
Four decades after it became an international sales phenomenon and dominated a crowded games market, the Nintendo Entertainment System – the 8-bit box that gave birth to some of the medium’s biggest enduring franchises – today finds itself playing host to something else entirely: new aftermarket IPs that are strikingly polished and joyously fun.
The homebrew scene for the NES has flourished over the two decades, especially so with the rise of tools like NESmaker in 2018, which makes developing for the console far more approachable. Inspired by pioneer developers, the minds behind Morphcat Games earned their stripes coding games from scratch using 6502 assembly language.

Enter Super Mario Bros.

Scroll through the YouTube comments, and the general sentiment is: “Had this come out during the NES’ heyday, it would have been a gaming milestone.” Physical copies of Micro Mages run seamlessly on original NES hardware, though its physics and gameplay, which s up to four players, feel decidedly modern to the touch, with gorgeous pixel art to boot.
we noticed that new gamers also enjoy this old-school physical experience
“Creating a ‘Nintendo game’ was a dream of mine since I was young,” says Riecke, speaking to Nintendo Life. “Back in the day, even though I never had an NES of my own, I always looked forward to playing one at a friend's house. I suppose that this circumstance and the great times we had together are what put it on a pedestal for me.”
Riecke and Bétoux, who are based in Berlin, cited titles like Little Samson which impressed us too! All these games have a high level of polish, taking care of each detail. Really impressive and inspiring.”
Riecke began tooling with NES development in 2005 and linked up with Bétoux in 2015. The duo at Morphcat Games now have a handful of lauded aftermarket NES games under their belt. With Riecke handling programming and sound and Bétoux creating graphics and levels, the pair have made a niche name for themselves by pushing the vintage hardware to its limits.
“Back in 2005, things looked different: I grabbed all the tech docs I could find and spent a couple of weeks reading them over and over again until the puzzle pieces started falling into place,” says Riecke. “Nowadays, the state of the NES's documentation is excellent. While we use assembly like veteran developers did, the tools available nowadays are MUCH improved.”
While coding in assembly language, known to be much closer to the binary machine code that a computer's U understands, is undoubtedly very demanding and time-consuming, "the benefit is that you have control over every aspect of the NES," Riecke says. "It also helps in understanding exactly how much U time each part of your code uses.”

While modern tools have greatly streamlined the NES development process, "hand-written assembly still outperforms code written in a higher-level language like C on the NES," Riecke adds. "This allows for really pushing the console's limits beyond anything seen back in the day. I dare say that, still, no one has come close to exhausting its full capabilities."
Bétoux likewise finds joy in pushing the limits of the hardware’s graphical constraints. “I started learning 6502ASM with Nerdy Nights in 2011, a series of great tutorials for beginners” hosted by the now-defunct NintendoAge forum. “The NES graphics limitation is so appealing and it's also challenging for creativity. There's so much to explore!”
Apart from 2019’s Micro Mages, the Morphcat duo has since published Böbl in 2020, a water physics-based Metroidvania with a striking soundtrack and emphasis on exploration, and Spacegulls in 2021, which colourfully fuses the controls of Joust with elements from the Mega Man series. Both titles were made for NESdev Compo and were capped at a more lenient 64KB limit.
“The level of ROM space optimisation we did on Micro Mages took a long time indeed. But doesn't everything become manageable if focused on one step at a time? That's what we did, we got lost in an optimisation maze for a while, not knowing where it would lead us, but it's been so much fun that we didn't mind,” Riecke says.
Fewer memory constraints meant that the pair needed less time to optimise, although Böbl, in particular, which casts the player as a literal bubble, “was all about optimising code to run smoothly on the NES' 1.7MHz U. The water surface ripple effect alone takes over 50% of the available U time.”
The duo spent nights and weekends powered by sushi and pizza to complete Böbl entirely within a single month. “With Spacegulls, we just had fun and could focus on exploring game design with the tools we had already built for Böbl. However, the deadline was even shorter: one week from start to finish.”
For all the crunch time involved, Morphcat’s output gives no hint of it. For the curious, a slick physical edition of Böbl, Spacegulls and Micro Mages: Second Quest – an expanded version of the base game with new elements and increased challenge – is now up for pre-order on a single NES cartridge as part of the Triple Jump collection.

“Physical cartridges with box and manual are so charming. To hold a game and dive into an instruction booklet is so satisfying. In fact, it extended the game experience beyond play sessions,” Bétoux tells us, shedding light on Morphcat’s partnership with publisher Broke Studio to release cartridges of Micro Mages and the Triple Jump collection.
Physical releases would have “been impossible” without input from Antoine Gohin, the creator of the aftermarket NES game Twin Dragons and head of Broke Studio, says Bétoux, who shared that the publisher had handled the heavy manufacturing for Micro Mages’ printed circuit board and shell, while the box, manual, and labels were made in-house.
“Bringing [out] a new game is tough and expensive to produce, but it's such a pleasure to see people enjoying the final result. There's also a part of nostalgia for the people who grew up during the 8-bit era, but we noticed that new gamers also enjoy this old-school physical experience, looking to buy a NES console and having fun discovering old and new games.”
Bétoux hints that Morphcat is thinking “a lot" about modern consoles, with something in the pipeline for 2024. “The Nintendo Switch is a great console for local multiplayer games, and much easier than finding an NES Four Score,” referring to the accessory released for the NES in 1990 to enable four-player local co-op - a requirement if you want to play Micro Mages with your friends on the vintage hardware.
“All this fun keeps the NES alive.”
Comments 25
This reminds me I should pick up their Evercade cart!
Here's hoping one day we get a new game for the Magnavox Odyssey.
"No one has come close to exhausting its full capabilities"
I think that's quite possibly true in some ways. So, looking forward to seeing what more can be done on NES from you guys there.
And I'd say it's even more true of the SNES. So many of its modes and features go largely ignored and/or untapped even to this day. I think this system in particular still has a whole lot more left to give.
Someone really needs to make a SNESmaker.
If the community of more "casual" developers ever gets a friendly SNES development tool like that, I think we'd see a whole lot of awesome games for this system that really isn't getting its relative fair share of indie/homebrew love in modern times.
Now, any new SNES games made on some kind of SNESmaker are likely not going to be technically system pushing, as that's almost certainly going to require some hardcore Assembly coding, but it could result in just a lot of great new titles that could stand up against many of the more standard-affair games that came out for it back in the day for sure.
Even now, about three years after first looking into this SNES development stuff, I still have my fingers crossed some kind of more casual-friendly SNES developer software along the same lines as NESmaker is eventually going to happen. . . .
Played these on Evercade. Micro Mages is super fun, but I enjoyed Böbl and Spacegulls even more.
Optimization is a lost art these days, with even bugfix-patches for modern games being multiple gigabytes in size and all.
Pretty awesome read right there. I hope the same can be done for the Sega Master System one day. In fact, for both the NES & SMS.
There are homebrews for the original Magnavox Odyssey.
Looks amazing, and this is what makes NES & other retro systems so special. Devs still pushing this iconic hardware. Something that won't happen with modern systems!! Check out Sam's journey on NES & Earthion coming to Megadrive. Both stunning examples of pushing these brilliant systems. And none of this ***** 4k 60fps talk we here all the damn time nowadays.
Honestly, I have no idea why Nintendo themselves aren't still developing software for older platforms.
1. Gaming hasn't been around all that long... this period now is the first time there has been an opportunity to engage older audiences with a history and knowledge of gaming.
2. Everyone moans about the cost of making software these days. Make some cheaper games.
3. There are so many fantastic opportunities! Mario 64 deserves a sequel - so make one. Charge £20 for it and watch it turn a huge profit versus your expenditure.
New games do not have to be high performance graphics and huge budget blockbusters. There's loads of people with money to spend on NEW older games.
@nocdaes There's certainly a market for some of your thinking but it comes down to this. 1. Well made video games are difficult expensive to make regardless of their graphics. 2. It is not smart of Nintendo to make games for older consoles that 30 million people own (and less play) when a hundred million people actively play switch. 3. Even if they made a true SM64 sequel, it would suck because their design philosophies have changed and all those people are executives now.
Trust me nobody wants a true SM64 sequel more than I do, but this all will never happen. My hope is that more companies do the Dave the Diver thing and open basically indie studios. Which is why I was fine when they nominated it for indie game awards even though it really isn't.
I loved that youtube video on the development of Micro Mages. It was very informative, but easy to understand. I eventually picked up the game on Steam and thought it was very good. I missed the memo at first that there was a second quest released and finally played that last year. I agree with the sentiment that Micro Mages would have stuck out and been a hit back in the early days of the system. The game likely would have had good word-of-mouth. But, as they said, the tools available now are better than back then. Also, it would have been hard to market the game's graphics with such tiny, albeit good, sprites. Games back then went with bigger sprites for more visual appeal, especially for marketing screenshots. It's impressive how nice the sprites are on the game given how tiny they are. I need to make a note to check out Morphcat's other games.
@nocdaes in a sense they have been revisiting old games with remakes like Link's awakening and Mario legend of the 7 stars and then even remasters like metroid prime and the paper Mario 1000 year door... Other games like link between worlds is a sorta sequel to link to the past and then games like the new super mario bros are callbacks to their 2d days... So I feel Nintendo more than most do go back and show love to past games
Great article. I have the Morphcat Evercade cart, and it’s one of my favorites. I typically prefer the real retro games over indie games when it comes to Evercade, but man, a good collection is a good collection. Bobl in particular is a favorite.
@KoopaTheGamer same. Micro Mages is fun for sure, but I kinda think it’s the weakest game on the cart. Weird to me that they push that one as the “big deal” game.
@nocdaes Well, they did make NES Remix and also 3D Classic versions of some NES games, so that's something at least.
We see so much ingenuity going into making substitute retro hardware, and new physical games for old hardware as good as these. My only hope is someone is figuring out how to make new CRT screens affordably. Or some kind of zero-latency alternative. That's the one thing that's been abandoned by all modern screens.
Games that were designed this well deserved to be played with no lag.
@Frailbay30 Brazil has a VERY active Odyssey development scene with high quality box art. Look for Experiencia Odyssey.
I skip all of the "homebrew" articles on TimeExtension, assuming they won't come to Switch. If they do, I would be very interested in trying some out.
Both these games look really good. Böbl in particular I want to play right now. Switch release? Please, take my money.
@ibookboyuk if you really want to play RIGHT NOW: https://morphcatgames.itch.io/bobl
Would love to play Micro Mages on Switch, looks awesome! BÖBL looks really interesting too. These guys are awesome! Fantastic article, @nib0!
I picked up their cart on Evercade pretty late because at a glance it seemed skimpy with the amount of games compared to other carts. But man, it’s one of my favorite carts. The games have a level of polish and tightness of control that are outstanding. Love Morphcat. Love them.
@nocdaes they did make a sequel to Mario 64. We call it Super Mario Sunshine.
Such a very odd gimmick some people seem to like.
How about just make retro inspired games instead so you can fit more than 2 jpgs worth of data?
@N00BiSH Mario Sunshine is another good example of a game Nintendo should revisit - and improve.
They had the chance with the 3D Allstars release, but they opted against it.
I stand by my original comment though. Nintendo are missing a trick with their retro content.
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