27 Dec

Review: Ninja Senki

A few days ago the indie game Ninja Senki was released after a year of development. In short, it’s a Ninja Gaiden inspired (a lot of pages say Mega Man but I don’t agree with that) retro platformer that looks very late 1980s and also has that late 1980s difficulty.

The game is hard. This is why it reminds me more of Ninja Gaiden (besides the theme) than Mega Man. The gameplay is very simple, in that you can only run, jump and throw shuriken. You can also double jump once while airborne and that skill is available and required from the beginning. Which is perfectly fine. The game chooses a gameplay style and sticks to it with no afterthoughts. The gameplay feels perfect and the high difficulty doesn’t feel unfair as it would with controls that were less than perfect. The game also supports gamepads.

Ninja Senki screenshot I really liked the music and sound effects, they’re pretty much 100-percent authentic (FamiTracker was used to create the sound effects which pretty much makes it sound exactly like a NES game with the chiptune background music). The graphics are simple, obviously, since they imitate the Gameboy resolution (160×144) and the NES palette limitations. In my opinion, some of the graphics could have benefited from some variation. Especially, the few first levels look very monotone and boring compared to the later levels with more colorful backgrounds. It still looks fine, though. But as far as first impressions go, I saw more interesting stuff in the trailer than in the first few minutes of the game.

There are multiple endings depending on how well you play which is great considering how hard the game is. It feels like the game knows it’s way too difficult for 2010 so it has some slack (as long as you play your eyes open, you’ll probably be able to buy a continue or two with your score) but still would like you to play a perfect game. There are no save games which I think is not too bad considering it adds to the feeling (you have to play from beginning to end in one sitting just like you did as a kid) but since people who love retro games are not children anymore and actually have stuff to do, the game should have at least some way to continue the game.

The game is free (I was a bit surprised of this) and feels great so anyone interested in challenging platformers should check it out.

29 Nov

klystrack 1.5 Is Approaching Fast!

klystrack 1.5 screenshot After months of busy developing (not), I have finally decided to release klystrack 1.5. In short: feature creep. iLKke also joined the dev team and I have to thank him for graphics, testing and general support (motivational kicks in the butt). I also got some very good feedback from quite a few people, even though not every request was possible to implement (thanks nonetheless).

What is new in 1.5:

  • Improved editing
    • Undo/redo for most actions
    • The “compact” pattern display mode can be configured to display exactly the needed pattern columns
    • There’s now an edit mode similar to most classic trackers (you can jam in the pattern editor without changing pattern data)
  • New audio driver features
    • Wavetable for sampled drums etc.
    • Bitcrush effect has now optional sample rate downsampling
    • Extra parameter column for volume (like in FT2)
    • New commands such as setting filter resonance and restarting the instrument program from pattern data
  • Improved GUI
    • A lot of general laziness has been fixed, e.g. own menu items for opening a sample even in the pattern editor, keyboard control in all editors
    • Editors can be switched with buttons located bottom-right
    • The menu is less obscure with a new added menu button top-left
    • New default theme (no more eyesore) AHX meets klystrack?
    • Themes can now use PNG images instead of BMP
    • Program icon
  • Fun stuff
    • VU meters and a fake spectrum analyzer (think Protracker)
    • AHX/Protracker/C64 etc. retro themes
  • Experimental stuff
    • MIDI sync (not tested very well) and MIDI keyboard support (great for instrument editing)

Get it here. Don’t forget the Facebook page, updates get posted there more frequently.

16 Jun

Amegas

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Original by Karsten Obarski

11 Mar

AHX Import in klystrack 1.4

I’ve just finished an AHX import feature for klystrack. The conversion is not perfect because not all features are present in klystrack and they have to be emulated using what there is available. However, even if the conversion isn’t too accurate, the tunes still sound pretty good. This is what the imported tunes sound like if you’re lucky:

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I’ve also updated the effect system to support separate FX chains, meaning you can have different reverb etc. settings for different instruments. While there will be more effects in future versions, they will still be for fine tuning the old school sound.

1.4.0 should be out soon but you can try the nightly builds that should work pretty well.