Thanks for all the positive feedback. I think I managed to squeeze most of the important stuff I wanted in this game, but some things had to be left out. Overall I am very happy with it. It was a very educational process. The amount of detail in such a seemingly simple game surprised me. For anyone interested in learning game design, I would highly recommend dissecting a classic arcade game.
:: Score Mechanism Suggestion
I don't quite know how you're handling score (haven't checked), but I suggest you do it like this:
- The minimum score you can get is 100, right? Take away those two zeroes in the code and refer to it as "1" instead.
- Tack on the two extra zeros when displaying the score.
Again, I haven't checked the code.
The reason why I'm recommending this is that PICO-8 has a variable limit of 16 bits (32767), so doing this method allows for the maximum score to be 3.27 million.
But based on your work, you probably already know this small hint.
That's actually a much better way than mine. I did not really consider the score values being multiples of 100 at the time, and so I wrote my code to break each score into 2 values: thousands, and < 1000. I think I will change it to use your suggestion. Thanks! Every byte counts!
Good to hear you'll be considering revisiting this game. I really like it and you did a great job! I'm working on a somewhat similar game, it's a remake of "Thunder Castle" for the Intellivision. It's kinda like a cross between Pacman, this game (Wizard of Wor) and Rogue (though it's not a Roguelike or Rogue lite, but it seems to borrow certain elements). I think all three were likely inspirations for it. Fun trivia about Thunder Castle: the dragon on level 1 of the game was very likely to be the inspiration behind Trogdor the Burninator from Homestar Runner (who subsequently also got his own Hearthstone card, "Troggzor the Earthinator").
Thunder Castle looks like fun. I didn't know about this game. I like how the maze changes shape. Oh, also, Trogdor!!! So funny.
I just completed a game called HighSteel. So now that I am free-ish again, I will play around with this cart some more. After a bit of a break.
Can't wait to play your game when it is ready!
I played HighSteel and it's a ton of fun! Went right into my cart collection. Reminds me a bit of Lode Runner for some reason :P
I noticed you said on Twitter that it was inspired by Jumpman - believe it or not, I've never played Jumpman, but I can definitely see the resemblance from the screenshots I found of it.
Very nice ! For those curious, this is based on WIZARD OF WOR (spelled correctly) from the arcade game of 1981, and is in fact is still one of my favorite games next to Strider, and Venture.
Playing this I can tell you that the monsters speed up the less number there are. Try out the original on MAME or some other emulator to see what I mean. On level 7 or so, the critters speed up so fast it's virtually impossible to shoot them in time.
Check the special effects for shooting each attacker. The WIZARD when SHOT I know does this interesting static-type of pixeled effect on all dots of the maze.
The text for each level is on a BLACK screen with very large letters that are fat horizontally and skilly vertically - so there are divisions between the vertical pixels. You could scan the original default 3x5 letters of PICO and display those at a new size if you like.
If you really want a challenge, you might experiment with sound and see if you can get something that sounds like weird speech. It doesn't have to be intelligible, just a strange sound that is similar to the original arcade game's digital speech. I know they did this for some early NES games like the 16k BASEBALL.
Using only strange pitches and carefully placed white noise, you could hear the catcher 'yell' BALL, STRIKE, OUT, SAFE, and CHANGE. It really wasn't speech but a bunch of notes stuck together and played at a high speed so as to give the effect it was.
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