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SUPER-J11BIT

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

Recent community posts

Update on My SNES Patches 

Hey everyone,

I wanted to give you all an update regarding the removal of my old SNES patches. After a pretty intense year, 2025 turned out to be a huge learning experience for me. I've picked up a lot of new skills in coding, optimization, and overall best practices for creating solid, reliable patches.

Because of that, I decided to take down all my previous patches. They just weren't coded the way I'd want them to be today, and with everything I've learned, it felt right to wipe the slate clean and start fresh. I'm now focusing on new projects and new games, using a much more refined and mature approach.

As for the old patches, I'm not sure yet if I'll revisit them. Maybe someday I'll rework them and bring them up to the quality standard I'm aiming for, but I can't promise anything at the moment.

Thanks to everyone who supported my work so far. This reset is a necessary step for me to grow and deliver better content to the community.

Evercade, I forgive you… my Turrican wasn’t going to be in there anyway!

https://evercade.co.uk/cartridges/turrican-collection/

Guys, I had a shocking moment today.

I was checking out the Turrican Collection on Evercade, fully expecting to see my name shining among the legends…

…and guess what?

My fan‑made SNES prequel is nowhere to be found!

For a split second I thought, “Wow, they totally forgot about me.”

Then reality kicked in and I remembered the obvious:

it can’t be included because it’s not official  

…and, tiny detail…

I haven’t even finished it yet.  

So yeah, Evercade had absolutely no reason to wait for me.

But don’t worry — I’m working on it.

Slowly but surely, pixel by pixel, it’s coming together.

As soon as I have something that doesn’t look like a glitchy fever dream, I’ll share some previews.

And when it’s finally done, I’ll proudly send Evercade an email titled:

“Alright, you can add it to the collection now.”

All jokes aside, just wanted to share the project and have a good laugh with you all.

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From now on, every game I upload will come with its own square‑format box art, inspired by the style of the Super NES Classic.

It’s my way of giving each video a clean, retro look that fits the 16‑bit vibe.

If you love classic gaming aesthetics and want to see every title with its own custom mini‑cover, you’re in the right place.

Stay tuned — new box art and new games are on the way!

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Hey everyone! Today I’m sharing a new milestone in the development of my SNES game based on Turrican. I’ve been working on the intro screens and running tests on the weapons and projectiles that Turrican can fire.

Right now I’m focusing heavily on sprite handling, animations, and projectile behavior. This part is crucial for the gameplay feel, so I’m doing a lot of testing to make sure everything runs smoothly and reacts the way it should on real SNES hardware.

Your feedback really helps as I continue refining the game.

Thanks for the support — more updates coming soon!

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I've deleted my YouTube account.
From now on, my main hub will be my website, where I'll continue sharing everything related to my projects and my work.

Time is valuable, and I'd rather focus on development and the forums I use to keep up with news, instead of spreading myself across platforms I don't really need.

Less noise, more focus.
Anyone who wants to follow what I'm doing already knows where to find me.

For example, when I start working on my own Monkey Island game, it won’t look like the first picture, but like the second one. Basically, that’s how I imagine my game.

My Idea for a SNES‑Style Point‑and‑Click Adventure

I’m developing a point‑and‑click adventure designed exactly the way it could have been made on the Super Nintendo back in the ’90s—but with a creative twist that makes it stand out.

A Unique Cursor: Flying Mario

In traditional point‑and‑click games, the cursor is just a simple arrow. In my version, the cursor is actually Mario flying across the screen.

  • I use Mario’s flying sprite as the pointer.
  • I visually disguise him so he behaves like a real cursor.
  • This means the main character can’t die from clicking the wrong spot, because the cursor isn’t tied to the character’s position.

It’s a fun workaround that turns a technical limitation into a cool feature.

Static Screens Inspired by DUNE (1992)

I remembered the classic game DUNE (1992), which used static screens with transitions between scenes. That sparked the idea for my own structure.

My point‑and‑click games will use the same approach: fixed screens instead of scrolling.

Why this works so well:

  • Static screens allow for more detailed SNES‑style artwork.
  • The SNES hardware naturally fits this format.
  • It creates a more cinematic, story‑driven atmosphere.
  • What could be a limitation becomes a creative advantage.

A Retro Concept with a Fresh Identity

This project blends:

  • authentic SNES visuals
  • classic point‑and‑click mechanics
  • a character‑cursor hybrid
  • detailed, handcrafted static environments

It feels nostalgic, but with a twist that makes it completely my own.

Where This Idea Can Go

This concept opens up possibilities like:

  • intuitive interfaces built around the SNES controller
  • small but charming animations
  • simple, accessible gameplay
  • a world designed scene‑by‑scene, just like the classics

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”?

Anyone who follows my projects knows how much I love making SNES games — but not every part of the process hits the same way.So I wanted to share which parts I enjoy the most… and which ones tend to drag a bit for me.

When it comes to drawing sprites and backgrounds, I’m completely in my element.I love spending time on tiny details, experimenting, polishing… I can get lost in it for hours.It’s the most relaxing and creative part of the whole journey for me.

Then there’s the part where I have to set up and configure the code inside the ROM.I still find it interesting — it’s literally what brings everything to life — but it’s also the most demanding and boring part for me.It slows me down, makes me take more breaks, and requires a different kind of focus.

To avoid burning out or pushing myself too hard, I like to work on smaller, simpler projects between bigger games.It helps me reset my brain, stay motivated, and not overdo it to the point where I end up dropping everything.

I’ve been experimenting with a sequential “password block” system in Super Mario World using custom ASM blocks.
Each block increases a RAM counter only if it’s touched in the correct order, and a final door checks the value and automatically triggers the end‑level sequence.

What’s interesting is that this system isn’t just useful for puzzles or passwords.
It can actually serve as the foundation for a full point‑and‑click adventure engine on the SNES.

Why this works like a point‑and‑click system
Each block can represent an “object” or “action”

The RAM counter becomes the game state (inventory, progress flags, dialogue states)
Conditional checks (CMP) allow for sequences, combinations, and branching logic
The final door can be replaced with events, cutscenes, transitions, etc.
With a handful of conditional blocks and a few free RAM addresses, you can build:

branching dialogues
collectible items
puzzles based on sequences or combinations
doors or events that unlock only after certain actions
scripted scenes
even a basic SCUMM‑style interaction system

I’m expanding the system further, but even in its current form it already allows levels to behave more like an adventure game than a platformer.  

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.

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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!

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