Author Topic: List of TBA (Not yet Finished) Games on SEGA Console (Genesis, Dreamcast, etc)  (Read 4690606 times)

Offline Berto

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Added Bloxeed (Port) for SEGA Genesis/Mega Drive









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Master Linkuei: "SURPRISE!"
Bloxeed is an extension of the Tetris formula. The objective remains the same - to clear lines with falling Tetrimino pieces, however Bloxeed expands the ways in which to do so by introducing "Power Blocks" - blocks with letters or numbers printed on them. If a cleared line contains a Power Block, the player is rewarded with 5,000 points and a power-up that allows them to strategically add/remove blocks.

Source: https://x.com/masterlinkueibr/status/2107649945864126558
About Bloxeed : https://segaretro.org/Bloxeed

Offline Berto

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Added THE 8 for SEGA Genesis / Mega Drive



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Le Phil du Temps : "The city is split into eight territories, held by eight gangs. Instead of going to war, each gang sends its champion into a tournament with no rules.

THE VIPERS / IRON FISTS / RED MEAT / THE SYNDICATE / BLACKOUT / THE DEMOLITION CREW / HELL RIDERS / THE ORDER

The last one standing hands the city to their gang.

WELCOME TO THE 8.

8 GANGS.
8 CHAMPIONS.
1 CITY."

Link : https://the8-game.com/en/

Offline Berto

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Moving Bubble Fight for SEGA Master System to 2026 List since the game is out now







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SiRioKD: "Bubble Fight is a from-scratch port of Balloon Fight to the SEGA Master System, written in Z80 assembly. The original game's tables were read out of the NES ROM, so the enemies think, drift and fall exactly as they do there, and the phases come in the same order."

Link : https://siriokd.itch.io/bubble-fight-sms

Offline billybob884

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So I think this is more of a tech demo than a WIP game, but I figured I'd post it anyway just for reference:

Cheshire

https://happy-ferret.itch.io/cheshire-4-console-demo

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This is another product of my daily mission to burn the midnight oil. A DAAD porting framework utilizing my Yggdrasil IDE in conjunction with a new (not yet released) version of my Cheshire runtime.

The idea is simple: An implementor continues writing their IF in Yggdrasil/DAAD as they normally would. Then a "Build for Console" option is presented that generates the usual DSF code but wraps it into a parser-free UI boilerplate derived from a decompilation of La Aventura Espacial. The built-in DRC then creates the usual DDB file which is packed into the console platform's ROM.

The result is an interactive fiction that is comfortably playable with a controller.

As an alternative I've also been experimenting with a virtual keyboard but that is not something I feel makes sense for an entire console game, with the exception of maybe a short code sequence.

The ROMs I have uploaded as part of this project represent a console port of my Apple II example game Alice in Apple II Wonderland.





The source game:

https://happy-ferret.itch.io/alice-in-apple-ii-wonderland

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Welcome to an early version of Cheshire for the classic Apple II series of home computers

Cheshire is a DAAD Interactive Fiction interpreter and this archive contains a little demo game for both 140K floppy
(HDD required to store the larger file with the game's pictures on)
and 800K floppy Apple II GS computers.

Offline Berto

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So I think this is more of a tech demo than a WIP game, but I figured I'd post it anyway just for reference:

Cheshire

https://happy-ferret.itch.io/cheshire-4-console-demo





The source game:

https://happy-ferret.itch.io/alice-in-apple-ii-wonderland

Nice. The demo's like those PC interactive games back then when FMVs were still new.

Offline Berto

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Mega Commando (SEGA Genesis/Mega Drive) Enhanced "Port" - Ver. 0.8b Preview

https://www.youtube.com/watch?v=ICQbNyZURcQ



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Mauro Xavier: "GAME OPTIONS

- Difficulty: Easy / Normal / Arcade
- Music Type: Arcade / C64 / C64 Non-Stop

SFX Type:

- Arcade: Original arcade-style sound effects.
- MD: More realistic sound effects.

Death Mode:

- Arcade: Traditional arcade-style respawning.
- MD: Respawn right where you died.

Control Type:

- Arcade: Classic arcade-style controls.
- MD: Grenades are thrown in the direction the player is facing, and holding the B button locks the player's aiming direction.

The high score table is saved to SRAM and can be reset from the Options menu.

Mega Commando will be available soon with early access for Patreon supporters, followed by a free public release on http://itch.io just a few days later."

Link : https://www.patreon.com/mauroxavier/posts/mega-commando-0-172071765

Offline Berto

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Added Hang-On (Arcade Port) for SEGA Genesis/Mega Drive

https://www.youtube.com/watch?v=i3CsDD4Mj34


Offline Berto

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Legend of Zelda: Link's Awakening DX (Game Gear, SEGA Master System) - Demo is Out Now

https://www.youtube.com/watch?v=bfQRlfpI8BU



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Xifium: "Claude converted it to Z80 assembly the Game Gear could swallow. Then the actual conversion started, and it was as bad as you would expect. Not surprising, tbh. So I instead had Claude convert to C for devkit sms/SDCC. Since I can't read .asm. There, I discovered it was using about the slowest graphics routine that you could put together. Nested for statements, using SMS_setTileatXY to set the screen. I could literally watch it load the tilemap in the debugger tile by tile. I told it to delete video.c, because it was like reinventing the wheel. Just use Devkit SMS's functions. I revamped my git repo with performant code, and then had Claude reference that. From there, the results are in this video. 1 days worth, literally did this today.

Not sure how much further I'll go, but it's decently functional. The scrolling is actually too fast, but I haven't had Claude change it. "

Note: rom download links in the youtube description

Offline Berto

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Added La Mulana for SEGA Genesis/Mega Drive







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hombreimaginario: "Unofficial port of the original freeware La-Mulana (GR3 Project, 2006) to the Sega Mega Drive / Genesis, written in C with SGDK.

The game's behaviour was rebuilt from the original Windows executable by reverse engineering (Ghidra), routine by routine: Lemeza's physics, enemies, guardians, objects and their conditions, texts and the opening sequence.

The whole game is playable from start to finish (all 35 areas, the nine guardians, the escape and the ending), with music on the YM2612/PSG, five save files in battery-backed SRAM, and support for 3 and 6button pads.

It targets real hardware: a 3.3 MB ROM, under the 4 MB no-mapper limit.

Still to do: the hidden shooting minigame (fields 31-32), water currents, and sound tuning."

Link : https://hombreimaginario.itch.io/la-mulana-md

Offline Berto

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Moving Batman (Port) for SEGA Master System to 2026 List since the game is out now







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EnriqueGGalvez: "Ocean’s classic Batman adventure comes to Master System!

Originally created by Jon Ritman and Bernie Drummond and published by Ocean Software in 1986, Batman combines isometric exploration, ingenious puzzles and challenging platforming. This Master System port brings that classic adventure to SEGA’s iconic 8-bit console.

Robin needs your help! Captured by the Joker with assistance from the Riddler, Batman’s trusted partner is waiting to be rescued. Before you can set off, you must recover your equipment and find the seven missing pieces of the Batcraft scattered throughout the caverns beneath Gotham City.

Explore a labyrinth of interconnected rooms packed with unusual enemies, dangerous traps and puzzling obstacles. Push and carry objects, master tricky jumps and use your gadgets to reach seemingly inaccessible places. Careful observation and quick reflexes are essential—every room could hold the next piece of the puzzle.

Whether you grew up with the original or are stepping into its isometric world for the first time, discover a classic adventure on Master System.

Recover your gadgets. Rebuild the Batcraft. Get ready to rescue Robin! "

Link : https://enriqueggalvez.itch.io/batman-master-system-ii

Offline Berto

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Added Blade Arena Kengeki for SEGA 32X







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Dmar3000: "A 3D weapon fighter for the Sega 32X, built on an engine modelled on the game structures of
Battle Arena Toshinden (PlayStation, Tamsoft/Takara 1995), with its own name and its own
cast. It ships as a 4 MB 32X cartridge ROM. It targets real 32X + Genesis hardware: two SH-2s at 23 MHz,
256 KB SDRAM, two 128 KB framebuffers, PWM audio, and the 68000 as I/O helper.

Update:
-more move variations
-update celebrations after rounds/matches
-grappler fighters and parry fighters
-combo breakers, air blocking and more defense!"

Link : https://dmar3000.itch.io/blade-arena-kengeki

Offline Berto

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Castlevania: Harmony of Dissonance (SEGA Genesis/Mega Drive) - Update: Skeleton & Armor Knight

https://www.youtube.com/watch?v=9oHoPrdPIiI

Offline Berto

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Outrun Cannonball (SEGA 32X) -  First attempt to have an average game speed on both high and slowdowns

https://www.youtube.com/watch?v=JTDiobfZtNI


Offline Berto

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Art of Fighting - Arcade Port (SEGA 32X) - Update : Added difficulty level and languages, Todoh is implemented.

https://www.youtube.com/watch?v=x31XIoVluP8
« Last Edit: October 15, 2026, 10:50:15 pm by Berto »