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SUPER-J11BIT

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Everything posted by SUPER-J11BIT

  1. SNES - Pang X Street Fighter II Buster, the hero of Pang, has to destroy the energy spheres left behind by M. Bison in every classic stage from Street Fighter II. Along the way, he finds a cyborg wrecked in a fight with Ryu. From the remains, Buster recovers combat data from six legendary fighters: Ryu, Chun-Li, Dhalsim, Guile, Ken, and Sagat. He uploads this data into his harpoon gun, learning to fire each fighter's special energy — Hadoken, Kikoken, Yoga Fire, Sonic Boom, Shoryuken, and Tiger Shot — finally giving him the power to destroy the spheres and stop Bison's plan.
  2. SNES-Patch 05/02/2026 Guide Preview Turrican 1.5 The Avalon 1 has fallen under attack. Robots malfunction, mutants outsmart you, and some even steal advanced armor to turn themselves into deadly bosses. As Bren McGuire-still without the iconic Turrican suit-you fight through collapsing decks, chaotic corridors, and jetpack arenas using a built-in four-mode weapon system. Survive the invasion from inside the ship and reach the exact moment where Turrican 2 begins. Now that the game is finally out, I’d really love to see how you all experience it. If you create any videos, gameplay clips, reviews, or if you come across content made by others, please share the links here on the forum or send them to me by email. I’m genuinely interested in seeing how you play, what stands out to you, and what you enjoy — every bit of feedback helps me keep improving the game.
  3. The patch is ready! Releasing tomorrow! Good news: the patch is finished! Tomorrow you’ll finally be able to try all the fixes and improvements the community asked for. Thanks for all your feedback — it really helped shape this update.
  4. Mini Update: I Just Had to Show You This Okay, I know.. I said the next post would be the official announcement of the finished game. But I'm breaking that rule for a very good reason. While working on the final level, I ended up putting together this armor hall.. and it turned out so good that there was no way I could keep it hidden until release. It instantly became one of my favorite rooms in the entire game. So here it is: the armor hall from the last level. Just a small preview, a little taste of the atmosphere you'll find in the finale. I won't spoil anything else, but trust me-its role in the game is pretty special. Alright, now the next post will really be the final announcement. We're almost there, and I can't wait for you all to play it.
  5. Development Update: Level Coding Has Begun! Hey everyone! Just wanted to let you know that I've officially started coding the levels. All bosses and enemies are already done, so from now on I’ll be focusing on building the actual structure of the game. I’m aiming for somewhere between 5 and 7 levels, but I haven’t decided the final number yet. Either way, I won’t go beyond that because I want to keep the style I love: short, intense, old?school arcade experiences, without repetitive or filler levels. Speaking of bosses: there are two more bosses I haven’t shown yet, and I’d rather keep them as a surprise for the final release. I think the “wow” effect will be worth it. From this point on, the next topic I post will be the announcement of the completed game. We’re really in the final stretch, and I can’t wait for you all to play it!
  6. New Boss Reveal! Hey folks! It's time to introduce the third boss.. and yep, you guessed it: this one flies, zips around, locks onto you, and blasts you like you're the last pixel left on Earth.
  7. New Boss Reveal: The Rolling Mutant Hey everyone! Time to show off the second boss-another mutant who managed to steal the advanced armor... and figured out a whole new way to weaponize it. His Signature Move He morphs into a high-speed rolling ball, tearing across the arena while dropping bombs nonstop. Pure chaos, pure pressure, pure pixel mayhem. I'm still polishing the animations and attack patterns, but the fight is already a wild explosion of metal and mutant fury. Get ready-this boss doesn't just chase you.. he runs you over.
  8. Fresh Update from the Pixel Lab - Meet the First Mutant Boss Wearing the Stolen Armor Hey everyone! In my previous post, I talked about a new feature I've been adding to the game: mutants aren't just savage and unpredictable. they're smart enough to steal and use advanced armors for a short time. And yes, one of those armors is a clear tribute to the legendary Turrican 2 power suit. Well, today I’m back with something even cooler. I'm excited to introduce the first mutant who managed to steal that iconic armor and twist it into his own brutal, corrupted version. This guy officially becomes the first boss you’ll face - a mix of nostalgia, chaos, and pure pixel insanity. I'm still polishing animations and attack patterns, but the whole encounter is already looking wild. Get ready to see what happens when a mutant grabs a piece of gaming history... and decides to use it against you.
  9. Jetpack Chaos Inside the Avalon 1 Our hero just unlocked his new favorite hobby: flying around inside the United Planets Freedom Forces' flagship, the mighty Avalon 1. One second he's on the floor, the next he's on the ceiling, and the next he's zooming past two confused drones who are definitely reconsidering their life choices. We've got horizontal levels, vertical levels, and a few that look like the ship's engineer built them after a long night and too much cosmic espresso. With the Jetpack, every corridor becomes a zero-gravity playground where the only rule is: try not to crash into anything that sparks.
  10. Giant Mutants Are Live - and They Don't Move... Because They Don't Need To Today was giant?mutant testing day. And honestly? I'm starting to think I created a whole new category of unfair. These things don't walk. They don't chase you. They don't flank, hide, or do anything remotely tactical. They just stand there. Like skyscrapers with anger issues. And then they unload. The moment they spot you, it's like someone flipped the "infinite ammo" switch. Rockets, bullets, beams - whatever they're built with, they fire it nonstop like they're trying to erase you from the timeline. It's almost insulting how confident they are. They look at you like: "Why would I move? You're the one who should be running." And the worst part? I coded them. I know exactly how they work. And yet every time I test them, I feel like I'm trapped in a turret defense game where the turrets hate me personally. Static enemies, sure. But when they start firing, you realize mobility was never the problem. Survival is. Challenge accepted... again.
  11. Mutants Are Live - and These Guys Are Way Too Smart! Today was mutant?testing day. And let me tell you...these guys are NOTHING like the robots. Robots explode. Robots break. Robots accept their fate. Mutants? Mutants plot. These sneaky creatures move between cover, switch positions, and shoot from angles I didn't even know existed. I swear one of them looked at me like, "Oh, you thought this was going to be easy?" I'm developing this solo, but these mutants are making me feel like I need a full tactical team behind me. They flank, they hide, they reposition - basically they play smarter than I do, and I'm the one who coded them. But hey, challenge accepted.
  12. Testing the first enemies - time to wipe out some robots! I've started testing the first robot enemies in the game. It's that glorious phase where things explode, systems break, and I figure out what actually works. I'm developing this solo, but trust me - I'm ready to wipe out some robots and push these tests to the limit.
  13. Boss Level Concept in Shinobi Style Hi everyone, I’m working on a concept for a boss level inspired by the style of Shinobi. The idea is a compact, symmetrical arena designed for a fast, timing‑based fight where precision and quick reactions are key. The boss would be faced in this kind of setup, keeping the action tight and arcade‑like. What do you think of this structure for a boss encounter?
  14. New GIF From My Game! MENU-INTRO-LEVEL Here's a new GIF from my project: it shows the main menu, the full introduction, and a section of the weapon testing level. Everything is still in development, but this preview gives a solid feel for the game's style and pacing. Let me know what you think!
  15. Avalon 1 Teleport-Elevator The Avalon 1 is a multi-level starship. To move between floors, you don't use stairs or a normal elevator - you use a teleport-elevator. Find the platform with the green LEDs. When you step on it, the system activates and instantly teleports you to the upper or lower deck.
  16. Flawless Idea! – Mutants Steal the Legendary Turrican 2 Armor Hey everyone! I’ve been working on a new feature for my game, and I couldn’t wait to share a little preview with you. In this world, mutants aren’t just brutal and unpredictable… they’re clever too. Clever enough to steal and use advanced armors for a short period of time. And here’s the fun part: one of those armors is a clear tribute to the legendary Turrican 2 power suit. Our hero ends up facing not just a boss, but his own iconic weapon, reimagined in a mutant version. A mix of nostalgia, challenge, and pure pixel madness. I’m still polishing animations and attack patterns, but the whole scene is already looking awesome.
  17. 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.
  18. 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.
  19. New update on the channel! http://youtube.com/post/UgkxoAEg4jhDI511QuL1f99kPkmIDMZTQbHg?si=WowsljIqHI2VK_LU 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!
  20. SNES - Fan-Made Prequel to Turrican II Update on my SNES Turrican Project! http://youtube.com/post/UgkxIaYl_4bsGlI4uwzAxBXyAXxmke8MT92F?si=44T_i6n5f2hqINGx 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!
  21. SNES - Fan-Made Prequel to Turrican II IN DEVELOPMENT ------------------------------------------- Starting today, I’m switching things up: I won’t be using external servers to upload photos anymore. All visual content will be posted directly through YouTube posts instead.This change will make everything more stable, accessible, and easier for everyone who follows me.
  22. 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. 👎 👍
  23. My Idea for a SNES‑Style Point‑and‑Click AdventureI’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 MarioIn 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 IdentityThis 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 GoThis 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
  24. Right now I’m focused exclusively on the SNES. That’s the only platform I develop for at the moment.
  25. 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. 😁😊

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