Thanks for checking. The music was created especially for Canyon Racer to go along with it’s graphics and effects, so my preference would be that it’s not used in other games and demos.
The rumble version means that it can produce rumble vibrations when run on MBC5 cartridges that have that feature. It's not very common (inside gadgets has one). I think only a few emulators support it (not sure which).
Otherwise canyon_racer_0.7.7_mbc5.gb is suitable for GB DMG and whatever other devices or emulators run GB Roms.
It is tough! I made it hard so games would be short and give people's eyes a break and keep them from getting too much of the after-image motion effect.
Despite that, these people at RetroAchievements are impressive with how well they play the game. Better than I can for some of the challenges. https://retroachievements.org/game/24082
Nice but I'm not sure the game uses this effect to its best. I feel like the sprites are too distorted to be clear and attractive to the eye sometimes. It still gives a very nice "psychedelic" feeling. Maybe not using water on the bottom might help having less messy sprites, because it's the part that tends to get the weirdest appearance with this effect.
Somehow I feel like this concept could go further with other gameplay mechanics than run and jump. What if the player controlled directly the path ?
Otherwise, to stay in the same kind of gameplay, I think it'd be better to have a larger path and a gameplay more axed toward avoiding than jumping. I find it more satisfying here to avoid the small rock by strafing left and right than jumping.
It's not a negative critic tho, I enjoyed it and find impressive that this can work on actual hardware.
Thanks for the feedback, it's hard to have new-user perspective since I've been using it off/on for so long.
Any specific things about the controls that could be made more clear?
The intent is for hit boxes is to be on the forgiving side (more-so horizontally than vertically, iirc), so it would be useful to hear how that played out in your experience.
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Hello I'm making a fan-game for original hardware. Would it be okay if I use some of this game's music? Credit would be given.
Thanks for checking. The music was created especially for Canyon Racer to go along with it’s graphics and effects, so my preference would be that it’s not used in other games and demos.
Wich file should I use from the four inside the GB folder? Thanks in advance!
You probably want this, unless you are using a rumble cart or emulator setup:
canyon_racer_0.7.7_mbc5.gb
Thanks! I would like to try it on the GB DMG and the MM+. The rumble version means just that? :)
The rumble version means that it can produce rumble vibrations when run on MBC5 cartridges that have that feature. It's not very common (inside gadgets has one). I think only a few emulators support it (not sure which).
Otherwise canyon_racer_0.7.7_mbc5.gb is suitable for GB DMG and whatever other devices or emulators run GB Roms.
Thank you, I understand now.
pretty challenging
It is tough! I made it hard so games would be short and give people's eyes a break and keep them from getting too much of the after-image motion effect.
Despite that, these people at RetroAchievements are impressive with how well they play the game. Better than I can for some of the challenges. https://retroachievements.org/game/24082
This looks amazing
I've put the game in my round-up of retro indie games for April 2023
Thanks! There are some cool games in your video, I like the platform variety. :)
I tried to cover as many platforms as possible!
1700 was my best after two attempts !
Nice but I'm not sure the game uses this effect to its best. I feel like the sprites are too distorted to be clear and attractive to the eye sometimes. It still gives a very nice "psychedelic" feeling. Maybe not using water on the bottom might help having less messy sprites, because it's the part that tends to get the weirdest appearance with this effect.
Somehow I feel like this concept could go further with other gameplay mechanics than run and jump. What if the player controlled directly the path ?
Otherwise, to stay in the same kind of gameplay, I think it'd be better to have a larger path and a gameplay more axed toward avoiding than jumping. I find it more satisfying here to avoid the small rock by strafing left and right than jumping.
It's not a negative critic tho, I enjoyed it and find impressive that this can work on actual hardware.
This looks amazing. I had a lot of trouble with the controls and figuring out the hitboxes and stuff
Thanks for the feedback, it's hard to have new-user perspective since I've been using it off/on for so long.
Any specific things about the controls that could be made more clear?
The intent is for hit boxes is to be on the forgiving side (more-so horizontally than vertically, iirc), so it would be useful to hear how that played out in your experience.
I was confused which buttons on my keyboard corresponded to A and B in the game
I had trouble with the hit boxes vertically if I'm not mistaken
Thanks! Made a couple changes:
- Improved the keyboard info on this page a bit
- Relaxed the ship's vertical hitbox a bit (~4 pixels on top, ~3 on the bottom). New ROM is in the JS Emu and new download package
Awesome I'll check it out