Author Topic: Snake, Rattle & Roll (NES / Genesis)  (Read 61280 times)

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Offline Timothy1979

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Snake, Rattle & Roll (NES / Genesis)
« on: December 04, 2007, 12:04:48 am »
Hello everyone ! I love that old game, and would like to create an interesting map (since all the levels are connected as a giant mountain) but I can't find an emulator that permits me to imput a GameGenie code like "freeze timer" or "super jump". Can anyone help me ? Thanks in advance (and sorry for my english, I'm french) ^_^

Offline Maxim

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #1 on: December 04, 2007, 02:37:23 am »
Were you thinking of the NES original or the Mega Drive port?

Offline Timothy1979

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #2 on: December 04, 2007, 09:40:11 am »
The NES one.

Online TerraEsperZ

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #3 on: December 04, 2007, 10:09:37 am »
The game looks nice and interesting, but I've always dreaded the mere idea of mapping it because most of the time, games with an isometric perspective tend to be difficult to do. But with a  Super Jump code, that might be different. Mind sharing the code with us?



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"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me
Current project:
Mega Man: Powered Up (PSP)

Offline Timothy1979

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #4 on: December 04, 2007, 12:45:19 pm »
Here you go ! ^_^



SXEYOZVG        Freeze timer

AGNNVXTT        Faster timer

EPNNVXTT        Slower timer

AEXAYZZA        1 life, both players

IEXAYZZA        6 lives, both players

AEXAYZZE        9 lives, both players

AEUAETZA        1 life, both players, after continue

IEUAETZA        6 lives, both players, after continue

AEUAETZE        9 lives, both players, after continue

PEUEGXNY        Start at level 2

ZEUEGXNY        Start at level 3

LEUEGXNY        Start at level 4

GEUEGXNY        Start at level 5

IEUEGXNY        Start at level 6

TEUEGXNY        Start at level 7

SLOUSVVS        Infinite lives, both players

ZAXOSGPA        Super jump

LAXOSGPA        Mega-jump

Offline DarkWolf

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #5 on: December 04, 2007, 04:09:56 pm »
I've actually thought about doing this game in the past, but I'm not going to call dibs on it because I am busy with other things at the moment.

Offline JonLeung

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #6 on: December 04, 2007, 05:40:10 pm »
After Battletoads, this was going to be the next Rare game I was going to request.



At least I think it was by Rare...



Both those games handled their bright palettes very well.  Cobra Triangle, too, I guess.  I found Rare's other NES games (Battletoads & Double Dragon, PinBot, Wizards & Warriors, its sequels) kinda garish in colour presentation...

Online TerraEsperZ

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #7 on: December 04, 2007, 06:01:20 pm »
I'm curious about this "all maps are connected" claim. Are they connected "in theory" or could you truly paste all the maps next to one another and have it all work out?



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me
Current project:
Mega Man: Powered Up (PSP)

Offline Timothy1979

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #8 on: December 05, 2007, 12:02:39 am »
Well, when I was a child, I noticed that when you look down or up in the levels, you could see parts of the previous/next level, so I thought the game was just a big map, with the colours/music changing depending on the level you're playing. Now the only thing is to make work the GameGenie Codes so we can properly connect the levels, adjust the colour change beetween the levels, not fearing those damn spikes :o)

Offline Timothy1979

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #9 on: December 06, 2007, 02:33:40 pm »
Easy to make, a real pleasure ! :)

 

http://floppycheese.free.fr/snake.png



Need to fix some waterfalls...

Offline RT 55J

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #10 on: December 06, 2007, 04:02:49 pm »
It looks good except for some of the waterfalls. I just hope that the irregular top border is do to the incompleteness of the map.

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Offline Timothy1979

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #11 on: December 06, 2007, 11:24:19 pm »
Yes, it's a work in progress. I'll fix waterfalls at the very end.

Offline JonLeung

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #12 on: December 10, 2007, 09:33:28 am »
Looking good so far!

Offline Timothy1979

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #13 on: December 10, 2007, 01:46:30 pm »
Part 1 is done ! The Map is really beautiful, and I found something I don't think anyone has never noticed. You can read "NINTENDO GAME BOY" somewhere in a Level ! Where ? I won't tell you ^_^ If someone already knew it, sorry :o) Part 2 is on the way !

Offline DarkWolf

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RE: Snake, Rattle & Roll (NES / Genesis)
« Reply #14 on: December 10, 2007, 02:10:19 pm »
I wonder what it says in the Genesis version then?