Digger Man LIST of IMPROVEMENTS
1- Have the game boot up to a proper title screen. (title screen logo is present but comes up at the wrong time in attract mode)
2- Fix the silent audio problem (correct the SM dependent M1 file) which causes SILENCE on 7 out 10 power ups.
3- Change the NGH number from 0066 to 09DM
4- Apply the proper fix layer graphics (credit and level indicators)
5- Put in a freeplay option for the MVS mode and correct the "always on yet says insert coin" incorrect freeplay for HOME mode.
6- Add the missing objects to the how to play screen and have it appear after hitting start on the title screen.
7- Add some kind of ending even if just the words "congratulations" in standard text on the screen to "properly" end the game.
8- Add a stage number display to the screen when playing (game has 16 stages) but player has no idea what stage they're on.
9- Improve the collision detection to be far more generous as it is way too unfair.
10- Add a basic HOME console option screen for selecting the player (boy or girl), 1 or 2 player game, difficulty/stage select.
11- Add memory card support to save on any of the 16 levels.
12- Have the ability for the player to accumulate and carry over the dynamite through levels. (last level is almost impossible without this)
13- Add a high score screen.
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NEOGEO HACKS (CHINA)
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DETAILED DESCRIPTION:
A hack is in nowhere near in the same category as a homebrew. While a homebrew
game requires every bit as much effort as any other game that is developed from
the ground up, a hack does not. Hacks are put together by changing out or swapping
lines of code and/or by implementing some additional minor programming.
The number of hacks that have surfaced is quite staggering. I have literally
lost count. Pretty much, every neo-geo game has or will be hacked at some point.
They have no real value or interest to me personally, but to some people they are
cool I guess. I will say that not all hacks are created equal. Some of them are mere
text or pallette swaps to make a game appear to be updated while others clearly show
that more extensive time was spent into creating them.
In 2003 a rom hack of SVC Chaos became highly desirable and sold quite well
because operators had waited patiently for the title and when SNK finally released
it, they did so on a jamma PCB rather than an MVS cartridge. And even later, when
SNK finally did produce MVS cartridges, hacked cartridges STILL sold better because
they had the secret characters unlocked which the players much prefferred.
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