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SUPER-J11BIT

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A member registered May 29, 2025 · View creator page →

Recent community posts

New Level Inspired by STRYX Thanks to principekento!

I wanted to share a cool update about the project.

A few days ago, principekento left a comment that really stuck with me:

"I’ve been following your work with interest, and as a parting tip I’d love to see something inspired by my old Amiga memories: for some reason your creation reminded me of Psygnosis’ STRYX. I could totally imagine a zero‑gravity section with a jetpack, handled just like in that Psygnosis game!!"

That reference instantly sparked something.

So I’ve decided to take his suggestion and add a brand‑new level inspired by exactly what he described: a zero‑gravity area, complete with jetpack controls, capturing the vibe of STRYX while adapting it to the style of my game.

The bosses in my game… mutant giants!

I have to admit, I didn’t originally plan to include bosses in my game. But while I was working on a few ideas, a thought suddenly hit me: why not add mutant giants?

The idea clicked right away, and it feels like it gives the whole project a stronger direction. I’ve started integrating them into the game, and I really like how they’re shaping the overall atmosphere.


Hi everyone!

I’m working on a personal project: a fan-made game that serves as a direct prequel to Turrican II.

The core idea is to show what actually happens during the intro of the original Amiga game—the attack on the Freedom Forces’ ship and the fall of the crew. My game will end exactly where Turrican II begins, so players will realize in the final scene that the first level of the classic game starts right after the events they just experienced.

The entire adventure takes place inside the large spaceship seen in the intro. I’m imagining it as a massive structure with multiple decks and sectors, giving me plenty of room to design varied and coherent levels.

Each area will have its own atmosphere, hazards, and narrative beats, gradually building up to the ship’s total collapse.

Project Goal

The goal is to show the fall of the ship from the inside, following the protagonist as he fights through the invasion and tries to survive. The ending will connect directly to the opening of Turrican II, creating a narrative bridge that the original game never showed.

United Planets Ship Avalon 1

The Hero: Bren McGuire

In my version, Bren McGuire doesn’t wear the iconic battle armor. Instead, he appears in a more human form—agile, exposed, and equipped with a sleek futuristic rifle.

Weapon System: All Fire Modes at Your Fingertips

There are no weapon pickups or upgrades scattered throughout the level. Instead, each button on the controller triggers a different type of fire:

A fast, precise shot

A wide-range energy wave

An explosive projectile

A high-powered charged blast

Everything is built into the controls from the start, giving players instant access to a full arsenal.

Fast-Paced, Streamlined Gameplay

The goal is to deliver a fluid, action-packed experience where players can adapt quickly without pausing to manage inventory or switch weapons.

Here’s our hero in all his pixelated glory, finally ready for action. After so much work, the animation set is almost complete, and watching him move is genuinely satisfying.

I’m left with one creative thought: when he dies, should it be a quick arcade‑style explosion, or a small animation where he simply… falls to the ground.

Our tiny hero moves like he just chugged three espressos: he struts around all proud, wobbling like he’s walking a fashion runway nobody invited him to. And when he jumps? That’s his grand moment — a heroic leap worthy of someone who just spotted a cookie crumb drifting through space. And the best part is that, apparently, on the SNES he runs like a wonder!

- MUTANTS -

Two brand-new enemy types have just landed — and they’re not your average foes.These guys fly and shoot, adding a whole new layer of challenge and chaos to the battlefield.

Most of you already know this ending, but today I want to show you how I reimagined it in my own style. I worked hard to add my personal touch to every detail, keeping the original spirit while bringing in new atmosphere, ideas, and personality.

This image represents the final result of my work — my creativity, my vision, and my passion all in one scene.

I’ve just wrapped up all the sprites and the entire graphics set for the game. It’s been a ton of work, but seeing everything come together has been amazing.Starting today, I’m officially moving on to the SNES coding phase — the most technical part, but also the one that will finally bring everything to life.Stay tuned, because things are about to get really exciting.

Let me know what you think, I’m excited to hear your reactions!

In a world where everything moves fast, where new consoles drop every year and graphics seem to matter more than ideas, I keep going back to the Super Nintendo.

Maybe it’s nostalgia, maybe it’s stubbornness… or maybe some things never stop belonging to the present.
The SNES isn’t “outdated”: it’s history, it’s a creative language, it’s a different way of making games.
Working on hacks today means taking something old and making it breathe again with modern ideas and real passion.

In an era where everything is instant, I choose something that takes time.
In an era where everything is pre?made, I choose to build.
In an era where everything is digital and forgettable, I choose a piece of memory that refuses to die.

And I’m curious to see how many of you feel the same.
Who’s still connected to that era? Who still plays retro? Who understands this “madness”?

New SNES Hack Now Available!

(The disk that never existed… until someone finally made it anyway.)

For 35 years, Monkey Island fans have laughed about — and occasionally been tormented by — the legendary Disk 22: the ultimate LucasArts joke, the phantom disk you were asked to insert even though it didn’t exist in the first place.

To celebrate the 35th anniversary, I decided to do the unthinkable: turn that classic joke into a real, playable game.

Disk 22-36-114 / SNES ROM HACK ( B - 01 ) is a complete game built for the Super Nintendo, but intentionally short — because it’s meant to be the missing piece, the “lost content” that was never actually lost… just never real. Until now.

Why This Exists:

Because it’s the 35th anniversary of Monkey Island, and what better way to celebrate than by finally giving life to the most famous non?existent disk in adventure?game history?

New SNES Hack Now Available!

Inspired by a Crossover of PAC-MAN and IK+ ( International Karate )

Celebrate the 45th anniversary of PAC-MAN!

Pac-Man arrives at the dojo with a warning: the ghosts have opened a rift between worlds and stolen the secret of Spherical Energy.

To stop them, the master teaches Pac-Man and a gifted student how to unlock its true power.

Together, they prepare to face the invasion and restore balance.

New SNES Hack Now Available!

Inspired by Back to the Future

The SNES Game We All Wanted and Needed!

Celebrate the 40th anniversary of Back to the Future!

Relive the iconic story—from Marty’s discovery of the DeLorean to his race against time in 1955 to fix the past and save the future.

With retro graphics, a soundtrack inspired by the movie, and classic gameplay, this is a true tribute to fans and lovers of the golden age of gaming.

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Inspired by Super Hang-On

Get ready to hit the road with this custom ROM patch inspired by the arcade classic Super Hang-On!

Featuring revamped tracks, updated visuals, and a fresh twist on the original gameplay, this hack brings high-speed nostalgia to life.

Whether you're a retro gaming fan or just love a good mod, this one's for you.

PREVIEW

DOWNLOAD

Hi everyone!
I'm excited to share my journey into SNES game development with you.
Inspired by classic games and infused with fresh innovation,
I've created new titles that blend nostalgia with modern flair. I can't wait for you to try them out—I hope you have as much fun playing them as I had making them!

SUPER-J11BIT