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PostPosted: Sat Oct 14, 2017 5:35 pm 
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What are you talking about?


We were talking about something else. Which is why I was trying to move the discussion over to the "Jammin Honey" thread.

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PostPosted: Sat Nov 04, 2017 9:24 pm 
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Apparently I'm giving everyone here a review on their game I guess.

Anyway.

- Music is some of the best I've heard. All songs are catchy and unique and sound great.

- The game mechanics are good. The player controls just fine.

- My only real suggestions are to try and make the levels more diverse design wise. For example I can just spam the attack and mash right on the D-pad and pretty much beat the game. It would be great if the levels offered more variety so that I can't just use this one strategy all the time for the whole game. Maybe make some levels where you have to climb up or down a little. Or go to the right then up then left then up then right in like a little cave or something.

- A more diverse group of enemies might also improve the game. Say for example an enemy which can't be killed or an enemy which will kill you if you touch it only once. It just seems as if all the enemies seem the same.

- Boss battles are good though.

- Also how do you know which power up scrolls will give you which special ability? Is it just random?

https://www.youtube.com/watch?v=FQCAeVY ... e=youtu.be


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PostPosted: Thu Jan 11, 2018 8:20 pm 
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I played my game after several months off, and I thought "wow, this scrolls too fast".

These Game Genie codes will slow the right scrolling by 20%. Which feels a little better.

YLXOTLLK + YLUPZLAK.

However, this makes 1 jump in level 5 quite a bit harder to make. (not available in the demo).

By the way. I have about 10 copies of this game left on cartridge. If anyone wants a copy ($) let me know. Thanks. Soon, I might auction the rest of the games off.

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PostPosted: Mon Jan 15, 2018 8:57 am 
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i wouldve gotten one if it would run on a pal console

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NOPE.


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PostPosted: Mon Sep 24, 2018 1:25 pm 
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I made 100 tiny changes.
-bigger sword/weapon hitboxes
-less head collision with ceilings
-better PAL support (including music at the right tempo, wrong graphics title/cutscene screens)
-moved 1/4 of the enemy start positions
-changed the enemy walking back and forth code, which had a typo bug
-minor graphics changes
-added secret Gameboy Mode
-shifted the BG screen 1 pixel up

If anyone here would like to test the revised game, send me a PM.

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PostPosted: Wed Oct 10, 2018 12:19 pm 
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Here it is. The full game. Vigilante Ninja 2 (rev A).

http://dl.dropboxusercontent.com/s/13w2 ... l-revA.nes

And here's an explanation of the scoring system (since I never mentioned it).

100 for each enemy you kill

100 for each coin you have at the very end

5000 for each life you have at the very end
(not counting extra 10 lives)

10000 for beating each boss

- Difficulty Bonus -
0 for easy
40000 for medium
80000 for hard
120000 for crazy


Note, the "secret" gameboy mode is activated by pressing A+B+Select on the options menu.

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