Click here to purchase a digital ROM of Frontier Force.
On Wednesday, April 23rd, developer Badcomputer (along with music composer Crisps) released a brand-new indie game for the SEGA Master System: Frontier Force!
The asking price for the digital ROM is only $4.99, although I encourage you to consider donating a few bucks extra to show developers like this that we love seeing new high-quality indie games for our beloved old consoles. Hell, it even comes with a 16-page full color manual PDF!
From the official itch.io page…
Fans of the Master System know that polished indie titles like this aren’t exceedingly common, making the release of Frontier Force all the more exciting. As such, I sent some questions over to the developer to learn a little more about his history with game development, the story of Frontier Force, and what he’s got up his sleeve for the future.
What’s your history with video game development, especially for retro consoles?
I started modding various games around 2006 which led me into learning pixel art drawing and then teaching myself to program. I’ve made a lot of small web and PC games over the years in game jams which helped me learn how to plan and finish games.
I dedicated more time to pixel art for several years until recently I found SGDK (Sega Genesis Dev Kit) around 2019 and made some small demos but nothing released. I then discovered DevKitSMS. I felt the SMS fit the scale and scope of a game I wanted to make better than Mega Drive/Genesis did and so I moved over to that.
Was Blast Arena the first Master System game you developed?
Yes it was.
What draws you to the Master System?
Apart from the nostalgia (as it was my first console), I think it has the best set of hardware limitations of that era for early pixel art games. It has a good selection of bright and vibrant colours and two palettes of 16 colours, one each for sprites and backgrounds, but there’s not too many colours that you’re spoiled for choice.
I think it’s important to have limitations that you’re constantly pushing up against to think more creatively.
When did you start working on Frontier Force?
February 2024. I created a thread on SMS Power forums (https://www.smspower.org/forums/19992-FrontierForceAnotherFixedScreenShootEmUp) to document the process and get feedback.
How would you summarize the overall experience of writing the game (the good, the bad, and the ugly)?
Overall I would say it was a learning experience. Frontier Force was the first full-size game I’ve made for SMS but also the biggest game I’ve made for any platform to date.
Other than the usual frustrations you get with bug-fixing, it was a pleasant journey.
I did make sure before I started that I had all the tools and knowledge I needed to make the game, so there were very few nasty surprises throughout development. I think that’s really important.
You used devkitSMS for Frontier Force. What are your thoughts and feelings on how it helps those with programming experience dive into developing for the Master System?
It’s been essential for me, particularly in the beginning. I think a big part of keeping yourself engaged in a new project is seeing steady progress, and the devkit provides that as you learn SMS development. The devkit can also be used to make (most) games you are familiar with, platformers, scrolling shooters, arcade games etc, so it can eventually lead to something impressive, which encourages you to stick at it.
Any chance of a physical release?
I’ve agreed a publishing deal with 2minds but the physical release date has not been confirmed yet.
What’s next for you?
I’m working on a vertical scrolling shoot-em-up for SMS, but I switch between projects until I really commit to one, so who knows what the next release will be!
Thumbnail background artwork by GamezAddict.