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24 Hour Pure Game Making


Kiwi

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I wanted to do something to make something for Sweetest day. I just had an idea on Thursday night and I wanted to see if I can actually produce a game under strict time limit. I produce the game almost none stop Friday. I used routine from my DK3, mainly the create puff, which have a slot system. I used that for the arrows and the enemies. I programmed it to fire 4 arrows at a time.

 

There's 2 types of arrow. One is the short arrow, low damage but high refire time. The other is the long arrow, which does great damage, but lower refire time and deduce heart for using it. There's blocks that you can destroy. The short arrow only destroy one block at a time while the longer arrow pierce through them all destroy all the block in it path. A heart will appear for Pit to collect to increase his ammo.

 

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I only made 2 enemies, and 1 boss. The first enemy is the octopus that you fight in the first level of Kid Icarus. The other is the block from the hot spring room and also can be found in level 4-1 in the Gameboy version of Kid Icarus. The blocks takes 15 small arrows while the octopus only takes 5 arrows. It only takes one long arrow to destroy 1 octopus. There's 6 slots for the enemies, totaling 12 sprites total for the enemies. If all slots are all full, no enemies cannot enter unless there's a zero in the enemy ID number. I made enemy AI list.

 

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I added a giant octopus as the boss. It made sense and it easier to have it spawn the octopus that automatically homes in Pit's X coordinates. It takes 200 small arrows to kill.

 

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The last part I should talk about is the scrolling. It scrolls exactly like Star Force. Using 384 bytes of RAM as buffer and to get_vram it and put_vram. I made it repeat the same pattern to save memory. I'm pretty sure a lot of shooter used this technique. Unfortuately there's VRAM curruption due to NMI. There's slowdown in the game but it's intended somewhat. I feel like I'm pushing the Colecovision to it knee doing something complicated. It's due to the collusion detection I believe. It have 4 arrows and 6-7 possible targets to keep track of ^_^.

 

The life bar works. There's only 4 segments per box in this game. Kid Icarus dies almost exactly like the NES along with I'M FINISHED!! screen.

 

I really love how the arrow works in Kid Icarus NES version. They really behave like this my shootum up. The enemies burst into pixels in this version. It really made me wished that Nintendo would go back and make NES games again. I guess this is close to feeling like a Nintendo game. I'm unsure about release the ROM. I do need to fix it up first. I'll make a video of it later. Now it is time to get some sleep. Nighty night!

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