All posts by Jinroh

M.U.S.C.L.E. Atari 8-Bit Port Update!

Hey all!

In addition to Carrot Kingdom I’m also working on a port of the NES M.U.S.C.LE. game to the Atari 8-bit Computer Line.

After some experimentation and nice coding, I came up with a nice software sprite system so we can have wrestler sprites comparable to the NES. The first test of which worked quite well, with Muscleman running around the ring very easily.

Next I’ll be adding movement diagonally and the attacking actions. Stay tuned!

Carrot Kingdom 0.8a Demo Release!

Sorry for the delay everyone! Been totally riding the high from the My Little Pony: The Movie so I’ve been a biiiiiit distracted. OMG Tempest Shadow and Songbird Serenade. So cute!

However, I got it together and fixed a bug for you guys. πŸ™‚ Stay tuned for more and bigger changes!

Carrot Kingdom Demo .8a Changes:

  • Fixes Disappearing Ghost Bug.

Download the binary.

Game On Thursday! – NBA Jam!

Originally posted on: 2013-06-06 00:00:00

Hey hey! Welcome to another Game On! Thursday this time we’ll be talking about the port of the latest NBA Jam game to the Windows Phone! I happened upon it over the weekend and it really takes me back, it may be updated, but the fun and nostalgia still remain! Boom Shakalaka!

I first experienced NBA Jam at the game room in the community center where I lived growing up. The dimly lit room was filled with a few arcade cabinets, and no one was ever there. Amid the Cruis’n USA, Mortal Kombat 3, and Primal Rage, there was a strange game, NBA Jam. I liked basketball, but had never thought about playing a basketball game. One day I plunked a quarter into the machine and it was ON FIRE! The game was great fun, dunking those sweet dunks, juking and jiving all along the court, it was like basketball magic. I liked the game so much I would later snag a copy of Tournament Edition for my Genesis.

Dunkin’ time!

NBA Jam is an arcade game, and like many arcade games it’s easy to learn, but hard to master. This is in part, due to the simple controls, shoot, sprint, pass. The controls change on the defense to swat, sprint, and jump block, but never-the-less, they are simple. The depth of play comes in with the fact that you can do head fakes, spins, shoves, etc. by doing different things with the button combinations. When you first start and do not know these ‘special moves’, it’s pretty much back and forth with the AI scoring and scoring. After mastering these moves though, you’ll be wiping the floor scoring hundreds of points in no time.

The Lakers know a thing or two about awesome dunks.

The game plays in a 2 on 2 format where you can choose which player you wish to play as, and who is your partner. The roster is pretty small, but there are a lot of teams, not to mention a few unlockables. Each player has their own stats and can do different things better like dunking or 3 pointers. It’s always nice to have a balanced team to ensure your victory. If you’re good enough though, you could just jam it to the hole and run over the AI with whomever.

He is literally on fire!

The Windows Phone port sports well thought out touch controls and updated graphics. Everything is 3D, but the characters retain the same humerous sprite based heads of the originals. The announcer, sound effects, and other audio cues sound spot on to the arcade, so it brings back great nostalgia. If you like basketball, or are nostalgic about the original game I highly recomment it. Playing for a while on your phone may cramp your fingers though. It can be had on most devices and game consoles, so what are you waiting for?!

Happy Gaming!

Images borrowed from the Windows Phone store under non-profit fair use.

Game On! Thursday – Skitchin’!

Originally Published:Β 2013-06-06 00:00:00

Hey there Mao Mao Games dudes and dudettes! Let’s harken back to the 90s for some rad inline skate racing action! That’s right, this time Game On! Thursday is all about Skitchin’! for the Sega Genesis or MegaDrive for those of you elsewhere. Skitchin’ is a radical racing game by Electronic Arts back in the mid-90s. It uses their successful Road Rash engine and Road Rash formula and recycles it into a game all its own. Road Rash is a bit of a timeless game, it’s goofy motorcycle gang members, and that makes it relatable, unless motorcycles suddenly become extinct. Skitchin’ on the other hand is about a bunch of punk/thrasher rollerbladers with bad attitudes grabbing on the back of moving cars to illegally race across famous cities. I dunno about you but I don’t see many kids rollerblading anymore, so it will probably come across very cheesy today. It’s still fun and a nice twist from the tried and true Road Rash formula.

Skitch that hitch!

What makes Skitchin’ unique besides the somewhat cheesy radical attitude and style is the gameplay. This is where it counts, the game is MUCH more challenging than Road Rash in that you’re unable to keep up and pass traffic. Traffic is a major hazard to our dudes on rollerblades, cars can pass you and they will and if you’re in their way they won’t swerve and be good drivers, no they’ll just run you right over. In addition to cars going both ways, you’ll have construction signs, gravel, oil slicks, billboards, and all kinds of other things in your way. Take too much damage on your wheels from gravel for instance and you’re done. You’ll lose the race and have to spend your hard earned money on new wheels.


Hey Dude, wanna buy some rad skate gear from the back of my van?

So you may be thinking, ‘if we can’t move all that quickly and can’t pass traffic, this sounds like a boring game’. Wrong, unlike Road Rash there’s a good bit of strategy involved here in the form of Skitchin’. Whoa?! The name of the game is the core mechanic. That’s right, skitchin’ or grabbing on to a moving vehicle is your main form of speed to pass your foes and reach the finish line first. You can hold down the ‘A’ button and your character will crouch down and assume a positiong to grab a passing car. This is handy since cars pass you pretty easily. You also have a rear-view mirror so you can see them coming up behind you. Skitchin’ will take practice though as if you’re not in the sweet spot, your character will either get run over or you’ll just look stupid and not grab the car. While you’re happily riding along holding the bumper of your host car you are still susceptible to obstacles and other racers. You can still hit gravel and oil slicks and lose your grip. Additionally other racers can grab your host car and try and beat you off of it. With luck and the ‘C’ button you can beat them off first. With luck you’ll skitch your way to first place where you’ll go to the next city and be able to win money to grab new skate gear and be cheered on by the fans.

Overall the game is fun. There’s a 2 player mode where you can race a friend as well which makes the fun last even longer. If you have a Genesis and like Road Rash it’s very much worth checking out. You can snag a complete copy for maybe $10 on Amazon so there’s no price deterrant here.

Happy Skitchin’!

Images borrowed from Sega-16 under non-profit fair use.

Game On Thursday! – Mega Man II (GB)

Originally posted on:Β 2013-06-13 00:00:00

Hey all welcome to another Game On! Thursday! Over the previous weekend I hit a “gaming milestone” of sorts at least as far as my younger self is concerned I beat of the first Gameboy game I ever got! Mega Man II for the Gameboy. As you may or may not recall Mega Man for the PC was the first Mega Man game I ever got/played (See previous Game On! Thurday)

MegamaniiboxPretty sweet box art!

Mega Man II is considered possibly the worst of the Gameboy Mega Man games, but it was the first and only one I had gotten up until much later. I picked up it up in 1996 when I got my first Gameboy which was a Gameboy pocket. I had played Mega Man II since then at a friend’s house on his NES, and really liked it despite not really liking Mega Man PC. It took me months and maybe years, or at least until Pokemon came out, to get to Wily and still as a kid I never beat it. Last weekend however, I cleared the whole game in like 30 mins, I was surprised at how my skills improved since I was 12. It was a fun and easy ride and a nice trip down memory lane.

Time to show Clash Man who’s boss!

If you’re not familiar with the Mega Man Gameboy games they are almost all (except in the case of MM5) mashups of two of the NES games. In the case of MMII, it is a mashup of Mega Man II and Mega Man III on the NES. Basically all the elements of both games are retained just 4 bosses from one and 4 from the other are present. In this particular game you have Wood Man, Clash Man, Air Man, Metal Man, Magnet Man, Hard Man, Needle Man, and Top Man. In addition you have a game specific boss, Quint, and of course Doctor Wily. The game adds the slide from Mega Man III as well as Rush Jet, Rush Marine, and Rush Coil for good measure as well.

Dr. Wily hired Salvador Dali as his interior decorator.

The levels themselves for each Robot Master are similar as well to their NES counterparts you get sub-bosses and the usual hazards from each stage, though some are remixed or abridged, though they are all pretty well done. Keiji Inafune though wasn’t too happy with the game apparently, as it was handed off to a different team than the first Mega Man Gameboy game. After Mega Man II, the same original Gameboy team did all the rest of the Gameboy Mega Man games. This one I think is a perfect introductory Mega Man game as it’s easy, straightforward, and just fun. It controls well, sounds good, and it’s a fun romp through Mega Man’s world without too much frustration that may make less experienced players throw down the Gameboy and say, “I HATE MEGA MAN!”.

I’d recommend it for your Mega Man Neophytes as it’s pretty cheap, and not hard to find a platform to play it on. You can pick it up for a couple of dollars on Amazon or Ebay.

Happy Gaming!

Images borrowed from Wikipedia and under non-profit fair use.

New Updates and New Demo Soon!

Hey all!

Sorry for not updating recently, but, things are still happening. I usually update the AtariAge post for convenience than the page here, but I figured now I may as well try and do it more often.

If you haven’t been keeping track there, new things have been added. First a better title screen, very nice. Has the carrot and things in there now.


Next, the entire engine has been update to allow for multiple colours on the levels and multiple enemies so we can get cool scenes like this where some carrot ghosts are trying to corner Jinny by a spooky tree.


Lastly Jinny’s portrait on the lives screen has been updated, so that it’s now colourful! Very nice right? Beautiful kitty girl in all her colourful glory.


All these changes will be in the next demo that’s coming soon. I just have to polish a few things up and we’ll be good to go!

Until then have fun!! :3


Laughing all the way to the Bankswitch.

Hi hi!

Carrot Kingdom is still progressing! πŸ˜€ In case you’re wondering what’s going on, things are smooth and smarmy. A few things to do before the public demo, but 90% of it is there! πŸ˜€

Bankswitching was one of the things I had never done before, (Currently it’s a 16K game) which means that it has 4, 4K banks of game code & data. HUGE right?

It really gives me some freedom to put some of the little bits and pieces of polish that I want in. In case you’re wondering about the internal workings, the banks are currently laid out like so:

  • Bank 1 – Title Screen/Maybe Dialogue Kernel or something.
  • Bank 2 – Sidescrolling Engine.
  • Bank 3 – Boss Engine.
  • Bank 4 – Scrolling Code and Level Data.

Having almost an entire 4K bank for level data gives me a lot of wiggle room to add a bunch of levels. How many? Eh…I’m not sure yet. I’m going to get to that part after the demo is all done. The demo will have a new unseen area that I can add, because of the newly freed up space. I’m happy to be able to include that little surprise in there. πŸ˜‰

Here is a video of all the banks all wired together for you enjoyment. New update coming soon! πŸ˜€