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SUPER-J11BIT

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Everything posted by SUPER-J11BIT

  1. WIP!!
  2. Hey everyone! I'm starting this thread to share my new homebrew project for the Super Nintendo: BATMAN '89. The idea is to build a game based on Tim Burton's 1989 Batman film, using the sprites and backgrounds from the PC Engine version (Sunsoft) as the graphical base — they fit the SNES really well in terms of style and proportions. On top of that, I'm planning to include the cutscenes from the Amiga version (Ocean), which blend in nicely from an art standpoint. Why Batman '89 on SNES Here's the thing: the first Batman movie never made it to the Super Nintendo. The SNES got: Batman Returns (1992) Batman Forever (1995) Batman & Robin (1997) But Tim Burton's 1989 Batman was never developed for the SNES. It existed on NES, Game Boy, Genesis, PC Engine, and Amiga — but on Nintendo's 16-bit console, it's always been a missing chapter. So I figured: why not build it? The goal is to fill that gap — imagining what a Batman '89 on SNES could have been, taking the best of the existing versions and adapting it to the console. LET THE CODING BEGIN!!
  3. Zak McKracken and the Cosmic Energy is out now! After all this work, the wait is over. Get ready to head back to Caponia, take up the White Crystal, and fight to save the King. From "point and click" to "point and shoot." The adventure begins. Download it now.
  4. Hey guys, throwing an idea out there. What if I made a full Spider-Man: Brand New Day game to put inside the Spidey Tracker app, inspired by the movie? A little pixel art Spider-Man moving between the game cards, with levels inspired by scenes from the film, all integrated into the tracker interface. What do you guys think? Would you like it? Let me know!
  5. Update: I'm picking it back up on September 7th!
  6. SNES coding is going on summer hiatus. Back in September! Enjoy the summer, everyone!
  7. SNES - Spidey Tracker WELCOME TO THE RETRO TRACKER. EXPLORE PETER'S SIGHTINGS FROM THE SNES ERA (1992-1995). SNES [Patch] August 2026 SNES - Spider-Man and the X-Men in Arcade's Revenge - November 01, 1992 SNES - Spider-Man and Venom: Maximum Carnage - September 16, 1994 SNES - The Amazing Spider-Man: Lethal Foes - March 17, 1995 SNES - Venom/Spider-Man: Separation Anxiety - November 01, 1995 SNES - Spider-Man - February 1, 1995
  8. Hey everyone! Wanted to give you a bit more detail on what Zak McKracken and the Cosmic Energy for SNES is going to be like. I know Zak McKracken started out as a classic point-and-click adventure, and my goal was to respect that spirit as much as possible. However, making a traditional point-and-click on SNES is way too complex for me right now, so I went with a different approach that still keeps that pointer-based interaction feel. The technical genre of the game is a "Rail Shooter" , just like Mechanized Attack on SNES. In practice, the screen stays still and you control a crosshair to aim and shoot at enemies that appear on screen. But instead of regular bullets, Zak fires cosmic energy to defend himself! This will be my first crack at this genre on SNES, and I'm stoked to see how it blends with the Zak McKracken universe. I hope you guys dig this direction, and I really appreciate you bearing with me as I try to adapt the game while keeping its unique vibe. Let me know what you think, and stay tuned for updates!
  9. ZAK MCKRACKEN AND THE COSMIC ENERGY After the defeat on Earth, the three generals betray the King of Caponia and freeze him atop Tower Zenith, the highest structure on the planet. With the King immobilized, the generals begin their plan: to conquer Caponia and seize total control. Prince Zorblax escapes the planet and reaches Earth to seek help from Zak McKracken and Annie Larris, carrying with him the forbidden White Crystal Manual. The Crystal can free the King… but only if activated correctly. Zak uses the alien Manual to channel the Crystal’s energy onto himself, awakening the Cosmic Energy, a defensive force that repels enemies, deflects attacks, and shields him from any threat. Now Zak, Annie, and Zorblax must return to Caponia, rescue the frozen King, and stop the generals before they take over their planet. The adventure begins again. LET THE CODING BEGIN!!
  10. Just dropped SNES - Pang X Street Fighter II! And who knows... maybe one day I'll make SUPER Pang X SUPER Street Fighter II?
  11. I reopened my YouTube channel! Yeah, I know – I used to say I didn't have time for editing videos and preferred spending those hours coding my games. But I found a workaround: I record GIFs during development, stitch them together with a tool that takes just a few seconds, and export straight to video. No editing, no wasted time. So I reactivated my account.
  12. SNES – Pang X Street Fighter II SNES [Patch] July 2026 Buster, the fearless hero of Pang, sets out on a bold new mission: to destroy the energy spheres that M. Bison has scattered across every legendary stage of Street Fighter II. Along the way, he stumbles upon the wreckage of a cyborg, torn apart in a brutal fight with Ryu. From the remains, Buster recovers critical combat data from three iconic warriors: Ryu, Dhalsim, and Sagat. He uploads it into his trusty harpoon gun, unlocking the power to unleash their most famous moves: Harpoon Gun v.5.5 Hadoken (Ryu) Yoga Fire (Dhalsim) Tiger Shot (Sagat) Armed with a map recovered from the cyborg's debris, Buster travels through the classic stages of Street Fighter II – each one twisted and corrupted by Bison's dark energy. With every new stop, the spheres grow stronger and more unpredictable, pushing Buster to his limits. With every Hadoken, Yoga Fire, or Tiger Shot he fires, the spirits of the three fighters guide his hand and fuel his resolve, driving him forward until he finally finds the strength to shatter the spheres once and for all – and put an end to Bison's evil scheme once and for all. Music Credits Flowery lawn Super Dispace Kart Summer Vacation Reuploadeth Fanfare
  13. SNES [Patch] – July 2026 (Coming Soon)
  14. Turrican 1.5 is now live on my brand new site! You can play the full game and check out all the details right here: TURRICAN 1.5
  15. Hey everyone! I finally found the right platform to release my SNES homebrew patches and games. I used Canva before, but it was too slow and heavy for frequent updates. Now on Medium I can push new patches in real time, with release notes and instructions, simple and fast. Website If you're into SNES homebrew, you're welcome! Feedback and testing are highly appreciated.
  16. Thanks Poucas Fichas Retrogames! Proud to see my game on your channel!
  17. Hey everyone, I'm opening this topic to share an important decision regarding my SNES game development. From now on, I will no longer post weekly updates or scattered dev logs. My focus will be entirely on bringing these projects to completion, and I will only share results when each individual game is fully finished and concluded. I want to come back to you with a complete product, not a work in progress. See you at the finish line!
  18. Big day today: I got the first sphere of the first level moving! It bounces around happily, just like the classic Pang balls... BUT here's the twist: When you hit it, it does NOT split into two. No twin spheres, no extra chaos. Instead, it has a little health bar (yeah, just like in fighting games). Each hit weakens it. After a few hits... BYE BYE Bison's spheres are tougher but way less... fertile. They decided not to have kids. Smart choice, honestly. Buster is happy. I'm happy. The sphere... not so much.
  19. [ INF O B O X ] UPLOAD COMPLETE Harpoon Gun v.5.5 - Hadoken (Ryu) - Yoga Fire (Dhalsim) - Tiger Shot (Sagat) So yeah, Buster found a busted cyborg, did some weird data transfer stuff, and now… dude can fire Hadoken, Yoga Fire, and Tiger Shot from his harpoon gun. Bison's little energy spheres never stood a chance. Buster is stoked. Everything else? Not so much.
  20. I made a clear choice: I left Itch.io. Not because it's a bad platform, but because I need to focus on one thing only – making games. Posting updates, managing profiles, fixing links, writing descriptions, handling pages… all of that takes time away from the only thing that actually matters: development. I want to cut down to the bare minimum needed to publish. No fluff. No duplicates. Just the essentials. That's why I'm staying only on VidLii That's where you'll find everything I make. Nowhere else. More time writing code, drawing pixels, designing mechanics. Less time "managing an online presence." If you want to follow my work, there's only one place. The rest is gone. See you there, SUPER-J11BIT
  21. [img]https://img.itch.zone/aW1nLzI3MjA3MzY1LnBuZw==/original/g3ouJG.png[/img] New project update! Buster just got a brand‑new way to celebrate his victories. In the original Street Fighter II, the iconic intro screen — the crowd gathering, the punch, the giant logo — appeared only once and was never seen again during gameplay. In my version, that intro scene becomes part of the adventure. Every time Buster clears a level and destroys all the energy spheres, the SF2 intro screen updates to reflect his latest win: a small highlight, a new animation, a visual mark showing how far he’s come. It turns the intro into a living record of his journey — a blend of nostalgia and progression that gives each victory a bit more weight. It feels great to see that classic screen evolve as Buster pushes forward. And this time… the intro won’t just be an intro. More updates coming soon!
  22. Quick announcement: I’ve decided to stop using my website — not because of problems, but because it’s no longer necessary. Canva was too heavy to maintain, and I prefer a lighter, more efficient setup. Everything is now available here: Proton Drive — fixed link with all SNES patches itch.io — my project page VidLii — video previews and showcases Everything stays accessible and updated as usual.
  23. Buster has now integrated three iconic powers into his harpoon gun: Hadoken, Yoga Fire, and Tiger Shot. In the GIF below, you can see him firing each one in sequence, testing their energy and timing. Right now I’m debating an important detail: should I use the original Street Fighter II sound effects, or go with simpler, more stylized sounds to keep things closer to the Pang vibe? Still experimenting to see which direction fits the game best.
  24. Buster has loaded the powers of six World Warriors into his harpoon gun. Following the map recovered from the destroyed cyborg, he now travels across the classic Street Fighter II stages — each one corrupted by Bison’s energy spheres. From Tokyo to New York, from the USSR to Brazil, every stop brings tougher, evolving spheres. And with every Hadoken, Sonic Boom, or Tiger Shot he fires, the spirits of the fighters guide him forward. The route is set. The battle begins.
  25. Hey everyone! Just wanted to share a quick update on the project I’ve been working on. I finally got the character walking in‑game, and seeing him move around the world I’m building feels really rewarding. There’s also a big milestone: In the original Street Fighter 2, this scene was only an intro, but in my version I’m turning it into a fully playable level. It’s the first time I can actually play through it myself, and it’s pretty exciting to see it come to life. More updates coming soon!

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