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Zoo Keeper 2600

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Hi there!While researching this, I found two old mockups from moycon:zoo1.gifzoo2.gifThe bologna sandwiches aside, I think this would be a pretty close approximation of what a 2600 version could look like.I'm just uncertain about the required amount of flicker in the first screen, especially on the top/bottom horizontals. Anyone have a clue what the maximum number of enemies in Zoo Keeper is? I assume with buffering the playfield and storing creature information, most RAM is already used up, so this would probably be yet another Sara candidate...Greetings,Manuel

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The game, as drawn, would be flicker city. In the first mockup, I count seven hires objects that are basically in a horizontal line (three snakes, cage, zookeper body, zookeper head, and elephant). It may be possible to do a "zone split" to reduce that count to five, but that's still too much.

 

The second screen has at least four and more likely five objects in a line (two coconuts, blue and pink guy, tree, and ape). The tree trunk could be a missile, but that would still leave four.

 

The 2600 has two hires objects. It is possible for each of these to show up to three copies which may have different colors or different shapes. When using sprite copies, there are five choices: two close, three close, two medium, three medium, or three far. Basically, think of there as being four sprite spots "1 2 3 - 4", where #1 is always on and you can't have #2 and #4 simultaneously, but you otherwise get to select which among #2-#4 you want. The sprite copies start at 16-pixel intervals (except that because of the gap between #3 and #4, #4 starts 32 pixels after #3).

 

The mockups as shown are entirely unrealistic for the 2600.

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Gonna have to disagree with supercat here; the 2nd screen is almost designed for the 2600. As drawn it would be flicker city, but with just a few minor compromises you could easily do that screen.

 

The 1st screen...:)

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Hi there!

 

The 1st screen...:)

 

There's also the 4th round, where in a horizontal jump sequence animals stampede towards you and you have to time jumps in order to get over them. That seems to have 7,8 or more sprites in a row.

 

But I guess you could easily turn the scenario by 90° for that.

 

The first screen... though, tough, tough... there can be an amazing lot of animals in the arcade version, it seems like 16 or more ;)

 

Greetings,

Manuel

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