PROTOTRON - GAME MAKING
I like to dabble in developing video games, particularly the retro variety as seen in the 8-16 bit era of the NES, Super Nintendo, Megadrive, and Amiga. I go by the name of Prototron, which is an old chiptune project that I started back in 2010, but now any sort of gaming project is made under that name.
The games don't tend to make it past the demo stage but are done under the Flying Brain banner so I thought I'd make a small list of projects I've done.
Most of the games have downloadable and playable demos.
The games don't tend to make it past the demo stage but are done under the Flying Brain banner so I thought I'd make a small list of projects I've done.
Most of the games have downloadable and playable demos.
GOLDEN AXE II: The Moonstone Bloodlet
This was the first game I ever attempted to make back in 2014, and is a remake of the 1991 Sega Megadrive game. I always thought the original game was decent but needed some meatier sound effects and some gore. I re-recorded the music for the first stage and made a new level too complete with its own original score.
It's terribly programmed and I gave up on it after moving to other projects but it still houses some decent ideas.
DEMO PLAYTHROUGH
This was the first game I ever attempted to make back in 2014, and is a remake of the 1991 Sega Megadrive game. I always thought the original game was decent but needed some meatier sound effects and some gore. I re-recorded the music for the first stage and made a new level too complete with its own original score.
It's terribly programmed and I gave up on it after moving to other projects but it still houses some decent ideas.
DEMO PLAYTHROUGH
THE LEGEND OF KITSUNE MIFUNE
This was born out of my love for action platform games like Shinobi III and Ninja Gaiden as well as my loathing for bloodsports like the abhorrent fox hunting cult which exists here in the UK. I love doing anything oriental and so this was a good chance to make up a character and a story.
The game tells the tale of a murdered Feudal era Samurai who is resurrected as a giant anthropomorphic fox in the modern age by wandering magic. The titular Kitsune Mifune defends the forest from evil fox hunters, cruel farmers, and a clan of ancient ninja who exists today, and are the same ones who killed Mifune in his human form.
I had fun with this one, particularly writing the music. It's just a three stage demo and again it's rough and unfinished, but I'd like to go back to it at some point.
DEMO PLAYTHROUGH
This was born out of my love for action platform games like Shinobi III and Ninja Gaiden as well as my loathing for bloodsports like the abhorrent fox hunting cult which exists here in the UK. I love doing anything oriental and so this was a good chance to make up a character and a story.
The game tells the tale of a murdered Feudal era Samurai who is resurrected as a giant anthropomorphic fox in the modern age by wandering magic. The titular Kitsune Mifune defends the forest from evil fox hunters, cruel farmers, and a clan of ancient ninja who exists today, and are the same ones who killed Mifune in his human form.
I had fun with this one, particularly writing the music. It's just a three stage demo and again it's rough and unfinished, but I'd like to go back to it at some point.
DEMO PLAYTHROUGH
ED-209: The Revenge: The Revengerer
An absolute slice of pure fun, never intended to go any further than a demo.
It's a semi remake/semi sequel to the 1990 Amiga demo Ed-209: The Revenge, and involves you taking control of the OCP robot and blasting the shit out of everything.
There's no story, it's just some silly shoot 'em up fun with some humerous references and in jokes.
DEMO PLAYTHROUGH
An absolute slice of pure fun, never intended to go any further than a demo.
It's a semi remake/semi sequel to the 1990 Amiga demo Ed-209: The Revenge, and involves you taking control of the OCP robot and blasting the shit out of everything.
There's no story, it's just some silly shoot 'em up fun with some humerous references and in jokes.
DEMO PLAYTHROUGH
DOUBLE DRAGON: LEGACY
I was disillusioned by the official Double Dragon IV game released in 2017, which just looked like a fan MOD, and also the endless OpenBOR remakes.
With that in mind, I decided to make my own Double Dragon sequel from the ground up, and try to add a bit of continuation to the story.
I also composed a full OST for the game, which is available to buy on Bandcamp.
Set thirty years after the original Double Dragon, the game sees Jimmy Lee take centre stage as he searches for his Brother Billy who has gone missing. He is joined by Billy and Marian's children, twenty year old Bobby Lee and his twin sister Jemma Lee - both expert fighters in their own right. The game also features a new playable character -Clarence Abbot, who is a good friend of the Lee family.
I really felt that the Double Dragon story hadn't advanced any since Double Dragon II, and most games were just re-hashes of the same tired old "Marian has been kidnapped" plot. Even the rather good Double Dragon advance was really just a remake instead of a sequel. Double Dragon III had an interesting story, but the game itself wasn't too great and strayed too far from the classic formula.
Double Dragon: Legacy was completed in 2022. and the playthroughs can be viewed below.
BOBBY LEE PLAYTHROUGH
JEMMA LEE PLAYTHROUGH
JIMMY LEE PLAYTHROUGH
ABBOT PLAYTHROUGH
I was disillusioned by the official Double Dragon IV game released in 2017, which just looked like a fan MOD, and also the endless OpenBOR remakes.
With that in mind, I decided to make my own Double Dragon sequel from the ground up, and try to add a bit of continuation to the story.
I also composed a full OST for the game, which is available to buy on Bandcamp.
Set thirty years after the original Double Dragon, the game sees Jimmy Lee take centre stage as he searches for his Brother Billy who has gone missing. He is joined by Billy and Marian's children, twenty year old Bobby Lee and his twin sister Jemma Lee - both expert fighters in their own right. The game also features a new playable character -Clarence Abbot, who is a good friend of the Lee family.
I really felt that the Double Dragon story hadn't advanced any since Double Dragon II, and most games were just re-hashes of the same tired old "Marian has been kidnapped" plot. Even the rather good Double Dragon advance was really just a remake instead of a sequel. Double Dragon III had an interesting story, but the game itself wasn't too great and strayed too far from the classic formula.
Double Dragon: Legacy was completed in 2022. and the playthroughs can be viewed below.
BOBBY LEE PLAYTHROUGH
JEMMA LEE PLAYTHROUGH
JIMMY LEE PLAYTHROUGH
ABBOT PLAYTHROUGH
FINAL FIGHT: ENHANCED
In 2021 I started learning 68000 assembly programming. More specifically, the Amiga range of home computers. I needed a test game to help learn all the ins and outs of coding for the system, so I chose my favourite arcade game which was Capcom's Final Fight.
The game had already been converted to the Amiga OCS in 1991 by code wizard Richard Aplin, but he was given extremely tight deadlines and no resources. Despite the game featuring some very innovative code, the gameplay result felt a little unfinished to a lot of users.
I decided to try my own version, but target the ECS range of Amiga systems as this would allow for more RAM and get around the Amiga's lack of hardware graphics functions. The original port's assets were already available online, and were Amiga ready, so I decided to use them for convenience while adding some tweaks to the background tiles and sprites.
I also composed a range of in-game music using Protracker.
FYI: The "Enhanced" part of Final Fight: Enhanced refers to the Amiga's Enhanced Chip Set (ECS). Not an enhancement of the 1991 game.
The latest YouTube demo can be viewed below:
FINAL FIGHT: ENHANCED
In 2021 I started learning 68000 assembly programming. More specifically, the Amiga range of home computers. I needed a test game to help learn all the ins and outs of coding for the system, so I chose my favourite arcade game which was Capcom's Final Fight.
The game had already been converted to the Amiga OCS in 1991 by code wizard Richard Aplin, but he was given extremely tight deadlines and no resources. Despite the game featuring some very innovative code, the gameplay result felt a little unfinished to a lot of users.
I decided to try my own version, but target the ECS range of Amiga systems as this would allow for more RAM and get around the Amiga's lack of hardware graphics functions. The original port's assets were already available online, and were Amiga ready, so I decided to use them for convenience while adding some tweaks to the background tiles and sprites.
I also composed a range of in-game music using Protracker.
FYI: The "Enhanced" part of Final Fight: Enhanced refers to the Amiga's Enhanced Chip Set (ECS). Not an enhancement of the 1991 game.
The latest YouTube demo can be viewed below:
FINAL FIGHT: ENHANCED