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Main - Gaming - A very good game that never got the attention it deserved... New thread | New reply


RetroRain
Posted on 02-18-08 03:37 AM Link | Quote | ID: 78121


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A Super NES game called Kablooey. Have you ever played it? If not, and you like puzzle games, you should definately try. I have many memories of playing this when I was kid, when the Super NES was a big thing. Not a lot of people talk about it, or even heard of it. It's so unheard of, that there isn't even a YouTube video of the game. Has anyone ever played it?

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Ailure
Posted on 02-18-08 10:01 AM Link | Quote | ID: 78135

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I guess it was more popular on the home computers of the eighties than on a early 90's console. I figure it's more known under it's name "Bombuzal" as well...

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jargon
Posted on 03-28-08 04:26 PM Link | Quote | ID: 81124


Ninji
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Posted by Ailure
I guess it was more popular on the home computers of the eighties than on a early 90's console. I figure it's more known under it's name "Bombuzal" as well...


This game sounds very similar to how my Realm of Existence II/IV (QBX) engine works.
Maybe next month I will release a mod for DOS mode of 95/98/XP that allows play using Bombuzal/Ka-Blooey style levels along with a level editor. It will be another few months if I do release the mod for isometric mode though.

In addition, the release may end up delayed if I ever get the QBX (Quick Basic 4.5 / Professional Development System 7.1) version working with full (VESA)/(S)VGA using "Future Library 3.5", or otherwise port it flawlessly to Blitz Basic 3D 1.99 using a non-issue riddled "Keal" SDK.

Modding Realm of Existence II to handle Ka-Blooey levels is no sweat. However, RoE II (Qbasic1.1) does not compile, while RoE IV (QBX), which does compile, is on the abyss of running out of string space upon every slightest tweak.

Either I will finish the conversion of RoE IV (QBX) to VESA/SVGA using Future.Library 3.5 first, or create a port called RoE IV (BB3D) first. If I complete a working port first, making a Bombuzal/Ka-Blooey set of level scripts and data will be easy pie assuming "Keal" SDK works proper. If "Keal" SDK fails to work proper I will have to pull a hat-trick and dust off "TScript" from my original Blitz Basic project "Teliros" and get that operational in order for use. Also my RPN-Calc demo, should come in handy for making TScript much speedier if it comes to that.


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Main - Gaming - A very good game that never got the attention it deserved... New thread | New reply

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