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Game Boy boss milkshake


atari2600land

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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.

burgerboss.png.64e89ad208f938e067f6f32e2a4fa70c.png

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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