It sure is impressive, graphically speaking, but... do you ever do anything besides collecting blocks?
Maybe i'm just terribly bad at this sort of game, but what good is the kick, double kick and back flip? Everytime i try to kick a 'bad' item, i seem to collect it instead.
But the wall of cupcakes at level 5 must be destroyed somehow....
It's a running game made by the company Ancient which made games like Street of rage 2, Act raiser 2, Story of thor etc (they did many contract for a lot of company in the last 20+ years).
It's interesting they decided all of a sudden to make an nes game. It's nothing special per se but still impressive after all those years.
That's pretty interesting! I think they made the first 8-bit Sonic game too.
tokumaru wrote:
It sure is impressive, graphically speaking, but... do you ever do anything besides collecting blocks?
It looks like it would be hard doing anything else because of the NES sprite limits.
On one hand, it shows how big and well animated a boss could potentially be (and without flickering), as long as there's no bullets involved and the player character is always going to be two tiles wide. This games' character seems to always be between 5 and 6 sprites wide. With 8x16 sprites, the total sprite count wouldn't be so bad in a david vs goliath type of boss fight.
There's some bosses like that (dracula in simon's quest, death in dracula's curse), but not animated, and not flickerless because the premises of those games is flinging weapons around.
I just worry about how many distinct parallax background types are possible in a single game if each uses 2K * 64 frames = 128K of CHR ROM. Or is it cheap enough to have 128K PRG RAM + 128K CHR RAM + microSD + a bootloader MCU, where blank screen loading code calculates all 64 shifts of the background using code similar to
this and writes all frames to CHR RAM?
And I worried about object size and frame count in Indivisible...
Kasumi wrote:
And I worried about object size and frame count in Indivisible...
I was thinking the same thing
Best I've done so far. (sorry about the overlay)
Apparently "stages" is different than "levels", because I think that was level 12 or something.
Well, I made a cheat to see how far the game goes (infinite health) and I don't know how to use spoiler tags in these forums.
psycopathicteen wrote:
It looks like it would be hard doing anything else because of the NES sprite limits.
My point exactly. The gimmicky player size makes a lot of other things unfeasible. It does look like the goal was to create something simple and gimmicky in the first place, so that's OK. Not the kind of game I enjoy playing though.
nesrocks wrote:
Well, I made a cheat to see how far the game goes (infinite health) and I don't know how to use spoiler tags in these forums.
We don't have a spoiler tag, but the README file has the answer anyways:
Code:
This game has 8 stages and will become more difficult with the increase
speed of running while water consumption increases. Do your best and good
luck Amazon girl!
Well, yeah I tested it to level 99 and it just wraps to 00. The spoiler is that nothing special happens.
The sheer size of the sprite reminds me of
Chris Covell's April Fools joke page about the Supergrafx.
Specifically, "The Super Kung-Fu".
The excuse for having huge heads on a sprite used to be that you
can't show distinctive facial features in a realistically proportioned sprite that isn't at least 48 pixels tall. That justifies, for example, the difference between trainers' inflated heads in overhead parts of
Pokémon and their less-exaggerated proportions in battle.
But that doesn't apply so much here. This sprite is tall but still has a head-to-neck ratio that looks like whiplash-bait.
tepples wrote:
The excuse for having huge heads on a sprite used to be that you
can't show distinctive facial features in a realistically proportioned sprite that isn't at least 48 pixels tall. That justifies, for example, the difference between trainers' inflated heads in overhead parts of
Pokémon and their less-exaggerated proportions in battle.
No, despite what that article says, huge heads have been around in all sorts of cartoon/illustrated/animated media long before video games. Yes, for the reason you mentioned, but no, it's not just about a small number of pixels. A cartoon-styled character having an oversized is head is completely normal.
Exhibit 1: Charlie Brown, from 1950.
Yeah, that's kind of a left-field observation that comes off more as a thinly veiled complaint against any kind of SD / chibi / anime art-style, not to mention its presence in modern Western cartooning, such as Dexter's Laboratory or whatever.
Anyway, I think it's a neat project with impressive visuals. Considering it's being distributed freely online as some type of promotional mini-game for a non-FC project, the feasibility of these tehniques being expanded into a "full game" is a non-issue. It's rad to see such large, fluidly animated sprites on the system.
Yeah the SD-style is as popular as ever. I do believe one benefit of the style is to show face expressions in low resolutions, but the fact that it's still used in modern games and other media where this isn't relevant shows that that's hardly a deciding factor. It's a fact that the style is considered cute and popular.
Besides this game is a promotion of a 3DS game (
Minna de Mamotte Knight 2, check out that manga where "Famikid Mamoru" analyses the game code) that's using SD-style character design and retro-style graphics.
FrankenGraphics wrote:
Maybe i'm just terribly bad at this sort of game, but what good is the kick, double kick and back flip? Everytime i try to kick a 'bad' item, i seem to collect it instead.
But the wall of cupcakes at level 5 must be destroyed somehow....
I think the kick moves are just to avoid cupcake panels. I use it to simulate a double jump to stay in the air longer. I found no way to avoid that cupcake wall completely, I just slide through it to minimize cake consumption and as long as your liquid level isn't low it's usually no problem.
Kasumi wrote:
Nintendo eShop ads on an unofficial NES game from the year 2017? Is it finally happening? Where do I submit my license application?
That's nothing. A game description in the third
Action 53 volume carries an ad for a download store that competes with Nintendo's.
Haunted: Halloween '85
2015 Retrotainment Games
1 player
Beat up the zombies and make
your way through the mall.
+ Move
A: Jump
B: Punch
Down+B: Uppercut
This is only a taste of the
full game, available for
NES and Steam.
available for
NES and Steam.
Steam.
So anyway, to get on Nintendo 3DS eShop, you first need to have completed a PC game of some sort so that you have enough confidence and experience to make best use of the devkit Nintendo offers to sell you. Then you can register through
developer.nintendo.com (formerly WarioWorld). But I've read somewhere that Nintendo Switch devkits are reserved for those with successful Nintendo 3DS games.