Super Mario 64 2600 (part 3)
Posted by atari2600land, 25 April 2012 · 404 views
Well, what's behind door #1? You can find out yourself by playing the binary. I worked a little more on the game last night and you can now enter the left door. I had wondered why the players stopped working and went berzerk and found out that it was because I had put the game at 8k. Now it should work from here on out. I would really like to make a 64k 2600 game. I wish it was possible using bB. If I have to use the DPC+ then so be it, but that feels a lot like cheating, which is why I haven't downloaded the necessary files yet. Now the greatest challenge is designing world 1. I don't know if I can add hills or not. I'd like to include as a sort of "boss" the big bob-omb at the top of the hill from the original game. Since right now I only have 32k to work with, I doubt I can work in all 15 levels PLUS 6 missions for each of them, let alone 15 levels, so this will be more like a traditional Mario game only in 3D, so probably more like Super Mario 3D Land than anything else (having a fixed route yet still be in 3D.) I still doubt I could work in all 15 levels even if I did have 64k. Well, anyway, you can download what I have so far here: http://www.atari2600...2600/index.html Also, I'm wondering whether I could use AtariVox as a game saving function. Can people put in code that uses AtariVox in bB?