SMB is a really interesting and tempting challenge, though. The core mechanics were devious, simple, fun and addictive. So my goal here is not going to try to model the actual world maps, but rather to see how much of the core gameplay and "feel" I can mimic on the 2600.
Here's what I will try to squeeze in:
- A smoothly scrolling gameworld
- A time limit
- Solid jump-and-run mechanics
- Platform interactivity (i.e. bumping platforms for bonuses/ tripping enemies, etc)
- Super Growth Mushroom (add brick-breaking power)
- Fire Flower (add fireball power)
- Flagpole level bonus
- Four Enemy types
- Multiple Levels/Worlds
I've attached a small demo of world movement, jump/run mechanics. This is still a rough draft, but so far it feels a little bit like SMB to me. The player sprite has limited bi-directional movement (like Mario). The world scrolls in from the right when he reaches his bounding box at mid-screen, but leftward movement is sprite-based and limited to left edge of the screen. I think my next steps will be to generalize the platform logic a bit so I can begin to build platforms of different lengths and compositions. Screenshots and current BIN below.
MIS.bas.bin 16KB 222 downloads
MIS.bas.zip 3.78KB 164 downloads
Latest version (16k + Superchip):
MIT6.bas.bin 16KB 232 downloads
MIT6.bas.zip 3.36KB 184 downloads
Edited by jrok, Mon Aug 17, 2009 3:00 PM.