Neuroscientist, AI tinkerer, linguist, budding writer, and big dreamer bent on setting the SNES scene alight.

Joined February 2017
Still have a long way to go to be able to say I know "programming tricks" but a shot in the dark paid off. Thunder Cannon now locks onto closest enemy and only searches again once OB or dead. Halves targeting cost. 3 lags gone. #SNESdev #ProjectTEMPEST Here's a stage clear cue!
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Brett Viker ~ Phlogiston Productions retweeted
⚔️ ETERNAL HUNTERS — Action RPG for Super Nintendo Duncan inherits a demon hunter’s legacy. A demon has returned. There’s only one way forward: hunt it down. 💛 Action RPG developed NATIVELY for Super Nintendo — not a port, the original. Ultima Team pushes the SNES to its absolute limits: visuals, audio, content. And the soundtrack? Composed by Raphaël Gesqua (Mr. Nutz). Solo or 2-player co-op. Playable demo coming soon. 🎮 Kickstarter launches soon! Get ready to hunt #EternalHunters #SNES #SuperNintendo #ActionRPG #IndieGame #Kickstarter
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Designing a classic shmup is almost like composing music in some ways; every wave of enemies performs melody and harmony, the vertical space being the staff and each screen width like a bar…
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Brett Viker ~ Phlogiston Productions retweeted
This is exactly what's happening.
Tim's making a really important point here and I think people fundamentally misunderstand it. Let's paint a scenario. You are an indie developer and you want to make a game. Traditional game development will take you 1 year and cost you $200,000 in outsourcing costs to buy art, animation, and additional programming resources. AI assisted game development will take you 3 months and cost you $50,000 in credits + some additional resources. In a good scenario your game could make $200,000 and break even, but in many scenarios you mortgage your house and no one sees your game and you are out your savings. Now, with the anti-AI mania, Valve is forcing real economic harm on you because you get the equivalent of hate mobs at your door for your choice of tooling. Your economic viability is harmed because Valve chooses to put a label on you that generates negative attention. It makes your economics worse. Anti-AI proponents will point out that this proves their hate campaigns work. The appeal is not to them, because they are morons, but to developers to stand up to Valve and say remove these labels so that we can have livelihoods. And Valve makes money of you either way. Stand up for your rights, devs!
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#ProjectTEMPEST for #SNES Stage 2 improvements! No #STG is complete without some parallaxerrific clouds, after all. • BG retooled. 6 layers of parallax now. • War balloons and jet fighters added. • A cool new VFX - stay tuned ;) #SNESdev #RicohSuave #SuperNintendo #16bit
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Also, a free bug for you all to admire. Already on it.
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Faeland feels a bit like my #Zalyria, cept Zalyria is darker, and is truly retro, a native #SNES title, rather than retro inspired. Lovely pixel art in this one. I could take some inspiration.
Whip cracks, hook flies and goblins panic 😌🪝⚔️ #metroidvania #indiedev #pixelart #platformer #gamedev #indiegame
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People are quoting him out of context with all the "rah-rah he's based" bullshit. There is tremendous nuance in his words. He never said AI was inherently bad; but he was spot-on about the illusory sense of satisfaction from making slop. He believes AI can be used wisely.
Nintendo’s Shigeru Miyamoto, the acclaimed designer behind Super Mario and Zelda, has explained why he believes generative AI won’t make human creativity obsolete. "There will always be a role left for us to play." videogameschronicle.com/news…
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Swift action as I had feared. Anyone know if this kills game ports?
This quoted post is unavailable.
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Brett Viker ~ Phlogiston Productions retweeted
NESの標準PPUで、山岳飛行を描く技術デモ。 6502が視点を制御し、独自の仮想マッパーが高さマップから地形をリアルタイム生成。 256×240・約30fpsで飛行します。
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Brett Viker ~ Phlogiston Productions retweeted
Paprium NG brings the Mega Drive beat 'em up to Windows, Linux, browsers and Nintendo 64. It's playable, but there's no soundtrack yet, and the N64 port remains experimental. #PapriumNG #RetroGaming #N64 generationamiga.com/2026/10/…
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Yo, #SNES-ers. Forgot about #ProjectTEMPEST? Thought #Zalyria took over? Well, fat chance. • Thunder Cannon now implemented • HUD now overlaps the background • Stage 3 visuals totally revamped • Giant enemy crabs! #SNESdev #STG #RicohSuave #16bit #Indiedev #SuperNintendo
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If you're losing an argument, exiting with grace is maturity. I'm told I'm intelligent, but I'm seldom the smartest in a group. Always assume someone is more informed, curious, well-read, and quicker with rebuttal. They're amazing friends but far worse as enemies. Take your pick
Yes, I am a criminal. My crime is that of curiosity. … My crime is that of outsmarting you, something that you will never forgive me for. … You may stop this individual, but you can't stop us all... after all, we're all alike. 🤘
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Crusty millennial pettiness time: STOP MAKING 16:9 PIXEL GAMES AND CALLING THEM “RETRO”. Just. STOP. The differences go beyond aesthetics. Aspect ratio affects almost every bit of how a game plays/feels, mostly below consciousness. No wider than 3:2. Please. That is all.
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Brett Viker ~ Phlogiston Productions retweeted
Opus 5.5 can generate animated pixel art entirely through code This was made with Claude PXL, a skill that lets models like Opus 5.5, Astra and Sol 6.1 create pixel art without diffusion models or dedicated pixel-art generators. It now supports: > multi-layer parallax > vanishing points > true perspective > animated pixel art > editing existing assets with tool calls So instead of generating a flat sprite and stopping there, the model can work more like it’s using Aseprite or Pixelorama programmatically. That makes pixel-art workflows a lot more interesting for agents, because they can both create and edit assets inside the same pipeline.
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Poetic justice. Game grading is a racket and a blight on the hobby
L'un des vestiges retrouvés après les manifs du #17octobre... #Zelda #TheLegendOfZelda #ZeldaOOT
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Brett Viker ~ Phlogiston Productions retweeted
🚨🔥 EXCLUSIVITÉS MONDIALES, DÉMO JOUABLE ET CARTOUCHE UNIQUE AU MONDE… ETERNAL HUNTERS DÉBARQUE À LA HEDG CONVENTION ! 🔥🚨 🎮 Et si vous assistiez à la naissance d’un futur monument du rétro gaming ? La Ultima Team est prête à faire du bruit ! 💥 Ils viendront en force à la Hedg Convention pour vous présenter Eternal Hunters, un projet ambitieux qui pourrait bien marquer l’histoire de la Super Nintendo ! 🌍 DES EXCLUSIVITÉS MONDIALES ! Oui, vous avez bien lu ! Des révélations inédites vous attendent sur ce jeu qui fait grandir le rêve de toute une équipe de passionnés. 🕹️ UNE DÉMO JOUABLE INÉDITE ! Vous aurez l’occasion de prendre la manette et de découvrir le jeu pour la toute première fois ! Une occasion exceptionnelle de mettre la main sur cette future pépite. 🏆 UNE CARTOUCHE UNIQUE AU MONDE À GAGNER ! Une pièce absolument exceptionnelle sera mise en jeu. Autant vous dire qu’il y aura de quoi faire rêver les collectionneurs ! 🔥 Toute l’équipe Ultima Team sera présente pour vous dévoiler les coulisses de cette aventure, partager ses ambitions et vous présenter un projet qui ne demande qu’à exploser ! Un rêve qui grandit. Une équipe qui y croit. Une Super Nintendo qui n’a pas dit son dernier mot. Et si vous étiez là au moment où tout bascule ? 👀 📅 RENDEZ-VOUS SAMEDI 24 OCTOBRE À 16H30 📍 SALLE DE CINÉMA – HEDG CONVENTION 🚀 Soyez au rendez-vous, car ce qui vous attend pourrait bien faire parler de la scène homebrew pendant longtemps !
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Resistance is futile. The AI revolution is already leaving doubters on the wrong side of history.
In our little twitter bubble you might have been convinced this was impossible. $200k is big potatoes
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Brett Viker ~ Phlogiston Productions retweeted
My #NeoGeo port of Cho Ren Sha 68k. Recorded from my MVS board. Goes through power up, eye catcher, title screen and gameplay. I've massively optimized the x68000 original to run fantastically on the Neo Geo.
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