Tag: NESmaker

Dungeons and DoomKnights

Dungeons and DoomKnights, a new NES release in 2022, dropped last week. I didn’t kickstart it, but I did pre-order it about a month ago. Unlike just about every other thing I’ve pre-ordered in the last 10 years, this one arrived quickly — not two years later than announced, but just a few weeks after I paid for it.

I put about an hour into it today. I haven’t gotten very far yet, but I’ve made a little bit of progress. So far, I’ve managed to lose and re-gain my Axe, collect two Heart Containers, and befriend an attack Pomeranian, who can reach some areas that I can’t fit into.

I’m not entirely sure what else I’m supposed to do, or where I’m supposed to go next. The level design is non-linear, allows backtracking (to an extent), and doesn’t give you a lot of indication about what you’re supposed to do, or where you’re supposed to go next (although there’s some tantalizing spots where you can see an area that you can’t get to due to some obstacle, and the primary challenge of the game seems to be to find objects that will grant you an ability that you can use to clear the obstacle to get to the next area.

I’ve managed to find two keys, and there’s been a few switches that you can flip to open doors as well. It’s that sort of game. So you have to experiment and figure things out. Oddly, there doesn’t seem to be a pause feature, nor are there any functions to the start or select buttons.

My impressions so far are that it’s decent, if not great. I find the controls feel on the stiff side, not necessarily a good thing. Your primary attack is an overhead axe smash, which can hit slightly behind, above, and in front of you, as the axe passes through its arc. You don’t have a lot of range with it, meaning any time you’re close enough to hit an enemy, it’s also pretty close to you, and if you’re not careful you’re likely to blunder into it and take some damage. Due to the stiff controls, it usually seems like you should have been avoided most of the damage, if only they controls were a bit more fluid. Also, if you’re approaching from above, your attack hitbox will put you at a disadvantage, and so far I haven’t found too many solutions to compensate for this weakness.

Enemy AI is very rudimentary, but very much on par with what you’d expect from a NES game. Enemies basically move around in a simple pattern, not really reacting to your presence. They don’t sense your presence, and don’t deliberately attack you, they just follow a looped set of actions and if you’re in the way, you’ll take damage. Accordingly, although there’s enemies pretty much on every screen, they’re not terribly interesting or challenging to deal with. Certainly they’re no worse than many other games from the original NES era.

The game has a lot of nostalgic cultural references and callbacks to the NES, for laughs. It’s pretty cheesy, but if you grew up in the 80s, you’ll probably appreciate and understand most if not all of the references.

On the plus side, the graphics are really great. For a NES game, they did a excellent job of creating good looking pixel art for the background tiles and character sprites, using the palette limitations of the NES to good effect to create a legible visual language that is fairly easy to pick up. At times you can be fooled by what’s dangerous when touched and what you need to walk up to to talk to, though. And some of the entrances to caves can be a little bit non-obvious – basically if you see a big black hole in the wall, it’s a doorway, unless it’s not. Usually it is though. This was probably more obvious back in the day, but more recent retro games made for modern platforms tend to be a little less ambiguous.

Dungeons and DoomKnights was built with NESMaker, and (as far as I’m aware) it’s the first NESMaker game I’ve played. If you liked games like Wizards & Warriors or Rygar this is probably a worthy pick-up. You can purchase it, while it lasts, at their web site.


NESmaker kickstarter promises every 80’s kid’s dream

NESmaker is a no-coding IDE for creating games for the Nintendo Entertainment System, currently being kickstarted by The New 8-Bit Heroes‘ Joe Granato. When they say you can make a NES game with this toolkit, they mean real NES games, that you can play on actual hardware. This is pretty amazing.

The story behind it is that some NES homebrewers are turning the tools they’ve developed for their own use into a product for anybody to use.

Normally, if you want to program for the NES, you need to learn 6502 Assembler, and get really “close to the metal” — which is not for everyone. With NESmaker, supposedly you won’t need to code at all, although you’ll be limited to creating “adventure games” (think top-down zelda-likes). They are hoping to raise enough money to enable them to create additional modules to enable users to make games in various genres.

Although the developers have been using the tool internally on their own projects for a few years, it needs more polish before it’s ready for general use, so they are running a kickstarter right now to take pre-orders and to raise the necessary funds to complete their project. This includes not only the NESmaker software, but the hardware needed to flash a game pak so you can put your finished game on a cartridge and play it on real hardware.

How cool is that?