Game Boy boss milkshake
One of the things that I didn't have on yesterday's list was add in a boss milkshake. But I was looking at my project and thought "The Game Gear version had a boss, this one should too." So I spent about 3.5 hours (waking up at 4 p.m. again), and put in a boss level. Like last time, you need to shoot it 20 times to advance to the next level.
The main difference between the two bosses (besides the lack of color) is that the Game Gear version shoots 4 onion rings at you and the Game Boy one only shoots 2 onion rings. Why? Imagine having the screen having two more onion rings on it. There would be practically no room for the burger to move around! One thing I want to do before I call the boss part finished is add some special boss music in it.
So I have only about 3% room left in bank 0. So I really can't add anything more, just do little changes to what I have (like bug fixes). I can use a tiny bit of that 3% room left to add some levels in. I think 6 isn't enough. You know that old saying "Eight Is Enough"? I think this applies here as well. The levels' graphic data would be stored in a different bank, so that's good.
Now there is less monotony in the game now that you need to shoot a boss in it. I think it was a good move putting the boss in. Another thing I did was increase the maximum number of lives to 9. The chicken nuggets come way less frequently because of this. There is about a 2% chance that a chicken nugget can come on screen after shooting a milkshake.
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