Game Genie Game mini-jam

A place where you can keep others updated about your NES-related projects through screenshots, videos or information in general.
Yuri213212
Posts: 5
Joined: Fri Apr 19, 2024 8:08 am

Re: Game Genie Game mini-jam

Post by Yuri213212 »

I think this could be my entry, if there is no bug detected.
(Is there anyone who want to become its beta tester?)

It is a 2-player battle game, the analog version is like this, but the rule I played is a little different.
https://www.bilibili.com/video/BV1j441137f3/
* Touching opponent's finger adds number to its value
* When the value becomes more than 9, the hand is considered died
* When both of your hands are died, you lose

Game play:
* On initial/win screen, push SELECT goto help screen, push START goto game start screen.
* On help screen, push START goto game start screen.
* On game start screen, push Down/Up to select first player and goto game play screen, both controllers are available so 2 players can fight for first or second to play.
* On game play screen, current player is marked by a triangle, and only the corresponding controller is available.
Current player should input Left/Right and B/A to specify the hands to touch, then push Up(1P)/Down(2P) to do touching.

Features:
* Emulating 0706 character screen with 15Hz full screen refresh
Mirror independent double buffer, suitable for H/V/4
* One-hot button driver with software dechattering
* Simple sound effect on status change

Developing environment:
nsfaa https://github.com/Yuri213212/nsfaa
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Last edited by Yuri213212 on Sat Sep 20, 2025 4:13 pm, edited 1 time in total.
grendell
Posts: 4
Joined: Sun Nov 12, 2023 4:03 pm
Location: San Francisco, CA

Re: Game Genie Game mini-jam

Post by grendell »

Presenting... Maze Genie!

mazegenie.png

Each game, you start in the red starting area. Your goal is to move through the jungle and reach the orange ending area on the other side of the island. Once you leave the starting area, you can only move to adjacent spaces of the same color. However, you have a trick up your sleeve: multiverse teleportation! Teleporting to a parallel universe can open up new paths and allow you to switch which color you're on.

Controls:
* D-pad: movement
* A: teleport
* Select: restart

Written in 6502 assembly and built with ca65.
* CHARS: 256 bytes
* ZEROPAGE: 26 bytes
* CODE: 1601 bytes
* RODATA: 452 bytes

Bonus points:
Doesn't access $8000 - $bfff
Handles different nametable arrangements, but provides the same gameplay.

Tested on Mesen and Everdrive + AVS.

Futurama: I Dated a Robot:
"So there's an infinite number of parallel universes?"
"No. Just the two."
"Oh, well, I'm sure that's enough."
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lidnariq
Site Admin
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Re: Game Genie Game mini-jam

Post by lidnariq »

Memblers wrote: Thu Sep 18, 2025 8:13 am Sucks that I don't have a good way to set up my NES right now, that could be tested with GTROM by using the LEDs.
Thinking about this a lot more, I think it has to let those reads/writes happen. Because the only way it can block M2 is by enabling the Genie's own ROM.
drludos
Posts: 72
Joined: Mon Dec 11, 2017 4:01 pm

Re: Game Genie Game mini-jam

Post by drludos »

Woaw, cool to see entries already!

@Yuri213212: this is quite an original game, I wasn't aware of the analog version, thanks for the discovery. Regarding your NES version, this is cool too! If you are open to suggestions, maybe you could try to add some colors to the game? For example you could make the top half one color, and the bottom half another one to separate each player "area" on screen?

@grendell: Kudos for creating a random maze generator with this limited tileset! It's very original idea, I love it! The "two worlds" mechanic is interesting. It makes wandering through the maze more challenging than the classic (and sometimes boring) "single universe" maze games ;). Instead of simply walking aimlessly, here we have to think whether the "second universe" could help us go further, and that's what adds fun for me.

On my end, I had a very productive weekend (didn't sleep much, but coded a lot! :)). I made good progress on my basic "space shooting" game:
Image

I still have work to do, but I'll share it here as soon as it's complete (we still have 9 solid days left, plenty of time!)
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Download ROMs of my games: https://drludos.itch.io/
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos
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infiniteneslives
Posts: 2105
Joined: Mon Apr 04, 2011 11:49 am
Location: WhereverIparkIt, USA

Re: Game Genie Game mini-jam

Post by infiniteneslives »

Great idea for a jam! Awesome to see all the entries so far!

I have a small project that I've been wanting to build for awhile now but lacked motivation. Figured it would be fun to see how far I could get on that game with this jam since it fits well within the GG constraints. I've also been curious to see how claude-code would handle nesdev so combined everything into a weekend project, so that's been interesting... I'm still working on the game, but in the process of that I wanted to slap a QR code for instructions to my game. Had claude slap a QR code generator together quick using the gamegenie tileset. Was going to share that tool here for others to use if they'd like, then I realized it wouldn't take much more for me to generate a .nes with the QR code and make it's own entry so here that is.

https://gitlab.com/InfiniteNesLives/ggjam_qrcode

The python tool takes a url and generates a nametable that's compatible with the gamegenie chr. Then I've got a crude NESfab project to build that into a .nes rom. Feel free to use any or all of it for your own projects in & out of the jam!

Image
If you're gonna play the Game Boy, you gotta learn to play it right. -Kenny Rogers
Yuri213212
Posts: 5
Joined: Fri Apr 19, 2024 8:08 am

Re: Game Genie Game mini-jam

Post by Yuri213212 »

My second entry of Lights Out in 7x6, 1P only single player game.
Your objective is to turn off all the lights, but the switchs are naughty that will toggle all adjacent lights too.
The video is also the walkthough of full board mode, so if you want to challenge yourself, see it later.
Whether you saw it or not, have fun to challenge random mode. :D

Game play:
* Any time, push SELECT/START goto game play screen and restart the game.
SELECT: Random mode, all initial patterns are solvable
START: Full board mode
* On game play screen, push arrow keys to move current cell, push A to toggle the state of current and adjacent cells.

The developing environment and the framework (should I call it OS?) is the same as my first entry.
Yuri213212 wrote: Sat Sep 20, 2025 9:35 am Features:
* Emulating 0706 character screen with 15Hz full screen refresh
Mirror independent double buffer, suitable for H/V/4
* One-hot button driver with software dechattering
* Simple sound effect on status change

Developing environment:
nsfaa https://github.com/Yuri213212/nsfaa
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grendell
Posts: 4
Joined: Sun Nov 12, 2023 4:03 pm
Location: San Francisco, CA

Re: Game Genie Game mini-jam

Post by grendell »

@drludos thanks for checking it out!

@Yuri213212 I remember having a Lights Out machine as a kid, but I think I must have been much smarter back then! :wink: Great idea for the mini-jam.
Yuri213212
Posts: 5
Joined: Fri Apr 19, 2024 8:08 am

Re: Game Genie Game mini-jam

Post by Yuri213212 »

Yuri213212 wrote: Mon Sep 22, 2025 10:05 pm My second entry of Lights Out in 7x6, 1P only single player game.
I found the solution of random mode, it proved any board is solvable.
Step1: Repeat what on the left every column from 2nd, this results some pattern only on the rightmost column.
Step2: Apply the following patterns to turn off each light. (execute on 'x', flip vertically for top)

Code: Select all

Bottom corner:
..x....
.xxx...
x...x..
x.x.xx.
..x.x.x
xx...xx

Bottom middle:
.xxx...
x.x.x..
xx.xxx.
x.x...x
.xx.x.x
..x.x.x

Bottom center:
x...x..
xx.xxx.
x.....x
...xx.x
x.x...x
x.x.xx.
To be simple, just set the leftmost column and follow Step1.
Yuri213212
Posts: 5
Joined: Fri Apr 19, 2024 8:08 am

Re: Game Genie Game mini-jam

Post by Yuri213212 »

My third entry is Sheeped a sheep (羊了个羊), 1P only single player game? Ergh, troll.
Yeah, it is a very badly designed game, well known in China.
The easy mode is very easy that no strategy is needed (the video), while the hard mode is almost impossible to clear.
If you want to clear the hard mode, have fun, no, have disgusted to do artificial Monte Carlo, wish the monkey prints the Shakespeare for you. :lol:

Your objective is to draw all cards from 4 decks.
Once there are 3 same cards on your hand, throw them away.
If you are holding 7 cards containing no triple, you lose.

Game play:
* Any time, push SELECT/START goto game play screen and restart the game.
SELECT: Hard mode (should I call it HELL?)
START: Easy mode
* On game play screen, push arrow keys to draw cards from the deck.
For each deck, only the top card can be seen, all other cards are considered covered by the top card.
There are counters on the right indicates the count of remaing cards for each deck.

Same OS, same developing environment as my first entry.
Yuri213212 wrote: Sat Sep 20, 2025 9:35 am Features:
* Emulating 0706 character screen with 15Hz full screen refresh
Mirror independent double buffer, suitable for H/V/4
* One-hot button driver with software dechattering
* Simple sound effect on status change

Developing environment:
nsfaa https://github.com/Yuri213212/nsfaa
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sylvie
Posts: 2
Joined: Fri Jun 13, 2025 8:09 am

Re: Game Genie Game mini-jam

Post by sylvie »

not confident in my ability to finish the thing i wanted to submit, so have a game genie port of my hastily put together pong clone instead!
(this is a 'lazy' port, i just changed the header and a few lines to go from CHR RAM to GG's CHR)
(NES2.0 unpadded, i assume you can pad the ROM yourself if your preferred emulator isnt mesen and doesnt support <16K ROMs)
adding a padded ROM since im apparently the only one here to have posted unpadded
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Last edited by sylvie on Fri Oct 03, 2025 12:17 pm, edited 2 times in total.
foruming(ish) since 2025!
drludos
Posts: 72
Joined: Mon Dec 11, 2017 4:01 pm

Re: Game Genie Game mini-jam

Post by drludos »

Here is my entry: Galactor

Image

This is a simple shoot'em up.
Shoot with A (you can hold it down for continued fire) to stop all the enemies before they get you.

There are 4 different types of enemies to destroy or avoid:
  • The Red spaceships are flying by, shoot them to earn points: 1 point per hit, 10 points per kill.
  • The Blue spaceship will try to hit you, shoot them first!
  • The Yellow spaceship will chase you around the screen until you destroy it.
  • The Yellow/Red satellite is invincible and can deflect your lasers. Avoid it at all costs!
The game was 100% programmed in C using CC65 and the wonderful NESlib, NESDoug and Famitone 3 librairies.

The game ROM and its source code can be downloaded from here:
https://drludos.itch.io/galactor

This was a very unique and fun Jam, thanks a lot for running it!
I had a lot of fun trying to make something fitting those hard limitations, especially when it came to drawing graphics.
Download ROMs of my games: https://drludos.itch.io/
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos
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Blast_Brothers
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Joined: Sat Jul 05, 2025 11:37 am

Re: Game Genie Game mini-jam

Post by Blast_Brothers »

https://github.com/BlastBrothers/genie-ball
genie_ball_001.png
Recreation of Game & Watch Ball.

Press Select to toggle between Game A (two balls) and Game B (three balls).
Press Start to start the game. Holding down Start will show the high score for that game.
Use left and right on the D-pad to move your arms and juggle to your heart's content.
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matthughson
Formerly Goose2k
Posts: 341
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Re: Game Genie Game mini-jam

Post by matthughson »

Oh man, Game & Watch is such a great style for this jam.
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matthughson
Formerly Goose2k
Posts: 341
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Re: Game Genie Game mini-jam

Post by matthughson »

Trigger 'n Happy

My entry for the game jam is Trigger 'n Happy! This game can be played single-player or in co-op. In either case, the player(s) will control "Happy" with the DPAD on controller one; avoiding enemies and picking up ammo. On Port 2, players control "Trigger" with the Zapper, shooting enemies before they get to Happy. But keep an eye on your ammo reserves!

Status

Version 1.0 - I'm releasing this as version 1.0 early because I don't think I'll have time to work on it any more before the due date, and I want to make sure I got something on the books. The game is 100% playable though, and has a full game loop, high score, etc. I just have a lot of polish and features I'd like to add if I have time later.

Thanks

This game is built on the work of many other people:
  • jroweboy's LLVM-MOS template
  • nesdoug's helper library
  • shiru's neslib helper library
  • freem's Game Genie fonts
And of course, huge thanks to lidnariq for organizing this! It's been a ton of fun! I can't wait to play everyone's games!

Downloads

Source Code | ROM (attached)
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smal
Posts: 1
Joined: Fri Sep 26, 2025 12:44 pm

Re: Game Genie Game mini-jam

Post by smal »

Made a very simple drawing program, only 1024bytes. Attachment has a mapper 206 .nes and the raw rom binary. : )
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