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Found 7 results

  1. I finally got a demo of world 1-1 finished and here it is for you to enjoy. It is now 32k. With 32k I believe I'll be able to fit 16 levels (World 1-1 through 4-4). Each end world will have a Koopa kid as the boss. For those that played the pre-demo version, you already know that it's not exactly like SMB, but it is pretty close. You automatically get what's in the bonus yellow blocks. The flagpole is also smaller and I did this because I wanted to be able to put it in strategic areas not on ground level in order for you to have to figure out how to get there to finish a level. I also changed the program so it only has one enemy on the screen at one time. I did this because it was proving too difficult with limited cycles and RAM to keep swapping and keeping track of stuff. However one is popping up all the time, so it might seem like there's more than one at one time! There is one exception. When you kick the turtle shell, it'll turn into a moving playfield block which allows for an enemy sprite to come on so you have the ability to knock the shell into something besides a brick. I wanted that to at least stay true to the real game. I'm still trying to figure out how I should implement the star power in the game. I also EXPANDED the levels! Each level will now have 2 scrolling screens worth instead of 1. You will see a pipe to go down at the end of the first half of a level, then when you go down it, you will come back up in the 2nd half of the level to finish it. This was my way around the limited 256 byte data level lines. In the demo you'll keep playing world 1-1 until you lose all your men for now. The collision detection with the playfield blocks isn't 100% perfect, but it's close. Still something I have to work on if I have the cycle time to. So, have fun, and yes I included music and sound effects. Directions To start level, press fire button at intro screen (That shows world level and lives). Move left or right to move left or right. Press the fire button to jump. Press Up to run and to shoot fireballs if you are FireMario. Press Down to duck or to go down an open pipe. To finish a level, run into or jump on flagpole. The higher you land on it the more points you will get. The status bar on the left of the score is your timer. Don't let it run out! The status bar on the right of the score is your coin counter. It will go up one block every 8 coins. At 64 coins it will reset and you will earn an extra life. Going down the mid-level pipe also acts as your checkpoint, so if you die you will continue where you came up from the pipe. Yellow blocks are bonus blocks. Smash them to get a coin or power up. Red blocks are bricks. When big you can get rid of them by smashing them. You can go from Mario to Super Mario to Firey Mario. Vice versa when stunned by an enemy. The BAS file is the soource and the BIN is the program to run on an emulator of Harmony Cart. smb_w11b.bas smb_w11b.bas.bin
  2. Hey guys. New video to show the progress of the Atari 2600 Super Mario Bros. Game I'm working on. Video goes from World 1-1 to 1-3 and shows you some new things and sounds that you haven't experienced yet! Update: I have multiple youtube accounts and decided to put it on my main one. The first post was on my personal video account. Since its getting a little bit of attention I wanted it on my main one so it might bring more attention to my personal animations that I have done. So I switched it and here's the updated link.
  3. A while ago I was working on an adventure game to really learn how to use batari basic and it worked out pretty well until the game got too big and buggy so I scrapped it. I put Batari away for a while and recently decided to try something out. I wanted to see if I could do a Super Mario type game on the Atari with a scrolling both left and right playfield. And walla, I did it. Right now it's really basic. One level to run around in. Action button jumps and up does your speed run while you're moving left or right. No enemies or items yet, but that is next on the list. The levels will all be pretty short because I'm using non-sequential data to be able to scroll both left and right, which limits the amount of data I can have. Every level will take up about 256 bytes of ROM, so every "world" will take up about 1K. Because of this the levels will have more of a "puzzle" feel to it, as you need to figure out how to get from start to finish. Instead of a flagpole, you'll need to find the pipe you have to go down to advance to the next level. I had to write my own collision detection, because of the scrolling playfield. It needs a little tweaking still, but it works for the most part. Because of the limitations of the hardware, there are things I'll have to take out that you'd normally see in a mario game and also a few tweaks. A few are that what you get out of the bonus yellow blocks will be random. Could be a coin or a power up, but more than not a coin. The reason for this is because if I wanted to also store level specific event data, it'd take up more space for data and programming which would mean less levels, and I'd rather have more levels, plus the random aspect of the items will make the game different every time. Everything will also regenerate too if you run back again, even destroyed blocks. This is because it rereads the original level data when it scrolls and generates it. There isn't enough RAM in the Atari to remember what has been destroyed and what hasn't. This also led me to the random yellow bonus block feature, so that when you did go back, you just couldn't get the same power ups all the time. But that has yet to be implemented, so for now, enjoy what I got so far! smb.bas.bin smb.bas
  4. I did a search, but didn't see anything about it here. This article is from 2009: www.geekologie.com/2009/09/but-itll-scare-all-my-garden-g.php This video from the article shows how it was made: http://www.youtube.com/watch?v=EMp4JKcz5kE
  5. Really didn't think I'd find one at Target tonight, but whaddya know!
  6. It fades pretty fast when I turn off the lights but I did the best I could!
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