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Flying Guiseppe?


atari2600land

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I finished level 2 of Super Giuseppe (for the most part). Originally, level 3 was going to be an ice level, but then I thought since level 4 would be the same as levels 1 and 3, I needed something new. So then I thought about a new idea for a level. So what if Giuseppe was in an airplane made entirely out of characters? So that's what I'm going to do for level 3. Giuseppe will be in the sky flying an airplane to level 4, avoiding birds. Giuseppe touching a bird would make him lose a life. I haven't exactly decided how to display or keep track of lives and coins, but I will know that I hope to before the game is finished. If I hadn't, all those coins I peppered in the levels would be for naught. I kept 500 bytes free in level 1's code and 700 bytes free in level 2's for this. I wonder how much room that will take up. I have decided that level 3 will auto-scroll. (well, not really scroll per se, more like the objects except Giuseppe and his airplane will move left!) I have decided that Giuseppe will fly at night, so it will be a black sky with stars whizzing by as Giuseppe races to level 4, the last level and a showdown with the evil Fido in the overtaken castle. I've decided that the castle should be green with a red floor. (Kind of Christmassy, isn't it?) Red would match Giuseppe's shirt and yellow would match Giuseppe's skin. The numbers displaying the lives and coins will be constant white throughout all levels. But I'm getting ahead of myself talking about level 4 when I haven't started level 3 yet! So anyway, level 3 shouldn't be that hard to program since there is no stopping Giuseppe's plane except the screen borders. I think the hardest part will be trying to design a plane with character parts. (When I say characters, I mean the Odyssey 2's letters, numbers, and symbols it can display.) When (if?) all is said and done, I'd have a nice 8k Odyssey 2 game.

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