage, though.

Okay, I think I've got this licked. When running the game in BlueMSX, first select File -> Cartridge Slot 1 -> Insert from the menu. Choose the game (typically "whackem_msx.rom"), then select "SCC" or "Konami SCC" as the ROM type.  I'd recommend using C-BIOS as the BIOS, since it comes with the emulator. That can be changed in Options -> Emulation. Make sure you have the BIOS where BlueMSX can find it, or nothing will happen.

MSX emulators can be tricky like that. I'm trying to run the game in BlueMSX right now, and not getting encouraging results whether I use an MSX BIOS or the freeware C-BIOS. You may have more luck with OpenMSX or Emulicious... I just got the game running on the latter emulator after an update.

When I'm in the mood for the MSX, I typically play the game on handheld devices, where problems don't crop up so much. What I'd recommend is try the ColecoVision version (GearColeco) or the SG-1000 version (Kega Fusion) instead. It's not the answer you wanted, but at the moment, it's all I can offer.

So you did make that sequel after all! It just wasn't for the Vita.

I uploaded another build, one which should fix the SC-3000 joystick issues. Possibly the SG-1000 issues too, I can't say for sure.

I guess half-working is better than not-working, right? I'll send the information to some friends who might be able to figure things out. Thanks!

Gee, frustrating!

Apparently there were enough changes to CVBasic that the compiler itself needed to be re-compiled. I've built the latest version of WESEB using 0.51, the very latest build of the compiler. If this doesn't work, you'll need to fall back on emulation or another version of the game. Sorry.

Can I ask what hardware and flash cartridge you're using to play this? I'll ask around on SMSPower.org and see if they're having the same problems; they're the only ones I know who would have access to a real, honest-to-goodness SG-1000.

I just re-compiled the game with the latest version of CVBasic. Give it another shot and see if you have more luck with it. If so, fantastic, I'm glad to hear it! If not, I'll send some files over to the creator of the compiler and see what we can do to smooth things out. Apologies for the inconvenience either way!

Hm. That is concerning. I've been running it in emulation and haven't had any problems there. I can't test it on real hardware, because I just don't have access to it. I'll ask the guy who made the compiler and see what can be done in your specific use case.

A Commodore 64 version of Guru Logi Champ? Okay, I didn't see that coming.