Hi everybody
I'm working on a NES-inspired adventure game called Alwa's Awakening. It's main inspiration is Battle Of Olympus but also newer games like the Trine series. I'm the Game Designer and we're a team of four people currently working on the game. None of us work full time with this, we only work late nights and on weekends. This game actually started out as a real NES game but my Assembly buddy left the team this winter. So I decided to move on and use Unity as the game engine because my skills in Assembly is too limited to program a full game. The dream of making a real NES game is still alive though.
I wanted to show the game to you guys and get your feedback. Although we're using modern development tools the NES feeling is still really important to me and getting it to play and feel like a real NES game is something we're really going for. We're currently developing with Wii U as our target platform but If I were to find a talented enough Assembly programmer I would love to do a NES version as well. Large parts of the game of course has to be re-designed (such as the aspect ratio etc.) but we're trying to stay within the NES restrictions as much as we can. I would love to get your feedback on my project so please comment on the graphics, design and how true NES this look etc.
Thanks for your time!
Watch the trailer:
https://www.youtube.com/watch?v=J6VOhGM1ktAVisit our website:
http://alwasawakening.comSome screenshots(EDIT: Updated with corrects links to updated screenshots)
Quote:
We're currently developing with Wii U as our target platform but If I were to find a talented enough Assembly programmer I would love to do a NES version as well.
I'm not privy to Nintendo's contracts. But given what happened with Brian Provinciano and
Retro City Rampage, I highly doubt that Nintendo would approve of simultaneous licensed and unlicensed development for its platforms.
Would it be impossible to license an NES game in 2015?
tepples wrote:
Quote:
We're currently developing with Wii U as our target platform but If I were to find a talented enough Assembly programmer I would love to do a NES version as well.
I'm not privy to Nintendo's contracts. But given what happened with Brian Provinciano and
Retro City Rampage, I highly doubt that Nintendo would approve of simultaneous licensed and unlicensed development for its platforms.
Yeah. I know. I was thinking one would make a unlicensed NES release first and after that approach big N and show them the game. They'll never allow a simultaneous release. But yeah, good feedback. Did copyright issues stop Brian Provinciano? I wasn't aware of that.
Espozo wrote:
Would it be impossible to license an NES game in 2015?
Yeah, I'm pretty sure Nintendo wouldn't want to do that. I guess though if Yacht Club Games approached them with Shovel Knight they might consider it. Being how huge success they've had. Interesting question...
You might end up having to choose one or the other. Become a licensed developer for Wii U or become an unlicensed developer for NES, but not both. This would mean that your "modern" version would end up on one or more of PlayStation Vita, PC, and Android.
Nintendo states on WarioWorld.com that it also wants its developers to be financially stable companies. You might have to ship a few titles on PC or Android to prove this to Nintendo.
tepples wrote:
You might end up having to choose one or the other. Become a licensed developer for Wii U or become an unlicensed developer for NES, but not both. This would mean that your "modern" version would end up on one or more of PlayStation Vita, PC, and Android.
Nintendo states on WarioWorld.com that it also wants its developers to be financially stable companies. You might have to ship a few titles on PC or Android to prove this to Nintendo.
Yeah, we'll see what happens in the future. I'm quite confident I can get the game out eventually being how friendly Nintendo are to indies nowadays. But you never know, it's still their decision yeah.
tepples wrote:
Nintendo states on WarioWorld.com that it also wants its developers to be financially stable companies. You might have to ship a few titles on PC or Android to prove this to Nintendo.
Is that an official website? I've never heard of it before... I guess Nintendo wants to keep it hidden to keep people from creating bogus accounts and stuff. It's a little strange that the game would be named after the GC game Wario World though. (I think it's a pretty good game and I've noticed that it's made by Treasure (the same Treasure as Gunstar Heroes?) but the game is incredibly short, even if you find everything like I did. Sorry to get off topic...)
Oh, I noticed that you are using more than 4 different color palettes for the BG. That's obviously going to have to change in order to be on the NES.
Espozo wrote:
tepples wrote:
Nintendo states on WarioWorld.com
Is that an official website?
It appears to be Nintendo's counterpart to scedev.net. And if it's not official, ICANN was fooled:
ICANN WHOIS wrote:
Organization: Nintendo of America Inc.
Mailing Address: 4600 150th Ave. N.E., Redmond WA 98052 US
tepples wrote:
Quote:
We're currently developing with Wii U as our target platform but If I were to find a talented enough Assembly programmer I would love to do a NES version as well.
I'm not privy to Nintendo's contracts. But given what happened with Brian Provinciano and
Retro City Rampage, I highly doubt that Nintendo would approve of simultaneous licensed and unlicensed development for its platforms.
What do you mean? What "happened" to Retro City Rampage?
It was my understanding that he did release the NES version as an emulated playable within the Wii (and Steam) version:
https://www.youtube.com/watch?v=ZffFxLyD4Ig
Nintendooh wrote:
I would love to do a NES version as well. Large parts of the game of course has to be re-designed (such as the aspect ratio etc.) but we're trying to stay within the NES restrictions as much as we can.
In the video, all of the rooms appear to be static. You could easily turn this into a 2-screen wide room on the NES with very simple scrolling. (I ended up doing this in my
own NES project.) There's not really any need to change the designed rooms, unless being able to see something on the opposite side of the room without moving toward that side is important.
rainwarrior wrote:
There's not really any need to change the designed rooms, unless being able to see something on the opposite side of the room without moving toward that side is important.
Yeah, that's a great idea. Thanks! Lizard looks awesome btw. I backed it a couple of months ago
EDIT: Warioworld.com is an official Nintendo page btw.
This looks really nice! Great job!
tepples wrote:
It appears to be Nintendo's counterpart to scedev.net.
Can confirm this, I knew about this site since long ago actually.
The graphics look very nice
Yes, WarioWorld their official developer portal, where you get documentation, licensing and support, etc. I used to use it when I did professional Wii development.
rainwarrior wrote:
I used to use it when I did professional Wii development.
You did? What did you do?
Anyway though, do you think you could post a non anti-aliased image of the game? I want to make a show you an example of what it'd look like on the NES. Anyway, if you actually get this game on Wii U, couldn't you just make it run an emulated version of the NES game?
Espozo wrote:
Anyway, if you actually get this game on Wii U, couldn't you just make it run an emulated version of the NES game?
I don't know how it works, but I expect you probably can but you must provide your own emulator (you can't use Nintendo's emulators (which aren't particularly good enough anyways) unless it is officially released by Nintendo) and you must also agree not to link to download separately the NES ROM image from the Wii shop or something like that; therefore you must use a separate personal/company/whatever webpage for it.
Again I say I don't know but I think I heard something about being like that.
zzo38 wrote:
I expect you probably can but you must provide your own emulator (you can't use Nintendo's emulators (which aren't particularly good enough anyways) unless it is officially released by Nintendo)
Nor can you use any of the popular emulators (Nestopia, Nintendulator, FCEUX) because they're GPL and
Nintendo bans GPL code. In #nesdev, koitsu often complains about there being too many NES emulators in development, and my usual response is this situation of needing to provide your own emulator to run your own game in a GPL-hostile environment such as Nintendo, PlayStation, Xbox, or iOS.
tepples wrote:
In #nesdev, koitsu often complains about there being too many NES emulators in development
I've felt the same way. I really don't see the appeal in writing an emulator that's going to be almost exactly the same as all the 100 other ones.
tepples wrote:
koitsu often complains about there being too many NES emulators in development, and my usual response is this situation of needing to provide your own emulator to run your own game in a GPL-hostile environment such as Nintendo, PlayStation, Xbox, or iOS.
That accounts for
almost none of them. Most people are making them because they think it's a fun and interesting project, and most of them target Windows or Linux.
Aside from Retro City Rampage, is there
any example of an embedded NES emulator on a Playstation or XBox platform?
tepples wrote:
In #nesdev, koitsu often complains about there being too many NES emulators in development, and my usual response is this situation of needing to provide your own emulator to run your own game in a GPL-hostile environment such as Nintendo, PlayStation, Xbox, or iOS.
This reminds me of how I can't find a suitable YM2612 emulator (what I can find either is crap or has license compatibility issues). It really sucks having to reinvent the wheel just because of licensing shenanigans.
You can write a pretty much perfect YM2612 emulator with around 500 lines of code though.
Down to the nitpicks, the exact values from the look-up tables, all the different internal register sizes, cycle-exact interactions between different parts, etc. that matter in the corner cases? (and the main reason why SSG-EG tends to break miserably in inaccurate emulators)
Including that. YM is simple. I couldn't make heads or tails out of any existing code but that work Nemesis has done was enough for me to create a core that matches real chip in all cases that I tested.
Well, I made a version of your picture that isn't super blurry, but is missing the sprites and the status bar (I was lazy) and I made a version that is using 4 palettes for the NES. It appears you are using 8x8 attributes on the fence, when unless you have a ton of other things using that, the graphics can be easily worked around not to on the fence. It's technically possible using the MMC5, but it's a big waste for just doing that. (The resolution is 400x240?)
The Original Fixed Version:
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The "NES" version:
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I'm just going to say one thing though. Are any of the graphic designers aware of the different limitations the NES's video hardware has? (I'm not trying to be mean or anything, it's just that I noticed the BG was using 3 colors per tile, but that those 3 colors were being pulled out of a "bank", as in there multiple palettes with some of the same colors. I think the background was using 16 colors total, but you cannot "pick and choose" colors for each tile like that. You choose from 4 different palettes that are using 4 colors, one of them being the background color, which appears to be black here.)
TmEE wrote:
Including that. YM is simple. I couldn't make heads or tails out of any existing code but that work Nemesis has done was enough for me to create a core that matches real chip in all cases that I tested.
Data that is spread all over a 40-something pages long forum thread that expects you to read everything in chronological order and also references to other locations... =P
May want to split away this discussion.
Sik wrote:
TmEE wrote:
Including that. YM is simple. I couldn't make heads or tails out of any existing code but that work Nemesis has done was enough for me to create a core that matches real chip in all cases that I tested.
Data that is spread all over a 40-something pages long forum thread that expects you to read everything in chronological order and also references to other locations... =P
May want to split away this discussion.
Seconded, I'm interested in this discussion too since I'm also writing my own YM-style FM core.
Back on topic, I was trying not to be a nitpicker regarding the NES's graphical limitations (pretty big difference from how I usually am, huh?
), since the mockups looked good enough to be pretty much a "real-plus" version of NES graphics; graphics faithful to the overall feel without going crazy with rule-breaking. The player's sprite has one color too many, but considering that they're the main character, I think it's OK to let that slide, especially since the other sprites have the correct amount of colors. Certain MSX1 games did something similar where the player sprite was multicolored where all the other sprites were single-color (MSX1's sprites are 1bpp only, multicolored sprites are actually multiple overlayed sprites, which all contribute to the sprite/scanline limit of 4 sprites).
Plus, the graphics look
good. A lot of indie games feature "retro" graphics where the pixels aren't even all the same size, plus pixel stick figure syndrome, minus any kind of palette limitations. Meanwhile, here you have an NES-style game that has graphics that look faithful to the NES, plus some minor rule bending that I didn't even notice (aside from the player sprite). That's pretty commendable, all you need to do is keep SFXR out of the equation, and you'll get The Official Drag Seal Of Approval™.
Hello. I'm the graphics guy in this project.
Thank you for the pointers, Espozo. I'm already quite familiar with the palette rules of the NES, but I appreciate your concern. I mean, you even took the time to edit that picture. That's some dedication!
While Alwa started out as an actual NES homebrew, that is sadly no longer the case. Back at the start I followed those rules very strictly, planning out what could be the best use of each palette and such. I love working under those strict conditions. Makes a pretty picture all the more impressive if you know the limitations of the system.
The switch to Unity meant a lot of changes though. I pretty much redid all graphics from scratch and somewhere along the road I decided to cheat some of the restrictions in favor of a better looking game. I already had an extra color too much on the main character, so why not? I still TRY to maintain the 4 colors per tile rule, and reuse the same palette for multiple objects though. I want it to feel like a NES game to your average gamer.
And thank you for the kind words, Drag. You pretty much nailed what I was trying to explain here.
Drag wrote:
The player's sprite has one color too many, but considering that they're the main character, I think it's OK to let that slide
Well, yeah; after all, Mega Man used
5 colors: blue, light blue, black, with white, peach from the lemon/shot palette for the face.
slide, slide.It's not impossible, and people did it, it just takes(took) more overlaid sprites/palettes.
rainwarrior wrote:
Aside from Retro City Rampage, is there any example of an embedded NES emulator on a Playstation or XBox platform?
That Mega Man collection with the terrible sounding audio and the swapped A/B buttons?
Asaki wrote:
rainwarrior wrote:
Aside from Retro City Rampage, is there any example of an embedded NES emulator on a Playstation or XBox platform?
That Mega Man collection with the terrible sounding audio and the swapped A/B buttons?
Also Mega Man: Powered Up, a remake of the first Mega Man on PSP. IIRC the buttons weren't as terrible there.
Tremendously beautiful game! Can't wait to play it on PC someday.
Hey everybody. The creator of Alwa's Awakening here again. Sorry for not posting in quite some time. We've actually been on summer vacation since May and we just now started working again. It's really fun to start working again and we're super excited. Our plan is to finish World 2 pretty soon and prepare a new demo for a retro convention in early October.
We were lucky enough to get two NES Twitch streamers to play the game. Dxtr and InfestedRiche. If you want to check out the game in motion go to these links below. Since they're speedrunners they spend most of the time trying to break the game
http://www.twitch.tv/dxtrslab/v/8881584http://www.twitch.tv/infestedriche/v/8660183We also sent the demo to this YouTube channel who posted his video last week
https://www.youtube.com/watch?v=PYzWwNErg_AWe're going to alter the speed of the character some because a lot of people gave us that feedback. We're making her a little bit faster.
Thanks for taking the time to read this
I missed this thread before. Looks like an impressive game you're working on! I'll be looking forward to playing it!
Nintendooh wrote:
Our plan is to finish World 2 pretty soon and prepare a new demo for a retro convention in early October.
THERE ARE RETRO CONVENTIONS AND NOBODY TOLD ME? I mean, seriously... I need to find and attend one soon.
Oh yeah, and...
rainwarrior wrote:
Most people are making them because they think it's a fun and interesting project, and most of them target Windows or Linux.
That reminds me. Shortly before I turned up on these forums I programmed an NES emulator into Microsoft Excel, just for the hell of it. Technically speaking I guess I can only call it a 6502 emulator... I started working on making it render a screen onto a spreadsheet buuut when I saw that processing just one frame of CPU instructions was going to take at least several minutes, I quit and moved on to more interesting projects (ie/ my SNES game).
I don't regret wasting all that time on it though, I learned a hell of a lot.
And even a 6502 simulator is a useful tool, as it lets you automate unit testing in a test-driven development process.
We're working on a new part of the game. It's a really high tower heavily inspired by the Tower Of Latria in Demon's Souls. Here's the first draft of the graphics. What do you think?
Do you think you could show us a non blurry screenshot, as in the picture is the exact resolution of the game or some whole number times bigger? One random thing I've never understood is why an of the colors near the black are actually lighter than they normally are, if you know what I'm saying.
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Espozo wrote:
One random thing I've never understood is why an of the colors near the black are actually lighter than they normally are, if you know what I'm saying.
JPEG compression is in some ways a low-pass filter. A sharp transition creates a
"ringing" artifact as the signal overshoots the target and springs back, since it no longer has the high frequency information needed to stop quickly.
Wow, really sorry about that. Here's the original photo both in original resolution and resized 300%.
EDIT: Since it's a work in progress I'm not sure about the exact number of colors we're using. Could be more than NES could handle. Not really sure
My rule of thumb is that PNG is usually preferred for pixel art, but JPEG is fine in one case. This case is a composited game scene (not an isolated sprite) that has been enlarged by a factor of 2 (with nearest neighbor resampling) and then stretched horizontally to the platform's correct aspect ratio. In this one case, JPEG artifacts resemble TV artifacts more than anything.
Things like this
This is the best I was able to come up with.
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Put this in your paint program's bookmarks:
Each 16 by 16 pixel area of the background can use one of four color sets in the palette. All color sets have three colors plus a shared background color. In a side-scroller, this shared background color is usually either black or sky color.
Well shoot, that doesn't look anything like the palette I used:
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Espozo wrote:
Well shoot, that doesn't look anything like the palette I used
The one you used might be the same colors in a different order. Mine came from Bisqwit's palette generator.
I know, the order of mine is all messed up, but just look at the difference in the brown between them.
The browns ($07-$09) do appear differently on different TVs. The signal that the PPU generates actually corresponds to negative RGB values, and different TVs have different ways of clipping the signal.
We just posted the first track from the soundtrack
https://youtu.be/OSkH-d3IJ28 (Isn't there a way to embed YouTube videos?)
tepples wrote:
The browns ($07-$09) do appear differently on different TVs. The signal that the PPU generates actually corresponds to negative RGB values, and different TVs have different ways of clipping the signal.
I noticed this as well when I looked at Level 2 of Battletoads. Some colors in the backdrop do this as well.
Great looking game you've got here!
A little late to the party on the licensed current gen, unlicensed NES discussion, but figured I'd chime if it's still of curiousness..
tepples wrote:
I highly doubt that Nintendo would approve of simultaneous licensed and unlicensed development for its platforms.
Mystic Searches had plans for a dual release on NES and WiiU. Not sure on the current plans for the WiiU release with lack of funding the second time around, but they had conversations with Nintendo about doing so. I assume they got approval from bigN before launching the second kickstarter for the WiiU version. I could pick Joe's brain for more details on that if it's still a pertinent question..
I did an interview about Alwa's Awakening up in Stockholm a couple of weeks ago. Check it out if you want to
https://www.youtube.com/watch?v=JrwUi1oXHr4
Here's the latest mockup from the level called 'Void Tower'. This level went through three iterations of graphics. Since I'm the Game Designer and not the graphics artist this screenshot might use too many colors. The version we're going to use is Version 3.
Hope you like it!
We're thinking of adding some kind of screen-shake effect. Like during the Bowser fight in Super Mario Bros 3.
What other games are there that shake the screen? And what is possible on the NES? I think I read somewhere it can only shake up and down and not right and left?
Thanks
Super Mario Bros 2 and
Mario Bros. are two that come to mind but I know there are many more.
Quote:
I think I read somewhere it can only shake up and down and not right and left?
I don't see why this would be true. NES games scroll in all directions and shaking is just fast scrolling. There are certain small glitches when scrolling in all directions, but these are glitches that are due to the hardware, and were in almost any games that scrolled in all directions. There were a VERY small number of exceptions to this.
Super Bat Puncher has screen shakes, but only up and down, I think, but I believe this was entirely an aesthetic choice, nothing to do with limitations. The game uses vertical mirroring, so it would make more sense for it to be horizontal-only shaking, if it was going by the NES' scrolling limits.
It's not really even a scrolling issue, you don't necessarily have to do any real scrolling during a shake; the distance is generally small. The real issue is what you see on the edges of the screen. The Naive approach might leave an ugly edge on one side or the other if the screen wraps due to mirroring.
If you're doing vertical shaking, any vertical wrap will be hidden at the top and bottom 8 rows on NTSC (though not on PAL). You can see this bad wrapping on Super Bat Puncher in PAL mode.
If you're doing horizontal shaking, horizontal wrap can be more difficult to hide, but if you're using vertical mirroring this isn't an issue.
Since screen shake is usually a very transient effect, bad wrapping might not even be noticeable enough to care about, depending on your point of view.
The choice of mirroring mode usually has to do with: 1. whether your game scrolls in 1 axis only, and 2. whether your game has a status bar. Status bars are usually a big constraint, here.
In addition to the wrapping issues, the technique of simply offsetting the already processed background also doesn't account for sprites. Blindly offsetting them all isn't such a good idea, because HUD elements, for example, should remain stationary.
I believe that the proper way to shake the screen is to implement the effect as part of your camera system. After the camera is updated in the usual way, save its position to temporary variables and then add the shake offset(s). That should affect row/column rendering, preventing bad wrapping, and sprite processing, preventing absolutely positioned sprites from shaking. Then, in the next frame, restore the actual camera position before updating it, and repeat the process.
The above applies when you have a camera system in the first place, which most games without scrolling (and even some with scrolling, believe it or not!) don't.
I think vertical shaking makes more physical sense. If you drop an anvil on the ground, it will look strange to see the ground shake left and right.
Thanks for your tips everyone.
A lot of the challenges with this game has been making the game work like a NES game. It took us quite some time to get simple things like removing all shots, enemies when they leave the screen to work properly. I've been studying other NES games quite hard to figure out how some things work. I'm learning a lot and it's really fun.
We're thinking of releasing the soundtrack on an actual NES cartridge. This is just a thought though and nothing else. But I think it would be cool. We have almost 15 tracks done already.
Nintendooh wrote:
It took us quite some time to get simple things like removing all shots,
What?
"removing all shots, enemies when they leave the screen" refers to removing enemies from the table of active enemies based on distance from the camera position.
Yeah.
A level consists of around 30 rooms or so and we had to set up that every time an enemy projectile leaves the active screen it had to be removed from the game. And stuffs like spawning at a checkpoint meant resetting everything to their starting position was a lot of job for us. This is our first major game so it's a learning curve.
We also struggled with enemy positions. When we started with the game all enemies were on the same 'walking cycle' beginning when the player started the level which meant that an enemy could be anywhere when the player entered a room. Now the enemies load their position after a screen transition has been made and the player has entered a room. Stuffs like this took forever to get right but I think we managed to solve everything now. It feels and plays like a NES game I think.
We just released a new track from the game. Tentatively called 'Dungeon'. Listen to it here:
https://www.youtube.com/watch?v=PHFk_zB ... V-&index=2We're making some decent progress with the game as well
- Load/Save/Delete Save file functions added
- A first draft of all the levels are in the game and you walk between them (2D Metroidvania)
- Item progression are in the game and the game keeps tracks of Time Played and percentage of items found.
- You can unlock and find new items
- Inventory screen added which pauses the game and shows map + items
- 'Puzzle'-mechanics added such as triggers, switches and things like that to mix up the gameplay (Very much inspired by the Trine games)
+ Heaps of others small fixes
Hope you enjoy the new track!
Hi everyone!
We just uploaded a short video where we race each other. It was recorded a few weeks ago at a convention here in Sweden. It's the first time in almost a year we're actually showing video from the game
https://www.youtube.com/watch?v=ohT_FelzToYIt also has a medley of a few new tracks we've made. We're using Famitracker for all the music.
Cheers!
Some updated graphics.
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Hi.
We're doing a Steam Greenlight for Alwa's Awakening and it just went live. Even though it's not a NES game we're still trying to make it feel and play as much as a NES game as possible. Please check out the trailer and if you like it, please give us a YES vote. Thanks
New Trailer:
https://youtu.be/Q9PvAmtSf9c(Admins: I hope it's okay I post this. Please let me know otherwise)
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Not much happening in this thread but I just wanted to let you guys know we're releasing the game on Steam (PC/Mac and Linux) next week. Release date is February 2.
Some updates regarding the soundtrack. We're going to release 100 copies of the soundtrack on NES cartridges (just the music). We have a working ROM that works both on NTSC and PAL machines and you can change track, pause and start the track over. The ROM should be pretty final, we're trying to get the box and manual printed so there's still some work left. The cartridge is going to be black and we'll post more info about that in the future.
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Just wanted to say thanks to everyone here at NesDev. I spent forever reading about NES development and even though the game ended up being a modern game I don't think we'd ever make a game if it hasn't been for forums like these. So, thanks!
Still no plan for an eventual
side game on NES?
If someone were to contact us offering to port the game I think it would be really cool. We'd of course be willing pay for it. But we're not actively looking for Assembly programmers at the moment.
tepples wrote:
Nintendo states on WarioWorld.com that it also wants its developers to be financially stable companies. You might have to ship a few titles on PC or Android to prove this to Nintendo.
How times have changed...
Finally! Alwa’s Awakening is out now on Steam! It’s availabe for both PC/Mac and Linux. It’s been a lot of work and it feels amazing to finally be done!
You can get it here:
http://store.steampowered.com/app/549260We’ll share more info about the NES cartridge with the music on it on a later date.
Nintendolife just posted some more info about our Soundtrack cartridge.
More info here:
http://www.nintendolife.com/news/2017/0 ... _cartridgeAlwa's Awakening Collector's Edition
+ Comes on a black NES cartridge
+ 24 original chipmusic tracks composed by Robert Kreese
+ Features one guest track by Prof. Sakamoto
+ Works both on NTSC and PAL machines
+ Change track, pause and navigate using a NES controller
+ A 30 page full-color manual
+ Comes with a digital Steam code to Alwa's Awakening
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We're releasing the NES soundtrack to Alwa's Awakening in 30 mins
http://alwasawakening.com/ost/
Wat? When I was at Retrospelsmässen, it was already there. I will say though, the game felt extremely good. The pace was a bit too slow for my taste, but it looks gorgeous, and the controls are completely solid.
Still waiting for that physical release of the game, though, or at least a DRM-free PC version... Not gonna start supporting Steam for the sake of one game.
I got it on steam because I love steam. All hail our steam overlords.
Yeah. The actual release of the soundtrack was at Retrospelsmässan in Sweden but what I'm talking about in the previous post was the online international release.
Sorry, but no plans for a physical or a DRM-free version at this point.