![]() I would really prefer to get rid of that, because it is going to create issues for some of the frames.Īt this point, I have tweaked most of the playfield objects (Kong, Pauline, Girders, Oil Can, Still Hammers, Fireballs, Pies, etc.). The blue player seems to always be 1-pixel behind the other two. Mario's made up of 3 player/sprites: red, flesh, and blue. So, in the end, I am trying to make some tweaks, using the advantage of modern day tools. #8bit mario from donkeykong software#However, the smoothness at which the software sprites move make it totally worth it. That means no white teeth or eyes for Kong. Drawing the software sprites on screen seems to mean one less color than a "tile/character" mode. In order to keep Kong's eyes only 1-pixel apart, his mouth is a little off-center in one of the chest-beating frames. ![]() Donkey Kong is a mirror image, which means that there are some sacrifices that need to be made. These techniques allowed him to fit SO MUCH into 16K. The memory-saving techniques that Landon used were great. (I did make her more arcade-like in this hack, because I am going for arcade closeness.)Īfter I dug into the game, I found even more appreciation for the A8 version. I actually thought Pauline looked BETTER than the arcade. I always thought that Mario and Donkey Kong could have looked a little better. The gameplay is smooth, and it include more game nuances than other conversions of the time. I have always loved the attention to detail in the Atari Computer port. ![]() ![]() UPDATE: The final version can be found here!ĭonkey Kong was one of my childhood favorite games. ![]()
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