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NEO-GEO HOMEBREW CARTRIDGES
NEOGEO HOMEBREW GAMES
The NEO-GEO hardware was officially abandoned by SNK in July of 2004.
However, many retired game systems are kept alive with continued 3rd party
homebrew software support designed and programmed by its greatest fans.
Usually the initial games tend to be rather simple in scope as it is very
difficult and time consuming to create, design, and develop original full
length games. One quick method is known as "hacking". It uses the existing
game code from a game and alters it slightly in certain areas. These hacks
are far easier to make, and they take much less time then actual creative
development. But there are however several genuine homebrew designers who
have already created some rather interesting and well received NEOGEO games.
Below is a quick look at some of these NEO-GEO Homebrew developers and the
various titles which they have worked on.

The FIRST neogeo homebrew game!
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RELEASE DATE: 1999
DETAILED DESCRIPTION:
This unique game first surfaced back in 1999. It holds the honor of being
the first PUBLICLY RELEASED and PURCHASEABLE homebrew game for the Neo-Geo system.
Digger Man was a clone of the popular game Boulder Dash released back in 1984 by
First Star Software. Boulder Dash was released on several video game & computer
systems, and was well received. The games main objective is to collect a certain
quota of gems hidden throughout the playfield while avoiding obstacles and enemies.
The Neo-Geo version also steals many sprites & sounds from Face's Gururin
(an officially released NEOGEO game from 1994), hence why rumors abounded in the
beginning that it might be a long lost official proto. This was proven to be FALSE.
The game was actually programmed by freelancer Kyle Hodggets who in turn sold it to
a software manufacturer/distributor called "The Game Room". Approximately 200 MVS
game cartridges were produced.
The game is fully playable, but it is sadly plagued with several bugs and glitches.
It is also an incomplete game with no ending programmed and is not fully compatible
with all NEOGEO hardware. With some minor tweaking, this game could be vastly improved.
Here is a list of things that could be done to enhance and complete this interesting
and surprisingly fun game.
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LIST OF FIXES AND IMPROVEMENTS!
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1- Have the game boot up to a proper title screen. (title screen logo is present but comes up at the wrong time in attract mode)
2- Fix the silent audio problem (correct the SM dependent M1 file) which causes SILENCE on 7 out 10 power ups.
3- Change the NGH number from 0066 to 09DM (66 was assigned to Fighter's History Dynamite)
4- Apply the proper fix layer graphics. (credit and level indicators)
5- Put in a freeplay option for the MVS mode and correct the "always on yet says insert coin" incorrect freeplay for HOME mode.
6- Add the missing objects to the how to play screen and have it appear after hitting start on the title screen.
7- Add some kind of ending even if just the words "congratulations" in standard text on the screen to "properly" end the game.
8- Add a stage number display to the screen when playing (game has 16 stages) but player has no idea what stage they're on.
9- Improve the collision detection to be far more generous as it is way too unfair.
10- Add a basic HOME console option screen for selecting the player (boy or girl), 1 or 2 player game, difficulty/stage select.
11- Add memory card support to save on any of the 16 levels.
12- Have the ability for the player to accumulate and carry over the dynamite through levels. (last level is almost impossible without this)
13- Add a high score screen.
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NEO BITZ by Jeff Kurtz (USA)
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INTRODUCTION:
Jeff Kurtz is considered to be the pioneer of NEO-GEO homebrew development.
He assembled most of the development tools himself, put together several early
demos, and made these resources available to the community on his website. His
early projects included a Neo Pac-Man clone and a casino card game program which
began it's development as Poker Night. This early game was the foundation for
Jeff's first major homebrew release, Knight's Chance.
NEOBITZ FIRST RELEASE:
KNIGHT'S CHANCE - RELEASED 2014
The first public release by NeoBitz was a game called Knight's Chance. It was a
completely original theme and genre for the NEOGEO hardware. The gameplay consisted
of 4 different casino style games presented with a medieval theme. Complete with
sound effects, voice samples, and background music which also suited the atmosphere
of the game quite well. The game was released on both MVS and HOME formats.
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NEO DEV by Weltherrschaft (Germany)
Hey, these guys were pretty damn good! Not much is known about them but their
Neo Pong game was excellent. The only down side is that the Neo Pong game only works
on neogeo emulators. Sadly, it does not work on real hardware. It comes up with some
glitches and does not run properly. (believe me as I tried it myself and built an
actual physical cartridge) Another game called Neo no Panepon may have also come from
their development team but I am not certain. Someone needs to talk to these guys and
get the real story on these games.
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Vektorlogic by Jeff Ferrier (UK)
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DETAILED DESCRIPTION:
Vektorlogic was an arcade distributor located in the United Kingdom. Their
first NEO-GEO title, Neo Sparks, was announced in 2000, but then later canceled.
Later, they made new announcements for some more upcoming titles, one of which
was actually released and made available. Super Bubble Pop, (LEFT PIC) was a
3-dimensional action/puzzle game that came out on May 14, 2004. Other titles
that they were working on included an action/platformer called Tommy K, (RIGHT
PIC). They may have also purchased the unsold inventory of Diggerman cartridges.
UPDATE: Recently, Piko Interactive purchased Vektorlogic's unfinished NEOGEO projects
and relased an improved/updated/enhanced version of Super Bubble Pop.
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NEOGEO HACKS (CHINA)
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DETAILED DESCRIPTION:
A hack is in nowhere near in the same category as a homebrew. While a homebrew
game requires every bit as much effort as any other game that is developed from
the ground up, a hack does not. Hacks are put together by changing out or swapping
lines of code and/or by implementing some additional minor programming.
The number of hacks that have surfaced is quite staggering. I have literally
lost count. Pretty much, every neo-geo game has or will be hacked at some point.
They have no real value or interest to me personally, but to some people they are
cool I guess. I will say that not all hacks are created equal. Some of them are mere
text or pallette swaps to make a game appear to be updated while others clearly show
that more extensive time was spent into creating them.
In 2003 a rom hack of SVC Chaos became highly desirable and sold quite well
because operators had waited patiently for the title and when SNK finally released
it, they did so on a jamma PCB rather than an MVS cartridge. And even later, when
SNK finally did produce MVS cartridges, hacked cartridges STILL sold better because
they had the secret characters unlocked which the players much prefferred.
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AFTERMARKET GAME DEVELOPMENT
EDITOR DISCLAIMER: It's no secret that I am not a fan nor a supporter of homebrew games.
I generally do not purchase nor play homebrew games for ANY console. And this website is
NOT about this subject matter. Please look elsewhere on the internet if it interests you.
Having said that, my biggest complaint with NGDEV which is arguably the largest and most
well known homebrew developer is that they only make shooters. Horizontal shooters,
vertical shooters, run & gun shooters, etc. The same type of game over and over again.
If you are going to make aftermarket games for a console, then you should be filling in
the gaps, not adding to the pile. Here is the official NEO-GEO library breakdown.
FIGHTING GAMES: (VERSUS 1 ON 1) 50 (released) + 0 (CD system) + 4 (prototypes)
SHOOTING GAMES: (AIRPLANE/SPACE/RUN & GUN) 25 (released) + 1 (CD system) + 0 (prototypes)
SPORTS GAMES: (INCLUDES WRESTLING) 25 (released) + 0 (CD system) + 1 (prototypes)
RACING GAMES: (SUB DIVISION OF SPORTS) 6 (released) + 0 (CD system) + 0 (prototypes)
PUZZLE GAMES: (DEXTERITY / LOGIC) 12 (released) + 1 (CD system) + 9 (prototypes)
ACTION GAMES: (INCLUDES BRAWLERS) 21 (released) + 1 (CD system) + 4 (prototypes)
VARIETY GAMES: (RANDOM GENRES) 8 (released) + 5 (CD system) + 1 (prototypes)
The NEOGEO doesn't need anymore fighting, shooting, or puzzle games. And it certainly
doesn't need anymore SOCCER games. So why the hell would anyone make them?
Make an action/adventure platform game such as Castlevania, Mega Man, or Metroid.
Make a FOOTBALL or HOCKEY sports game.
Make a "neo" version of an arcade classic like Mr. Do. (pac-man, donkey kong, frogger, etc.)
ANYTHING but another fighting game or shooting game!
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NG:Dev.Team (GERMANY)
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INTRODUCTION:
NG DEV released their first homebrew game in July of 2006. It was a side scrolling
space shooter named Last Hope. It can best be described as an R-Type / Pulstar clone.
Despite it's nice visuals (for a homebrew game of course) the game was heavily
criticized for its extreme difficulty. And the difficulty was worsened by a poor
programming decision which made the enemies bullets the same color as explosions/debris,
whereby making it almost impossible to see and avoid them.
However, this was not the only issue with the game. The sound effects and music
are sub par and the transition screens are rough and jumpy. Eye candy graphics
were its only positive characteristic. The company even released a "corrected" or
"fixed" revision of the game in February of 2011 aptly named: Last Hope Pink Bullets.
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