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Robo-Ninja Climb (Atari 2600)


gauauu

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Robo-Ninja Climb is a direct Atari port of my NES homebrew entry for the 2017 NESDev homebrew competition. It was sort of a self-challenge: can I directly take the NES game logic code (most of which was written in C in cc65), replace the rendering, sound, and controls, and make the same game run on the VCS? Turns out the answer is yes: the majority of the game logic is the exact same code as the NES version.

 

 

 

Inspired by both those endless climbing games for mobile phones, and a Walaber's Wall Jump Ninja, you try to guide Robo-Ninja as he climbs through 5 levels filled with spikes and lasers. After 5 levels, it will start at the beginning, increasing the speed every time!

 

Controls:

Press the button to jump. Hold left or right to steer Robo-Ninja in mid-air (you can climb upwards by tapping jump, and holding back towards the wall that you're on). Press down to slide downwards.

 

Items:

There are 3 items you can collect (a small colored square).

 

Orange: Double Jump. Once collected, you can jump a 2nd time in mid-air.

Purple: Climber. You can now press up to climb directly up a wall

Red: Rocket Pack. Instead of jumping and holding walls, the rocket pack will propel you upwards.

 

Difficulty:

Use the left difficulty switch to toggle between easy/hard mode. Hard mode is what I consider to be the "real" game: it's a bit faster, and has 1-hit kills.

 

Let me know if you run into any bugs or issues. I'm not as likely to make major gameplay changes at this point, but I do want to make sure it runs well.

 

robo-ninja-climb-20180801.bin

[edit: updated file to prevent title/level screens from disappearing too quickly, updated graphics]

post-39949-0-96887800-1531836805.gif

robo-ninja-climb-20180717.bin

robo-ninja-climb-20180728.bin

post-39949-0-83954200-1533175114.gif

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Wow, great first release of the game! Lots of different types of jumps to master to avoid everything that's for sure, I'll have to practice quite a bit.

 

We'll be including your game LIVE on Twitch on ZeroPage Homebrew on the July 27th show, thanks so much for making it and I hope you can tune in to watch!

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We'll be including your game LIVE on Twitch on ZeroPage Homebrew on the July 27th show, thanks so much for making it and I hope you can tune in to watch!

 

Awesome, I'll try to catch it!

 

 

The NES game is great - can't wait to try out this version!

 

Thanks! Since the bulk of the game logic moved over directly, it's almost identical other than graphics. The biggest change is that I introduced a limited number of lives, and made it loop when you beat the 5th level.

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Spent some time with this last night. Great job! I prefer to play the game on hard mode - it's a lot more frenetic and exciting that way.

 

Yeah, I made hard mode first (on the NES). I added easy mode when I got complaints that it was too hard. But I still think hard mode is a lot more fun :-)

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Heya gauauu, just a heads up that we'll be playing Robo-Ninja Climb LIVE on this Friday's episode of ZeroPage Homebrew!!

 

Twitch LiveStream: http://twitch.tv/zeropagehomebrew/

 

Looking forward to playing it on the show on Friday, hope you can tune in! The stream will start at 2PM PT/5PM ET.

post-37205-0-85960800-1532459314_thumb.png

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Hello gauauu,

 

I'm a Dutch reader of your blog, have been following for a few years now I think. As someone who is planning to do a homebrew game (Atari 7800) for some time now, it's really inspiring.

 

This conversion looks excellent and seems a perfect fit for the 2600. Can't wait to play it myself.

 

Keep up the excellent work,

Vincent

Edited by ArcadeAction
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Heya gauauu, just a heads up that we'll be playing Robo-Ninja Climb LIVE on this Friday's episode of ZeroPage Homebrew!!

 

Twitch LiveStream: http://twitch.tv/zeropagehomebrew/

 

Looking forward to playing it on the show on Friday, hope you can tune in! The stream will start at 2PM PT/5PM ET.

 

Sorry, I wasn't able to watch live (had other commitments), but I was able tonight to catch up and watch you guys play. I appreciated the feedback. Definitely going to implement a timer on the level transition screen, and I'll make an attempt at spikes at the bottom like the NES version (I'm still a little unsure about exactly how to work that into my the mechanics of my kernel, but I might be able to figure it out).

 

I wanted to ask about your suggestion of some sort of shading on the playfield. It sounded like a good idea, but I couldn't exactly imagine what you were describing. Any chance you could describe your idea further?

 

 

Again, thanks for playing it!

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You're very welcome, thanks for porting this great game to the 2600! It was definitely fun and challenging to play!

 

I don't know if this will work aesthetically but for the shading I was thinking to draw it in solid every second line in the PF. This will give it a sort of shutter look that will break up the blockiness of the current sides of the screen. Check out the quickly mocked up attachment where I fill in a few of the lines on the left. Just a suggestion! :-)

 

Also, here's the archived show on YouTube for those of you who missed it:

 

 

 

Sorry, I wasn't able to watch live (had other commitments), but I was able tonight to catch up and watch you guys play. I appreciated the feedback. Definitely going to implement a timer on the level transition screen, and I'll make an attempt at spikes at the bottom like the NES version (I'm still a little unsure about exactly how to work that into my the mechanics of my kernel, but I might be able to figure it out).

 

I wanted to ask about your suggestion of some sort of shading on the playfield. It sounded like a good idea, but I couldn't exactly imagine what you were describing. Any chance you could describe your idea further?

 

 

Again, thanks for playing it!

 

post-37205-0-13438900-1532830511_thumb.jpg

Edited by cimmerian
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Original post is updated with a new version with the updated graphics and minor changes. Changes include:

 

  • Transition screens have a cooldown to make sure you don't accidentally skip them too quickly
  • Reworked main character's graphics, and added a colored visor using the ball
  • Added spikes at the bottom
  • Added a "laser emitter" graphic to make it more obvious where laser electric fields are.
  • Changed playfield design slightly

 

The kernel timings are a lot tighter, and I haven't tested this build on hardware yet, so it's possible that there's framerate/timing issues that I haven't seen yet. Let me know if you have any issues, or just if you have feedback about the changes.

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