As you might have noticed, this page is pretty much dead since about seven years.
That's why I've disabled it completely earlier this year.
However, it has come to my attention that this might be considered disrespectful towards the good people who have contributed content to the filedump section of this page.
For this reason, I'm putting it back online and plan to keep it that way.
Apart from that, I've more or less retracted from online communication.
As far as Project N is concerned (the original reason for the extended hiatus), I do not have any news.
I still have hope that we can release it one day...
Hiatus is still in effect and will be for quite some time, but here's something to keep you entertained in the mean time:
Video footage of a 5 year old unorthodox rhythm game/rpg hybrid I developed but never finished & released.
Me playing & talking about the game and the motivations behind it:
Annotated direct feed footage:
I've uploaded the full sourcecode of Super Road Blaster to github.
This is version 1.2, which features a couple of bugfixes here and there as well as new features.
Regular release:
Super Road Blaster v1.2 for Super Nintendo (453Mb download)
Full changelog below:
It's official:
I've gotten quite a lot of valuable feedback after releasing version 1.0 and have been working hard on fixing any remaining issues.
Time to give you the definitive version, the biggest game on the system by far and the Sega Mega CD killer:
Super Road Blaster v1.1 for Super Nintendo! (453Mb download)
Mirror on superfamicom.org
Game manual
Ok, maybe I'm 20 years late, but who's perfect, right? ;)
Gameplay video:
Screenshots:
Intro
Titlescreen
Gameplay
I'm releasing version 1.0 of Road Blaster for SNES today, which has aptly been renamed to Super Road Blaster. Not all planned features and requests (persistent highscore saving, 256color intro video etc.) have been implemented, but I hope you enjoy it anyway:
Click here to download (453Mb download)
Mirror on superfamicom.org thanks to Matthew Callis.
Download includes game manual.
[Update] Archive has been updated to ROM version 1.1.
Just a quick update for those waiting for the finished release of Road Blaster:
Progress has been slow, but steady. I've fixed a couple of memory leaks, polished up most of the graphics, added some bells & whistles here and there and most importantly corrected a couple of serious bugs in my video graphics converter tool.
On top of that, I'm also preprocessing the video with a filter in order to compress better, which is the key to NTSC video support.
Can't give you an ETA yet, and I suspect that I'll be busy working on that game for quite some time still, but I'll keep you posted.
Apparantly a very incomplete and bad SNES port of the Aladdin Mega Drive/Genesis version.