![]() ![]() I will say that it’s really interesting to be able to jump between entries in the series and see how it changed over time. The Turrican games make me feel lost and frustrated, not like an armored explorer who’s excited to see what’s across that next string of platforms. It’s one of the reasons why I never fully loved the Sonic games – which I’d cite as an example of a series that does those more open stages pretty well. It’s a style from that era of platformers that never really gelled with me. Its level design is fairly open, with lots of backtracking and dead ends. I think you and I part ways when it comes to the exploratory vibe, though. I found myself just hanging out at the end of an area just listening to it loop a few times. And I also just really liked the mix of Contra-esque shooting action with all the constantly changing weapons, alongside a more exploratory vibe that recalled aspects of games like Metroid. The action was smooth, and the scrolling from side to side was top-notch – something that was definitely not a guarantee in games from that period. The music is some of the best from the period, with a ton of variation in melodies, long loops, and catchy beats. I hear you that they weren’t all perfect, but there were a lot of things these games did right. I owned Super Turrican on SNES, but I remember playing the original Amiga games on a friend’s system, and just wiling away the hours trying to find secret paths and get farther. I remember seeing these games at the video store back in the day. I rented a few of them over the years, and replaying some of them definitely brought me back – for better and worse. They were very cool at the time, and the art definitely helped to fill in the gap between what the developers may have had in mind versus what was actually displayed on screen. The boxes were a familiar sight when I was pondering what to rent at the video store. Jeff Cork: It had been a long while since I last thought about Turrican, honestly, and I’d also forgotten a lot about them. I was surprised how much I’d forgotten about these games, and how smart they are. We both spent some time looking at the new collection. I'll sure try to add the missing slot pins as soon as I solve the black screen problem.Matt Miller: Jeff, I’m excited to chat with you about these games. I'll see if I can find it and make it work again, or, just remove the ROM and dump as I did with the others.Īs to Starfox, I've built an over clock circuit inside this game, but after disassembling it looks like I removed it. I had made a SNES dumper some time ago with an old PC motherboard. I've read some incompatibilities issues from around the Web, but most of them just sound like urban legends, like the newer games purposelly not working and newer SNES board designs even disallowing the genie to boot.Īre these stories I looked at some Gamegenie manual scans and they have codes for newer games, as DK2 and even Chrono Trigger. Yes, I've cleaned the edge connector with an eraser and the slot with a piece of paper.īoth were very dirty at the beginning, the paper even became dark gray.Ī friend suggested sandpaper, but I don't think it's a good idea. Tested the ASIC connections, all are fine. This possibly explains why Google couldn't find it. I only could see the genie.txt on the Wayback Machine. I'll take a look on the links, thanks for pointing. I looked at the board and the address lines are given continuty to the connector's end. Looks like only the 4mbit games are booting. StarFox (US oficial) => locked on code screen X-Men Mutant Apocalypse (US oficial) => Black Screenĭragon Ball Z - Super Saiya Densetsu (Pirate with added SRAM/battery combo) => Booted Street Fighter 2 Turbo (JP pirate) => Black Screen Tiny Toon Adventures (JP oficial) => Black Screenĭonkey Kong Country 2 (US official) => Black Screen Super Street Fighter 2 (US oficial) => Black Screen The tests I've done are just plug the game and enter no codes. ![]()
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