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Mike7599

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Posts posted by Mike7599


  1. On 5/3/2020 at 1:09 PM, CZroe said:

    I've always had the impression that it was almost momentary... like, maybe during the rental exclusivity period and launch allocation, though it seems they'd want to use cases for rentals and not just hand out loose cartridges! There was some guy who posted his launch-day receipt with pictured of his whole set and both games were cardboard boxes. 

    Edit: Here's a Japanese example of the cardboard box with plastic tray...

    https://www.ebay.it/itm/382342417387

     

    Edit 2: I see some estimates that there were 12-17 titles released this way so this may have been overlapping with softbox releases.

    https://forum.digitpress.com/forum/showthread.php?58860-Neo-Geo-AES-early-carton-box-releases-rarity-thoughts

     

    Edit 3: I'm not seeing any confirmation of North American titles released in these cardboard cartons so maybe it was a Japanese or pre-release thing.

    Hey thought I’d chime in here.  Apparently the games launched first in boxes specifically for rental purposes and then the soft plastic cases we are all used to.  This info is from the book Neo Geo: A Visual History by bitmap books. On July 1 1991 Neo Geo had a “relaunch” of the AES.  It significantly lowered the price for the system and the cartridges.  The book explains “In conjunction with the lower price point, SNK repackaged the Neo Geo AES games in cardboard cartons, more in line with those available for other gaming systems. The initial line up was joined by a further five games:  Sengoku, king of the monsters, alpha mission II, ghost pilots and blues journey.  In all, 17 titles were released in this carton format but ultimately SNK switched back to using plastic cases for AES games with the release of Burning Fight in August 1991”. This is from page 20.  Excellent book might I add.

    • Like 2

  2. 3 hours ago, fdurso224 said:

    This really is good stuff Mike. I had no idea of about all this detail that you done.  never heard of the Electro Pro Gamer Supergun before. This really makes me curious. Now I have to find out more if it. Nice work bro. I'm going to head over there to find out more. ;-)

     

    Anthony..

    Hey Anthony yeah it’s a nice piece of kit.  Here is a review i did awhile back on it.

     


  3. Using the 4 slot MVS with a supergun:  a quick article on my findings using both the Retro Electronic Pro Gamer supergun and the Mini Gun Supergun (an open source supergun).

     

    Because the jamma standard differs from the multi slot neo geo pinout there has been some confusion as to whether or not a “mvs to Jamma” adapter needs to be used with a supergun.  While it will work and possibly simplify the playing experience I’ve found it to not be necessary with either one of these guns.

     

    I’ve found that both superguns will run the multislot MVS safely and properly (both sound and video) with no need for the MVS to Jamma adapter.  Both guns have some pros and cons though.  While neither is 100% right out of the gate I’ve found that with minor adjustments each one can run flawlessly.  Before turning on make sure to set them to stereo.  And with the Retro Electronik make sure it is set to standard jamma pinout.  More info on these settings below.

     

    Note that the multislot mvs has its own joystick ports on the rear.  When plugged into this the select button cycles through the games but there is no way to insert a credit.  You either have to press the coin button directly on the supergun pcb or set the hard dip settings to free play.  If only one game is inserted in the MVS and “input crossings” is enabled (it is normally by default) in the unibios then the select button from the MVS will insert coins instead of cycle through games.  This will not work if multiple games are inserted.

     

    RetroElectronic Supergun:

     

    The Retro Electronik supergun is perfectly compatible with the Multislot Neo Geo.  When plugged into the supergun’s db15 port the Select button on the joystick is properly mapped to the select button on the mvs (unlike the minigun).    It perfectly mimics if you just plugged your joystick directly into the MVS’ rear joystick ports. 

     

    Make sure to push IN the mono/stereo push button to make sure it outputs stereo.  Also make sure the “button mode” is OUT meaning it is set to standard jamma pinout.  You DO NOT want to set it for the blue elf/ Pandora’s box setting.  

     

    The only downside with using this supergun is you can’t add credits directly from the joystick.  You have to press the credit 1, credit 2 or service button directly on the supergun pcb.  Work arounds:  you can wire a jumper from the credit one terminal block to player 1 button 5.  This will allow select to also insert a coin.  (Note that this will also cycle through the available games if in attract mode.). Another work around is to change the hard dip switch 7 to ON for free play.

     

    While testing I’ve found the sound is slightly lower on the RE supergun compared to the minigun.  Either raise the volume slider directly on the MVS pcb or raise the tv volume as a work around.  (This is because using stereo divides the output watts.  Same as if I put a regular mono jamma game into stereo mode-  it works but the volume gets much lower compared to keeping it in mono.)

     

    Lastly a note on the TEST button with the Retro Electronik.  For some reason the test button WORKS on this super gun.  This is puzzling because if you compare the pinouts the normal jamma test button should get remapped to “coin switch player 3” on the mvs multislot pinout.  (And this is exactly what happens with the minigun.). But for some reason the RE supergun corrects this pinout issue and it works with no problem.  

     

     

    MiniGun Supergun:

     

    The player 1 coin button gets mapped directly to the select button on the joystick with this supergun.  Meaning if you plug your joystick directly into the supergun you will NOT cycle through the available cartridge slots when hitting select.  You will only insert a coin.  (Note that If you keep hitting the D button it will eventually skip you to the next game.) This may also be a problem for playing in Console mode if a select button is ever needed.  Work arounds for this are:  using a unibios enable “cabinet fixes” option.  This option then allows buttons “A” and “B” to cycle forward and backwards through the games.  However it won’t fix the issue if you ever needed the select button in console mode.  Another work around (if you didn’t have a unibios) is to plug the joystick directly into the MVS joystick input.  This will allow the select button to function properly but coins will have to then be added by pressing the service button (or test button see below) directly on the supergun pcb.  Another option would be to flip hard dip switch 7 to ON for free play.

     

    When hooked up to the multislot Neo Geo the test button on the mini gun’s pcb acts as a player 3 coin input with this supergun.  (Note the test button functions properly with any standard jamma game or even the single slot MVS) This is because of a difference in the jamma pinout between standard jamma and MVS pinout. This is a problem as there is no way to easily access the test menu to adjust the soft dips for each game.  This is the only major downside of using the minigun directly hooked up without the MVS to Jamma adapter (which has a test button directly on its pcb). Work around:  set hard dip switch #1 to ON.  This will boot the MVS into test mode.  Make your soft dip adjustments and then switch it back to OFF to boot back to the games. 

     

    Also don’t forget to move the jumper from mono to stereo on the minigun itself to make sure you get stereo sound.  

     

    Overall both superguns will work great with the multi slot.  The “mvs to Jamma” adapter really only needs to be used if legitimately plugging the multi slot into a real jamma arcade cabinet.  

     

    For more info on the Retro Electronic Pro Gamer Supergun check out:

     

    http://retroelectronik.com/en/supergun/145-supergun-progamer-arcade-jamma-autofirevoltmeter-included-5674864654514.html

     

    For more info on the open source Mini Gun Supergun project head over to:

     

    https://www.arcade-projects.com/forums/index.php?thread/9408-minigun-supergun-an-open-source-supergun/

    • Like 1

  4. 14 hours ago, fdurso224 said:

    Hi guys,

    It's taken 2 years of hard work but Xeno Crisis is finally out now on Switch, PS4, XBox One, GoG and Steam. The Mega Drive ROM has also been sent out and the physical versions have begun shipping! Thanks for all the amazing support and patience!
     
    https://shop.bitmapbureau.com
     
     
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    5:58 PM · Oct 28, 2019
     

    Anthony..

    What about the neogeo release?  


  5. 3 hours ago, fdurso224 said:

    Hi guys,

     

    Great Q&A article by ArcadeAttackUK, fellow Atariage member Arcade_Adriano, and myself regarding a upcoming 16/32 bit Beat'em up title called "Fallen City Brawl". Once the game become available on  modern gaming consoles, Mike Wells (the creator) is interested on trying to develop this game over to Neo-Geo. He will be borrowing my units to code and explore other possibilities on the Neo-Geo for future titles. Enjoy. :)

     

     
    @FallenCityBrawl looks to homage Final Fight and Streets of Rage in this brand new beat em up from solo dev Mike Wells! Read our Q&A and check exclusive gameplay footage here: https://arcadeattack.co.uk/fallen-city-brawl/ #retrogaming #indiedev
     
     
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    Arcade Attack

    Fallen City Brawl (Mike Wells) – Indie Feature

    arcadeattack13th Sep 2019AA Articles, Indie FeaturesLeave a Comment

     

    Here’s some tasty indie beat em up action for you! Paying homage to the genre is never an easy thing as our interviewee this week will tell you. Mike Wells is the solo developer of the intriguing Fallen City Brawl which evokes memories of our favourite arcade and 16-bit beat em ups. Adrian sent him lots of questions to find out more.

     

    Thank you for taking the time from your busy schedule Mike. For those that are unfamiliar on who you are, could you please tell us a little about yourself.

    Thank you for the opportunity to talk about Fallen City Brawl! I’m Mike Wells, I’m an indie developer based in the North West of the UK, I’ve been creating Fallen City Brawl for around 2 years now.

     

    MikeWellsprofilepic.jpg?resize=249%2C319

     

    How did you get involved in video games Mike? Was it true passion at first sight?

    I’ve always loved playing games, plus creating small games and demos. I grew up with a Spectrum+2 and enjoyed creating some basic games in BASIC. Target Renegade was one of my favourite Spectrum games, and introduced me to scrolling beat ’em ups. I then had a Mega Drive and played a lot of Streets of Rage, usually in 2 player mode with my brother. I’ve continued to play games ever since, working on game ideas and practicing pixel art.

     

    According to your social media accounts, your upcoming title that’s being developed is called, “Fallen City Brawl”. Sounds intriguing to say the least, Would you be able to give a brief description of it and what inspired you to make this?

    Fallen City Brawl is a scrolling beat ’em up inspired by some of the classics like Streets of Rage, Final Fight and Double Dragon.

    I’m creating the game with the intention of it being among the best in the genre, building on some of the foundations of those classics but adding a lot to it, particularly building in some of the developments that have happened over the years in one-on-one fighters, and really pushing the action and pixel art to make it stand out from the crowd!

     

     

    Did you ever work on any previous games before starting work on Fallen City Brawl?

    Yes, I’ve developed lots of small games and demos previously, including an R-Type style shoot ’em up, a platform shooter and a sprite-scaling driving game. It might be good to resurrect these projects in future, I quite liked some of the mechanics in them. Fallen City Brawl will be my first published game.

     

    Fallen City Brawl looks amazing and has really captured the 16-bit/32-bit retro feel perfectly. How many hours have been dedicated so far on making this game and when do you hope to see it complete?

    Thanks! I’m not sure how many hours in total, but I’ve been working on Fallen City Brawl for around 2 years, though not full time. I plan to create a Kickstarter to fund the cost of the game’s further development and completion. That will influence the completion date, I’m aiming for mid-late 2020.

     

    Have you always been a fan of the beat em up genre and do you have a personal favourite beat em up?

    The Streets of Rage series, especially SOR1 is a personal favourite. Some other highlights for me are Target Renegade, Golden Axe and Guardian Heroes for the Saturn.

    I’m developing Fallen City Brawl to have the look and feel of a game that would be right at home in a 90’s seaside arcade – big sprites, thumping soundtrack. I really enjoyed Double Dragon and Final Fight in the arcades, there’s a lot of features in Fallen City Brawl that anyone who grew up with arcades will recognise – small things like the flashing ‘Insert Coin’ text instead of ‘press start’ for example. Fallen City Brawl has arcade blood running all the way through it.

     

    With Streets of Rage 4 on the horizon, the side-scrolling genre seems to have had quite a big resurgence of late. Why do you think this genre is now making a comeback?

    I think the growth in indie development has helped with this. I think scrolling beat ’em ups fell out of favour with larger publishers, as one-on-one fighters began to gain popularity from the time Street FIghter 2 hit. In a way, the genre has continued as core parts of other games – the Yakuza series for example. I think there was also a trend for games to be increasingly complex, whereas the best beat ’em ups are often quite simple to play (though with a lot of depth in their systems). The rise of indie development has meant that games can be created

    Advances in game-making tools (I use Game Maker Studio 2 and also Aseprite for pixel art), and social media helping enable indie developers to have a greater voice have supported the resurgence too.

     

    ArcadeAttackScreenshot1.png?resize=451%2

     

    How have you aimed to make Fallen City Brawl stand out from the crowd and are there any clever game mechanics you can reveal to our readers?

    One of the features I’ve worked on recently is destructible scenery. There will be multiple routes through stages – maybe you’ll smash through a wall by throwing an enemies into it, giving access to a new sub-stage. In some areas the floor might collapse with enough impact, revealing another route.

    You’ll be accompanied by a Wolf in some stages, you’ll be able to command him to attack or defend, and train him up to listen more! I hope players will develop a bond with him as they play through the game.

    The combat system will incorporate a lot of cool things from one-on-one fighters – depth in the combo system, RIOT moves which work like a ‘Super’ move and counters for example. Also, the fight continues when enemies are on the ground. Ground & Pound and submissions will be a part of the fighting, some characters will be especially good at the ground game.

    You’ll be able to train between rounds, learning new moves and skilling up some basic stats like power and speed too. Same for the wolf too!

     

    Can give us a brief breakdown of the games plot and key characters?

    I’m still working this through. Story is important and I want players to feel invested in the world of Fallen City Brawl and the characters. I like conflicted characters, so nobody will be entirely ‘good’ or ‘bad’, everyone will have their flaws, these will either have led to their current situation at the start of the game, or will come to shape events as the story unfolds. The character in most of the clips so far will have a history of working in special law enforcement, undercover. His past will catch up with him! Revenge will be one of the key themes of the plot, will play out differently for each character.

     

    Can you run us through a typical day working on Fallen City Brawl?

    I start each element of the game with the pixels – so for example when developing the new gym stage, I start with pixeling the stage, and the assets that will be part of it, in this case the destructible walls and swinging punchbags. I then code those assets into the game. So basically I draw what I want to happen, then bring that into the game as closely as I can in code, using those assets. I then play, tweak, play, tweak again until it looks and feels how I want it to, then move on. I’m developing one stage at a time, and introducing new features as I go along.

     

    Once the game is 100% complete, what platforms do you hope to release the game on?

    My aim is to release the game on PC and also current consoles – PS4, Switch, Xbox one.

     

    Where is the best place for our readers to keep up to date with the games progress and development?

    The newsletter is where I share the latest game clips and screenshots too. Its free to sign up on the Fallen City Brawl website, here’s the link www.fallencitybrawl.com/subscribe

    I also really enjoy talking with people about the game on Twitter (@FallenCityBrawl) and Instagram ([email protected]) too.

     

    Are there any other games that you have in mind to develop after Fallen City Brawl?

    Right now, totally focussed on Fallen City Brawl, and will continue to support the game long after its release. I do like the idea of developing a ‘Chase HQ’ type driving game – really pushing the pixel art visuals and action past what could be achieved at the time Chase HQ was developed. For now though, the focus is 100% Fallen City Brawl.

     

     

    If you found yourself actually inside Fallen City Brawl, which fictional video game fighter from any game would you choose to work alongside side you and why?

    Awesome question! Robert Garcia from the King of Fighters /Art of Fighting series can handle himself, Goh Hinogami from Virtua Fighter 4 Evolution always impressed me with vicious Judo skills too. Outside of one-one-one fighters I’d say Shiva from SOR 2/3. Outside of people, I’d say the Trico from The Last Guardian, wonderful character and would balance things up a bit when outnumbered!

     

    What are your favourite console and your top 3 games of all time?

    Favourite console of all time would have to be the Sega Saturn. Some wonderful exclusives, and conversions of NEO-GEO’s top games too. There was something about the system’s underdog status too. Sega’s AM divisions and third parties like Labotomy (Exhumed, Quake) pushed the machine so hard, squeezing results from it that it really shouldn’t have been possible.

    My top 3 games of all time would probably be Streets of Rage 1, ICO, Shadow of the Colossus. Some other great games that might make it into my top three depending on what day you asked me would be Command and Conquer, The Last of Us, Chase HQ, Street Fighter 2 SCE, Flashback and Resogun.

     

    If you had a chance to live in a video game for a day, which would you choose and why?

    A day in the world of Fumito Ueda’s ICO, Shadow of the Colossus, The Last Guardian – spend the morning exploring the castle in ICO, ride the Trico for a while and then fight a Colossus before tea. Wonderful games and a unique world with a fantastic atmosphere.

     

    If you share a few drinks with a video game character who would you choose and why?

    Well, a night out drinking with Kazuma Kiryu from the Yakuza games would not be dull! I should mention, there will be a bar-fight stage in Fallen City Brawl which will rival Road House’s Double Deuce!

     

     

    Anthony... 

    It’s always exciting to hear when a game may be ported to the neo geo and this game looks fantastic! Fingers crossed that it happens!  

    • Like 1

  6. 19 hours ago, fdurso224 said:

    Hey Mike,

     

    Great to see you on with us bro. Unfortunately I don't have a NeoSD Pro to see for myself. But have you contacted Terraonion on their social media accounts with your problem? They do reply fast and help buyers out as much as they can.

     

    Anthony..

    Hey Anthony,  the issue seems to be that the neoSD is extremely picky with which rom set you are using.  And unfortunately due to the legality of emulation Terraonion is not going to tell me where to get the correct roms.  So if anyone out there wants to hook me up (wink wink)send me a direct message!

    • Like 1

  7. Hey guys, anyone using the NeoSD Pro to run neogeo CD Games?  I have to say I’m pretty disappointed with this so far.  I can’t get any games working with this.  It’s almost ironic the first game I tried (SamShoRPG) worked great and I even uploaded a video about it because I was so pumped up.  Since then I have not got a single game to work.  Any help would be appreciated!  


  8. 37 minutes ago, fdurso224 said:

    Hi guys,

     

    New Neo-Geo game project in the works. Called Project Neon. Amazing!! :o

    "Big dreams even if they doubt them" ... #new #neogeo #shmup #retrogaming
     
     
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    Project Neon: New Shmup for the Neo Geo

    Wednesday, 5:32am+17

    NEW

    Hey folks!


    tldr; After developing a simple shmup for the Gameboy Color a few months back, I've decided to team up with some people and go all in on developing a full-blown Shmup for the Neo Geo MVS.

    &thumbnail=1&s=b418b3bac1f22fe033b288964

    Planned "features"
    • Rock solid 60fps action, parallax scrolling and beautiful animated graphics
    • Five distinctive levels (4 freely selectable, 1 unlockable) and screen-filling boss fights
    • Huge variety of enemies and weapons!
    • Tight controls with zero-lag
    • 2 player co-op
    • Vertical monitor setup only (TATE)
    • A rhythm-based game mechanics/bonus stages [Stretch goal]
    • A strangely familiar antagonist
    Alpha screenshots

    &thumbnail=1&s=b418b3bac1f22fe033b288964&thumbnail=1&s=b418b3bac1f22fe033b288964

    Running on actual arcade hardware (MVS + Dark Soft Multi-MVS)

    Game plan going forward

    - Finish/polish internal prototype within next 4 weeks (the game is already working on actual hardware with buttery-smooth 60fps parallax scrolling, 2 player co-op, lots of enemies and bullet types, etc)
    - Prepare and launch Kickstarter campaign (30 days)
    - Finish the game and ship MVS cartridges around September 2020

    We'll share much more details as part of the Kickstarter campaign, including all the things we've ticked and put in place already to make sure we set ourselves up for success.

    It's quite possible that we'll use this thread as the official "smaller updates and feedback" blog, next to the main Kickstarter one of course.

    More soon!

     

    Anthony...

    Looks great!  Keep us posted when the Kickstarter opens up

    • Like 3
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