Superbug - my next homebrew
OK, so not much interest in an Indy 500 clone... Understandable. I was just doing that so I could get the skid/car handling physics working. Here's what I am REALLY doing...This is inspired by the obscure 1977 Kee/Atari videogame Super Bug. This game was in my friendly neighborhood arcade... and despite its age (even at the time) it sucked up quite a few of my quarters. I still play it now in MAME.The following still applies:Left difficulty: A=ice, B=asphaltRight difficulty: A=fast car, B=slow carCOLOR/BW: BW=driving controller, COLOR=joystickI recommend both switches on 'A' as it's fun trying to keep the car on the road (and if you run off the road, you may slide way into the grass!)Technical details:- The track is a 128x128 bitmap. It was created with MS paint, saved as a monochrome BMP, and all I did was strip off the BMP headers and stick it right into the ROM. This makes it easy to create custom tracks. I plan to include a program that will hack in your own tracks.This is the current track:- Each track takes 2k. With a 32k targeted ROM size, I can probably get a 6 tracks in there. (There is potential for slightly bigger tracks, maybe 160x160... but it would complicate the math somewhat.)- Obstacles, powerups and possibly enemy cars may be added.- Maybe a 2-player mode of some kind (?)KNOWN BUGS: some issues with rendering the track. I.e.: extra pixels, strange things on the track edges, but overall, it mostly works.Anyway, there will be some departure from Superbug, as this was just a timed game where all you did was drive around.BUT...I still want the car sprite to be a VW bug! Is it possible to make a recognizable VW bug sprite using just 8x8 pixels? (Nathan? Are you reading this?)
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