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Mario Bros. 2 - WIP


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#1 atari2600land OFFLINE  

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Posted Tue Jul 18, 2006 12:20 AM

Hey, I'm back with this. It's not much, and it's not Super for a reason: This Mario game takes up only one screen, like Mario Bros. Dodge the plants that come out of the pipes. You have 5 lives.

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#2 CPFace OFFLINE  

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Posted Tue Jul 18, 2006 6:29 AM

Huh, that's a bit of all right.

#3 gambler172 OFFLINE  

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Posted Wed Jul 19, 2006 12:07 PM

Hi
could be nice,if there are more (different) screens.
greetings Gambler172

#4 atari2600land OFFLINE  

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Posted Wed Jul 19, 2006 12:30 PM

View Postgambler172, on Wed Jul 19, 2006 11:07 AM, said:

Hi
could be nice,if there are more (different) screens.
I was wondering whether I should add more screens and make it like a Super Mario Bros.-type game. I think I'll add a Bullet Bill in the next screen.

#5 atari2600land OFFLINE  

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Posted Wed Jul 19, 2006 9:17 PM

Here's a version with an updated screen. Press down to duck when the Bullet Bills come towards you.
BTW, I renamed the game "Super Maria Sisters".

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#6 SeaGtGruff OFFLINE  

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Posted Wed Jul 19, 2006 10:30 PM

View Postatari2600land, on Wed Jul 19, 2006 11:17 PM, said:

Here's a version with an updated screen. Press down to duck when the Bullet Bills come towards you.
BTW, I renamed the game "Super Maria Sisters".

This is starting to shape up nicely, but you should add a few more screens. Here are two suggestions:

(1) At the beginning, let the plants come out of the pipes more slowly, as in your first version. When the player gets to the second screen, the Bullet Bills can move a little slowly, too. When the player gets past the Bullet Bills, there could be a third screen that requires some other trick to get through (i.e., the key to getting past the plants is to time your moves as you dodge under them, and the key to getting past the Bullet Bills is to time your ducks, so the third screen might involve climbing, the fourth screen might involve jumoing, etc.). After you complete one cycle of screens, they start over with the plants, then the Bullet Bills, etc.-- except that things get a little bit faster with each new cycle of screens.

(2) Since the player's sprite is facing in a particular direction, you could use the player reflect mode to make the sprite face the other way when the player is moving in the other direction-- something like this:

   if joy0left then REFP0 = 8 : player0x = player0x - 1
   if joy0right then REFP0 = 0 : player0x = player0x + 1

The REFP0 register controls whether the player0 sprite is reflected or not. When you set it to 8, it tells the Atari to draw player0 "backwards" or reflected. When you set it to 0, it tells the Atari to draw player0 normally, or not reflected. :)

Michael Rideout

#7 atari2600land OFFLINE  

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Posted Wed Jul 19, 2006 11:20 PM

Thanks for the suggestions. I've been working on this some more, but I'm going to be going to bed in a few hours. I've added a third screen where the trick is avoiding flying umbrellas that pour down. I've slowed down the plants, but the Bullet Bills I've got moving on their own like this:
c=c-1
if c<30 then c=120
So I don't know how to slow that down.

I put in the reflecting sprite thing, too, but since the sprite is so small, it's kinda hard to see that the sprite is reflected. Screen 4 will be the beginning of a castle (I've used up half of 4k already!) I'll post a newer version tomorrow morning with screen 3 and I'll work on screen 4 some more so that'll be in the next version I'll put up. Here's a screenshot of screen 3.

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  • mariascreen3.png


#8 atari2600land OFFLINE  

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Posted Thu Jul 20, 2006 10:10 AM

Hello. It's morning again (at least where I live), and here's a newer version, just like I promised last night. screen 4 has jumping ogres and if one jumps on you or if you run into one, you go back to screen 2. To use a door, press up once you get to one. The door in screen 4 doesn't work yet.

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#9 Shawn Sr. OFFLINE  

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Posted Thu Jul 20, 2006 10:20 AM

View Postatari2600land, on Thu Jul 20, 2006 12:10 PM, said:

Hello. It's morning again (at least where I live), and here's a newer version, just like I promised last night. screen 4 has jumping ogres and if one jumps on you or if you run into one, you go back to screen 2. To use a door, press up once you get to one. The door in screen 4 doesn't work yet.

VERY VERY nice work!! All the best in completing this game to whatever extent you plan on going with it. I will buy a cart from you 100 percent!!

#10 atari2600land OFFLINE  

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Posted Thu Jul 20, 2006 12:35 PM

View PostShawn Sr., on Thu Jul 20, 2006 9:20 AM, said:

VERY VERY nice work!! All the best in completing this game to whatever extent you plan on going with it. I will buy a cart from you 100 percent!!

Thanks for the very nice compliment. When it's done, if you give me $17, I'll mail you a cart. I wish the price was cheaper, but that's what 8bitclassics charges. If you can find a cheaper price, by all means tell me. Anyway, hope to have this done in early August.

#11 Gateway OFFLINE  

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Posted Thu Jul 20, 2006 11:26 PM

View PostShawn Sr., on Thu Jul 20, 2006 10:20 AM, said:


VERY VERY nice work!!...

Agreed! This is coming along nicely. You have improved your knowledge and experience of bBasic and it shows compared to your first game you posted a while back! :)

Only one suggestion I have for now: Are you planning to put more objects in the higher part of the screen? It seems a bit empty. Perhaps you could put another level you have to climb to( and avoid the plants popping out from both ends of the pipe, for example. )

Keep up the good work. :cool:

#12 atari2600land OFFLINE  

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Posted Fri Jul 21, 2006 1:18 AM

I couldn't think of any more interesting different screens, so I called it finished with about 600 bytes to spare. This final (or close to final anyway) build has screen 5 with fish to avoid and screen 6 is the fight with the evil Reswob. It's not really a fight, you just have to get past him and grab the ruby.

View PostGateway, on Thu Jul 20, 2006 10:26 PM, said:

Perhaps you could put another level you have to climb to( and avoid the plants popping out from both ends of the pipe, for example. )

Good level idea. If I make a sequel, that'll be a level in it. And I just might make one seeing as how everyone seems to think this game is cool.

Seeing as how this build isn't really final (unless everyone thinks it's OK), if you have any suggestions on how to improve this, feel free to tell me. And tell me any level suggestions/ideas for a possible sequel, too.

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#13 Gateway OFFLINE  

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Posted Fri Jul 21, 2006 2:59 PM

Re: my suggestion: Not sure if I worded it right. Here's a quick mockup of what the first screen might look like:
sms1.jpg

What I meant was that if you completed the first stage( get past the beast and get the ruby ) you would start the next "level" higher up on the first screen. This would save you some program space and add more gameplay rather than having to add more screens i.e. Keystone Kapers splits the screen into several "floors" that you have to traverse the whole length before moving upward on the escalator( if you don't use the elevator ).

Also, Pitfall! has two "levels" per screen.

You could program the plants to alternate between popping out the top and the bottom. Also, you might be able to add another bullet bill above the first one, on the second screen. I haven't used bBasic very much yet, so I'm just brainstorming and am not sure if the above idea could be implemented into your current game. Good luck with whatever changes/additions you may or may not use. :)

I think you've got a good start, but the overall game could still use some polish. :cool:

#14 atari2600land OFFLINE  

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Posted Fri Jul 21, 2006 3:28 PM

I could add a second story to the first screen and have Maria run under the plants when they come out the bottom. As for the bullets, I don't think batari Basic could make that big of a space between copies. So basically, what I could do is make Maria start on the top and move to the bottom once she gets to the right of the top screen? So in the mock screenshot you provided, put a hole in the left of the second story, make Maria start at the top right corner, make her move left and then drop down once she gets to the hole. Like this:
gatewayidea.png
It isn't exactly what you suggested, but it's what my programming skills can do now. I could make every screen start out on the top and then go to the bottom, thus making the game twice as long as it was.

Edited by atari2600land, Fri Jul 21, 2006 3:55 PM.


#15 Shawn Sr. OFFLINE  

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Posted Fri Jul 21, 2006 4:00 PM

I was kinda hoping you where gonna go further with the game actually, Why not make more levels and make it 8 or 16k? This is a tease!! I demand more of this goodness!! :)

#16 atari2600land OFFLINE  

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Posted Fri Jul 21, 2006 4:16 PM

I have started work on a sequel, so maybe I could add those levels back into the first one (that is, if I can make it 8k or 16k without bankswitching, because I don't know how to do that.)

#17 atari2600land OFFLINE  

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Posted Fri Jul 21, 2006 5:39 PM

I added a couple of screens, but I had to take out the bullet bill screen because I found a bug in it that I couldn't fix. If anyone has ideas for another screen, let me know. I'll try to think up of some, too.

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#18 atari2600land OFFLINE  

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Posted Mon Jul 24, 2006 8:00 AM

Took out all the bugs (unless you find any) and incorporated two screens from SMS2 and came up with this build which I definitely can't add another screen to because there's less than 30 bytes left out of the allowed 4k.

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#19 CPFace OFFLINE  

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Posted Mon Jul 24, 2006 6:05 PM

Gotta say, this turned into quite a clever little game. Kind of reminds me of the old Dragon's Lair arcade game, in the sense that you advance through a series of different situations and the way you get through them varies.

#20 atari2600land OFFLINE  

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Posted Sun Aug 23, 2009 3:55 PM

A while back, I figured I would port Super Mario Bros. 2 to the Atari 2600. The result was crappy. Now, with the rise of jrok's Mega Italian Twins, as well as me learning a lot more about bB, I figured I would try again. Here's what I have so far. There's only two screens so far, and you can't pick the Shy Guy up yet. So, what do you think?

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#21 atari2600land OFFLINE  

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Posted Sun Aug 23, 2009 9:17 PM

Here's a version where you can pick up the Shy Guy and there's three screens, but the door doesn't work yet.

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#22 Nati OFFLINE  

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Posted Sun Aug 23, 2009 9:29 PM

Nice job, I think I might be able to help because I own that game (SMB 2)

#23 jrok OFFLINE  

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Posted Mon Aug 24, 2009 4:22 PM

View Postatari2600land, on Sun Aug 23, 2009 9:17 PM, said:

Here's a version where you can pick up the Shy Guy and there's three screens, but the door doesn't work yet.

Neat! I think it might also be nice if you tried some world scrolling in such a game (using pfpixel drawing, not the native scroll function)

#24 Nati OFFLINE  

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Posted Mon Aug 24, 2009 4:32 PM

I was playing and i noticed the door should be on the very right side of the screen,
Like this:

X=Door

                           ___
    ________      |      |
   |                |    |       |
   |                |    |   X  |
-----------------------------


Edited by Nati, Mon Aug 24, 2009 4:32 PM.


#25 atari2600land OFFLINE  

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Posted Mon Aug 24, 2009 5:55 PM

It's not going to be an exact port, so things will remain a bit different. I've added a few more screens, but am having trouble figuring out why jumping on an enemy and then jumping from it reaches the same height as jumping off the ground. I'm also going to try and see if I can get it scrolling (it's like Pitfall right now.)

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