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Castle of Doom Redux


atari2600land

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Finding something to do, I thought about that old Castle of Doom game for the Atari 2600 I made 26 screens of and stopped. Well, I picked it back up and made some improvements, like the guy is actually standing on the floor instead of floating above it. Couldn't fix the part where the guy can't reach the absolute sides of the wall, though. Castle of Doom is sort of like GoSub instead of a submarine, it's Bob and instead of the walls being deadly, they're solid. And instead of an octopus, you get bats. They're purple.

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I had quite the time making a new level, what you see here. It didn't start out that way, though. I had a different idea in mind, but the part where you draw the walls was all screwy and worked differently. This is what I ended up with. You'll see this is room #27. I have about 1,285 bytes left in bank 2 where the room wall data is stored. I wonder if I could use part of bank 1 since it's not a playfield statement and instead just a bunch of data lines. We'll see if I get that far into the game and bank 2 is all used up. That's what I've been doing the last few hours, working on this.

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