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      News — nes

      Indie Retro Interview Showcase - Chronicles of Astraea: Former Dawn

      Indie Retro Interview Showcase - Chronicles of Astraea: Former Dawn

      The Indie Retro Homebrew Showcase at Super MAGFest 2025 has ended, and it brought together some of the most creative and passionate developers in the retro gaming scene. These finalists poured their hearts into crafting unique, nostalgic experiences that captivated players and judges alike.

      Over the coming weeks, Mega Cat Studios will spotlight these standout games and interview the developers about their inspirations, experiences, and what makes each one special!

      First, we highlight Former Dawn by Something Nerdy Studios LLC, the esteemed winner of Best in Show in the Indie Retro Homebrew Showcase. Grab your swords and prepare to be enchanted by this epic 8-bit Action RPG with a 16-bit soul element and innovative gameplay! 

      Tell us about how your game was born.    

      Jared: "I dreamt up the storyline and basic world for Former Dawn around the tail end of 2010, and it was only intended to be a Science Fiction story in the raw, not necessarily used for a video game. Over the years, I chewed on the ideas and refined them from time to time.  

      In late 2018, Dominic showed me how (contrary to both of our fears) easy it was to get a basic NES game written in 6502 assembly. We pair-programmed 3 proof of concept NES ROMs to get our feet wet with the major points of the NES hardware, and a few months later, we founded Something Nerdy Studios LLC with a vision of making a radically advanced NES game the likes of which the world has never seen."

      What was the development like?

      "Well, it's still ongoing! But it's been a rough ride. Like war, it has been stretches of boredom and grunt work punctuated by moments of sheer terror or extreme victory. 

      Recruiting for this thing has been extremely challenging, but that phase of the project seems to be (thankfully) over. It's been a weird mix of modern and vintage computing, which is definitely not everyone's cup of tea. In particular, it's been very hard finding artists who can create graphics that conform to the system while also hitting the quality level that we're striving for."

      What's your favorite memory as a gamer?

      "Playing Final Fantasy II (read: IV) with my best friend in ~1992. At the time, the SNES was brand new and it felt revolutionary. That particular game was an instant classic and just has a certain charm that has never gone away. I'm very glad I got to play it when it first came out."

      What games influenced Former Dawn the most?

      "Chrono Trigger, Final Fantasy IV-VI, Terranigma, The Legend of Zelda, Metroid, and Metal Gear. We're trying to take the best elements from all of these games and synthesize them into a coherent whole. I don't believe that a story-driven RPG has to have boring mechanics, nor do I think that a lack of literal magic in the game's universe has to rob it of magical feeling."

      Any fun stories or wild moments during development?

      "The wildest moment was probably the first time that my wife Hali (who is also now the lead artist on the project) showed me what she could do with 8x1 attributes on the NES. Even I did not know until that moment just how far we could push this. I'm not the only person to look at her artwork and think "This looks like a painting." -- which makes sense, because Hali is a classically trained painter."

      Do you think preserving older gameplay mechanics in new games is important?

      "Yes, if they're good. We can safely jettison the bad stuff from the past!

      In some ways, Former Dawn is trying to do this: It combines older, pixel-based 2D graphics and mechanics with modern smoothness and an intuitive feel."

      What makes Former Dawn unique?

      "I think there are two broad sources of uniqueness for Former Dawn: One is the fact that it's the first truly modern, expansive game to be developed for the NES. Another is that the storyline is something that has been carefully written to be high-brow science fiction at its core instead of something cheesy that you can brush off as necessary but unimportant video game filler. Hopefully, the combination will land us a place in video game history."

      Anything else you'd like to add? Promote?

      "Sure! Follow us on Twitter, Bluesky, or Discord!"

      ---

      Former Dawn is an upcoming Action RPG for the NES!

      Set in the future on an exoplanet called Astraea, you take on the role of Jekuthiel, a hunter toiling away at the lower ranks of The Organization. Inspired primarily by 1990s JRPGs, this is a full-length, story-driven, action-packed epic adventure. It is unlike anything ever released on the NES. Help Jeku uncover the truths of Astraea and the origins of his people!

      Learn more about Former Dawn on Kickstarter.

      Watch Former Dawn's trailer:

      Deflemask October Showcase

      Deflemask October Showcase

       

      It may be November already, but we hope you're ready for a treat for your ears alongside all that leftover Halloween candy. We're up for another round of showcasing artists from both Soundcloud and YouTube who work in Deflemask!

      Click on the pictures to hear about the masterpieces they made!


      Fizzled by Aleksandar Milović

       

      This piece is based on a mix by Abstract64 that was made for Battle of the Bits, Summer Chip 11, and as a unique twist, it also happens to be one of the demo songs included in Deflemask. It's fun, inspiring, and incredible to see how each artist can add their own unique style.


      Stage by Verum Corner


      This piece was made for a homebrew game project called Space Cobra. It's a 2D pixel art, platformer, and action game about space pirates. Before you know it, this song will have you hyped to Swashbuckle your way across the galaxy.


      Impossible Love by Tane

       

      This is an original song heavily based on endless love from the 3DS Port. It's borrowed the style of Fantasy Zone II DX and has other influences thrown in as well. Give it a listen and see what you think.


      Veritas by Xiggy

      This version was made in Delflemask by Xiggy and was composed by Presti. Deemo is a score-based music video game. The plot centers around a little girl who falls from an open trap door in the sky and a mysterious black being who plays piano music to help the girl return to her own world. The retro style of this cover lends an extra air of mystery and intrigue.

       

      Quick Race by Ethan Quach

      This is a 16-bit cover of Battle Quick Race from Sonic Heroes. It was made in Deflemask using instruments from Sonic 3 and Knuckles Balloon Park, which is also by the same original composer. What a fun way to showcase a composer's unique style.
       
      Gunky Thing by Rayjkayj

      Are you ready for a funky little looptoberjam? Rayjkayj brought us a little neo- geo inspiration with this fun and original little gunky thing loop, and we can't wait to see what it turns into.

      Space Battle by Scowsh

      Put your astronaut costumes back on! This is an original piece that was composed using the NES sound trip by Scowsh. It's exciting, mysterious, and absolutely out of this world.

       

      Tidal Rush by Ethan Quach. 

      This is a 16-bit cover of Tidal Rush from Splatoon two. It's done in the style of Sonic 3 and Knuckles. And honestly, it feels like we really missed out on having a 16-bit version of Splatoon

      Check out the video here with Mimi! 

      Oh before you go, do you like chiptunes? Cats? Maybe Mimi or the Sega Genesis? Well, if you do, let's have a catjam together! Join us on Discord and subscribe to us on YouTube!

      What's the Gum Recipe? - Garbage Pail Kids: Mad Mike and the Quest for Stale Gum

      What's the Gum Recipe? - Garbage Pail Kids: Mad Mike and the Quest for Stale Gum

       

      Now, who doesn't love to chew gum? Here at Mega Cat Studios, we chew gum every chance we get. And we also had a chance to interview one of the developers of Garbage Pail Kids: Mad Mike and the Quest for Stale Gum, Tim Hartman, of Retrotainment Games, and here's how it went!

      How was this game born?

      The game was born out of our love for the Garbage Pail Kids and the Nintendo Entertainment System.

      As young kids in the '80s, Greg and I grew up fans of trading cards and various products that emerged as the GPK craze broke out. Garbage Pail Kids were loved by kids, hated by adults, and snubbed by the gaming industry in the NES era. They were controversial, which may have kept them out of the space. We like to say that we're creating the Garbage Pail Kids game they've long deserved.

       

      What was development like?

      The design process for this game flowed very well as our team loved the opportunity to work with Topps to bring their characters to life and felt natural to do so. It was a real treat to get deeper into the GPK lore since many of us on our team are lifelong fans and collectors.

      One of the main ideas was to bring as many GPK characters to life as possible; so we went through the cards, found ones we liked that we thought would work, and then brainstormed about what they could do in the game to make them unique and add variety. In the end, we were able to include 40+ characters.

      Developing for the NES is nothing but difficult though. You have to deal with the challenge of game development along with hardware restrictions, space constraints, and more. But this is what we love and what GPK deserved so we wanted to make it happen.

       

      What did you learn about yourself through this game?

      Personally, I learned that it was very difficult to make the tough choices of which characters to use and which characters not to use in the game. There are so many amazing characters in the GPK universe and it was super tough to narrow it down.

       

      What makes this game special?

      It's a legit game made for the original NES and directly ported to modern consoles like Nintendo Switch, Xbox, and Playstation. You get the same game regardless of where you’re playing it.

      Even though it is littered with GPK lore, characters, and fun, gross elements, it is however a game someone can pick up and play without being familiar with the Garbage Pail Kids. We designed it with the idea that every level has something new and surprising in it. It also has minigames, a trading-card mechanic, fun NPCs, and a silly story. Our audience is anyone who likes games. It's also cool to give people a chance to get their first new NES cart, which is something a lot of players have never experienced before.

       

      How does sound play a role in the game?

      A quirky and unique brand like Garbage Pail Kids deserves an equally goofy soundtrack that’s fun to listen to and a fun set of sound effects. Complete with burp and fart samples, the sound is definitely a highlight of the game.

       

      What games influenced this one the most?

      We started by making the game we wanted to play. It wasn't a case where we were looking at another game as a model or a direct inspiration.

       

      Any fun stories or wild moments during development?

      Getting to work with Adam F. Goldberg, Ira Friedman at Topps, iam8bit, Digital Eclipse, and Joe Simko was particularly fun, as we got to smash a ton of '80s nostalgia and love for the era into this goofy project.

      The wildest moment for me personally was when I was having a meeting with Ira Friedman, and my son threw up during it. I quickly yelled out Up Chuck (a character in the game) while Ira assured me it was a Luke Puke.

      I still laugh about this every time I think about it.

       

      Do you think preserving older gameplay mechanics in new games is important?

      Yes, but I think it is healthy to have both new and fresh mechanics whenever possible when developing. Old mechanics are tried and true, being very familiar to players, but taking a chance on fresh mechanics can really help create a new experience. For example, Leaky Lindsay and Luke Puke both have projectile attacks but Lindsay’s snot rockets are the classic straight-ahead shots while Luke’s projectile vomiting follows an arching path. This allows for some unique combat with Luke because you can hold B to get more distance, rain the attack down onto enemies below or leave a pile of puke in front of an enemy and wait for them to step in it and take damage.

       

      What's your favorite memory as a gamer?

      My favorite memory as a gamer is playing Baseball Stars for the NES with friends like my business partner Greg Caldwell. Creating our own leagues and teams, playing full seasons, keeping stats, throwing controllers, and getting into fights over gameplay is something I will cherish forever.

       

      Who will enjoy this game the most?

      Garbage Pail Kids: Mad Mike and the Quest for Stale Gum is for old kids like us and young kids like our children. We think the older crowd who grew up with the Garbage Pail Kids will have a great time with it. It's fun and silly and gross -- which makes it great for younger kids as well. Ultimately, it's for people who want to experience a retro game, whether this is their first time experiencing an 8-bit game or they've been playing NES since they bought one new.

      Retro gamers will enjoy this the most, but I feel modern gamers who give it a chance will be quite surprised by the various hero characters and their unique offensive arsenals. Each of our hero characters has a unique strength that will help you tactically in the game if you pay attention.

       

      Bottom Line, why must someone play this game?

      You must play it to experience what people are calling "The Grossest Game of the Year.” And if you knew GPK from the ’80s, it’s a fun trip down memory lane.

       

      How do you want this game to be remembered?

      I'd like this game to be remembered as us giving the Garbage Pail Kids the 8-bit game they have always deserved. The brand was so iconic and important, so them not having a game back in the late '80s was a travesty.

       

      What's next?

      Right now we are continuing to market Garbage Pail Kids: Mad Mike and the Quest for Stale Gum and our other games, Haunted: Halloween '86, Haunted: Halloween '85, and our newest open-world, mystery-adventure called Full Quiet. In addition to creating our own IP, we’re also entertaining ideas to bring existing IP to life in retro form, especially for others who never got their moment in the 8-bit sun.

      We love retro and remain committed to that space with whatever we do which includes the publishing venture 8-Bit Legit, consisting of Retrotainment Games and our partner Mega Cat Studios. In 8-Bit Legit, we take games from cartridge to console.

       

      Anything else you'd like to add?

      It's all about 8-bit. It's what we do at Retrotainment. The cartridge comes first. We also think it's cool to expand the NES catalog with games that have been passed over back in the day. Keep an eye out for what goofy game we can cook up next in our 8-bit laboratories. And as always, shout out to the NES homebrew community for making all this possible. We love being a part of such a vibrant, passionate, growing community!

       

      Check out the launch trailer here!

       

      Tim Hartman

      Producer at Retrotainment Games