noiseredux vs.

Posted on Jul 18th 2010 at 05:13:50 AM by (noiseredux)
Posted under Game Boy Advance, Homebrew

Hooray for indie developers! Not only do they sink hours of their time into a game that possibly nobody will ever play, but they do it with such unselfish motivations. I certainly assume that Nathan Tolbert, the man behind the GBA title Anguna: Warriors Of Virtue spent so much time on his game not to be rich and famous, but instead to pay homage to games that meant a lot to him -- namely the Legend Of Zelda series obviously. And that's commendable. So many of us talk crap about weak games. We talk about what we would have done had we been the ones making the game. But how many of us actually sit down and spend the time to code a new GBA game. Well, not me. That's for sure. So I salute the Nathan Tolbert's of the world because they are the ones who now have the power to keep our dead consoles alive. You see, Anguna was released in 2008, the year after Nintendo themselves killed the Game Boy Advance.

[img width=300 height=200]http://imgur.com/UTIz4.png[/img] [img width=300 height=200]http://imgur.com/UNP1X.png[/img]

Anguna is a very impressive independent release. It certainly looks far more professional than many homebrew games. And there's an incredible amount of detail included. Obviously the graphics are well-done as evident by the screens pictured. But what's really great is all the extras -- there are numerous secondary weapons to pick up, maps to find, a fully working save-feature, and even a catalog of the monsters you've come in contact with. Furthermore the game features five full dungeons to complete. This is really a deep Adventure RPG considering it was a labor of love that was worked on in free time. I'm certainly not saying it's as sprawling as a Zelda game, but it's easily the most vast GBA homebrew game I'm ever seen.

[img width=300 height=200]http://imgur.com/OF8tf.png[/img] [img width=300 height=200]http://imgur.com/fUmkP.png[/img]

What's even greater about the game is the amount of post-release love the developer has devoted to it. There is a wonderful website kept at http://www.tolberts.net/anguna/ that hosts downloads of the game in both GBA and DS format, intakes bug reports, and even offers up maps and FAQs should you happen to get stumped.

If you're a Game Boy Advance collector you may want to order a physical copy of the cart as well while they're still available. Of course you could have the ROM for free, but a cart version not only makes a nice collectible, but it shows a bit of support for a hard-working indie developer. And I for one want to encourage game designers to continue to make new GBA releases. Speaking of which, I asked Nathan if he had any plans to make an Anguna sequel, and he basically said that he had been planning one for a while but couldn't find an artist. He's currently working on porting Anguna to some other consoles, but doesn't rule out another GBA release in the next few years. So head on over to http://www.tolberts.net/anguna/ and check out Anguna for yourself, and if you really enjoy it why not encourage Nathan to continue to help keep the GBA alive?





Posted on Apr 2nd 2010 at 04:19:38 AM by (noiseredux)
Posted under Game Boy Advance, Homebrew

Jamie Woodhouse may not be a household name, but he's certainly an interesting fellow: a game designer who dropped out of college (his major was designing games) so that he could just get on with designing games. His major claim to fame is a puzzle-platformer called Qwak; a title in the vein of Bubble Bobble, Parasol Stars, or other similar deceivingly cutesy games from a simpler time in gaming history. Though it was initially released on the BBC Micro in 1989, Qwak would eventually be ported to Acorn Electron, Amiga, Amiga CD32, and in 2006 Game Boy Advance. But what's special about the Game Boy Advance release is that Jamie decided to release the damn thing himself. By this time he had had enough experience designing GBA games to just make this his own pet project and sell the homebrew carts, xeroxed instructions and downloadable printable boxes right on his website. However, here's a bit of a breakdown of all the GBA titles that Jamie has had a hand in creating.

[img width=200 height=200]http://image.com.com/gamespot/images/bigboxshots/0/930120_70405_front.jpg[/img]

[img width=300 height=200]http://www.jamiewoodhouse.co.uk/images/portfolio/simon.png[/img] [img width=300 height=200]http://image.allmusic.com/00/agg/screen300/drt100/t118/t11825dy5ir.jpg[/img]

Simon is a port of the old handheld electronics game. Y'know, there's four buttons -- each a different color. They light up and play a note in random order and you have to play it back. Sort of a precursor to the rhythm games we have today. The GBA version is exactly that. Although it may trigger some nostalgia and perhaps even boost your memory (I have no scientific data to back that up), it's not incredibly engrossing either.

[img width=200 height=200]http://image.com.com/gamespot/images/bigboxshots/6/929026_68519_front.jpg[/img]

[img width=300 height=200]http://www.jamiewoodhouse.co.uk/images/portfolio/scrabble.png[/img] [img width=300 height=200]http://www.jamiewoodhouse.co.uk/images/portfolio/scrabble_t.png[/img]

A port of the board game Scrabble Junior was a similar upgrade of a childhood favorite. This conversion bodes much better than Simon as it's far easier to get sucked into. It's also a perfect match for a handheld, as it's the kind of game that you can easily kill some spare time with.

[img width=200 height=200]http://image.com.com/gamespot/images/bigboxshots/7/929037_68532_front.jpg[/img]

[img width=300 height=200]http://www.jamiewoodhouse.co.uk/images/portfolio/lander.png[/img] [img width=300 height=200]http://image.com.com/gamespot/images/2005/262/reviews/929037_20050920_screen010.jpg[/img]

Next was a port of the 1979 arcade classic, Lunar Lander. The GBA version is an extremely faithful recreation. And trust me, it's just as hard as ever. Retro-fans of the original will certainly be thrilled with the attention to detail, though newcomers may find the vector graphics to sort of sell the GBA's video output a bit short.

[img width=200 height=200]http://image.com.com/gamespot/images/bigboxshots/3/565733_45928_front.jpg[/img]

[img width=300 height=200]http://ui06.gamefaqs.com/1285/gfs_45928_2_1.jpg[/img] [img width=300 height=200]http://ui07.gamefaqs.com/1542/gfs_45928_1_4.jpg[/img]

Lego Racers 2 is possibly the most ambitious GBA release that Jamie developed. On the surface it's an average 2D racer reminiscent of Super Mario Kart. But what's interesting is the story mode, which adds Grand Theft Auto-ish missions and even statistical elements of an RPG. It's certainly an interesting mix of high- and low-action genres.

[img width=200 height=200]http://www.jamiewoodhouse.co.uk/wp/wp-content/uploads/2010/01/box_2561.jpg[/img]

[img width=300 height=200]http://1.bp.blogspot.com/_BDCqpuwRnf4/RdHSlPxBMpI/AAAAAAAAA2E/lmO8SoOk23w/s400/qwak2.jpg[/img] [img width=300 height=200]http://1.bp.blogspot.com/_BDCqpuwRnf4/RdHSYPxBMoI/AAAAAAAAA18/jdwXEcrUmHU/s400/qwak1.jpg[/img]

In 2006 Jamie decided to independently port his masterpiece, Qwak to the GBA. This version is fantastic. It seems almost like it was meant to live on the portable console with it's bright colors bursting out of its dark backgrounds and the condensed Donkey Kong-like levels. And much like the 1994 Game Boy release of DK, the levels just keep on coming, delivering hours of challenging game time. This cart is a must-have for GBA puzzle fans.  And although the Game Boy officially "died" sometime in 2007, perhaps there's hope that independent developers could continue to breath new life into the fan favorite console.

Check out the rest of Jamie Woodhouse's portfolio, and beg him to port his other games to GBA here: http://www.jamiewoodhouse.co.uk


                                                                                                                                                                                                                                               
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