![Sunset Riders](https://cdn.statically.io/img/images.timeextension.com/46f8882e43d17/sunset-riders.900x.jpg)
The Mega Drive / Genesis port of Sunset Riders isn't everyone's favourite version of the classic 1991 arcade game, due to being the less faithful of the 16-bit conversions. But, just in case you have a particular fondness for the port, we're here to bring you some pretty exciting news.
Almost 32 years after the Western-themed Run 'n Gunner was originally released on the console, the ROM hackers BillyTime!Games and spkleader have got together to introduce a simple S-RAM saving mechanism to the title to record your high scores. This means you can finally keep a tab on your best playthroughs to screenshot and share with your friends.
According to the description for the hack, how this works is that the game will prompt you to enter your initials after you die, with the scores saving shortly after as you return to the title screen. Then, once, you boot the game up again, your scores will automatically be loaded. If the checksum fails, or if it's your first time playing, a bunch of default scores will be loaded up instead.
Want to give it a try? You can download it now from either romhacks.org or romhacking.net.
[source romhacks.org]
Comments 7
His SRAM hacks never work on original hardware, unfortunately.
@WileyDragonfly I test my SRAM hacks on original hardware. I have been informed however that not all everdrives are compatible for some reason or another.
You are always welcomes to message me if you are having any issues.
It's Genesis Sunset Riders, though. Hilariously realistic unforgiving dynamite range. You're getting blown away if you're in the same ZIP code when it goes off!
(compared to SNES and I think the arcade original, it was more player friendly)
Though wasn't the Genesis port just in general much more unforgiving than SNES?
@KingMike The Genesis version certainly felt less forgiving. The bullets moved faster as I recall. On top of that, I had trouble seeing the shots due to the color choices. That's not a problem I've had that often. Even in Truxton's final stage, I can see the shots easier, and they're orange on an orange background.
@KingMike Is the dynamite actually less forgiving, or is the issue just that it has such a deceptively small sprite for the explosion? (IIRC, the SNES uses some kind of scaling trickery to make the explosions ridiculously huge, like the arcade version.)
The Genesis version is the weakest of the three, and I don't think many would debate that, but I like how it has so many changes and additions which make it unique- kind of like TMNT: Hyperstone Heist.
@BillyTime
Everdrive is not original hardware, and it will ignore many mistakes that regular PCBs cannot. SEGA used their PCB 171-6278A and it's variants for most of their 2MB games with SRAM, and I've never gotten any of your patches to save correctly on them. Anyway, I recognize that I'm in a very narrow niche here, but it would be cool if your hacks worked on original or reproduction single game cartridges. I think you've done 99% of the work already.
Your checksum is incorrect when the patch is applied, for what it's worth. You can test that in Fusion and fix in RomSuite.
Keep up the good work, though, it's always great to see you releasing new things.
@WileyDragonfly The checksum is my bad. I'll put out a fix for that.
I will also look into replicating the issues and see about getting those fixed for Sega PCBs. <3
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