Based on the 1984 game, Booty, by John Cain, for 8-bit computers. Pico-8 Coding & Graphics by Nate Taylor.
Jim the Cabin Boy has to collect all the items of Booty from the ship's 20 cabins by collecting keys that open locked doors. Hazards include the pirates who patrol the rooms, rats which crawl along the deck and the ships parrot which flies around the ship. Also some booty is booby trapped and explodes when Jim tries to collect it.
Press Z if you get stuck on any level.
This game is completable, but is considered in beta until some extra features are implemented.
This is great! I only became aware of this when a friend sent me one of those Retro Gamer mags (is that what they're called? The ones that used to come with cds?) and a remake of it was included on the cd. Maaaaaan did that run S.......L......O.....W! This one is better; the pirates are slow but at least your man isn't too. Although it took forever to get through it was still cool.
I was confused with the keys at first but then I figured them out. Nice to have a brainbuster on here!
I'll have to check out that retro version and see how it compares.
Put some time aside due to how slow it moves!
Is there anything that wipes you out of all your lives and ends the game if you touch it, no matter how many lives you have in reserve? Or since this is the beta version I might've found a bug. There's a certain door that once I enter (I'm pretty sure it's been the same one a few times in a row) and boom, my game ends even when I have several lives left. I can check to see which door it is if that's not supposed to happen.
There are a couple of doors that could cost you one life if you are unlucky, but there shouldn't be anything that puts you into a death loop, so I must have made some mistake in the code there.
If you can let me know where that happens that would be a great help, and I'll fix it as soon as I can figure out what's going wrong.
Actually I might be taking that back. This is one of those games where you have an icon when you're down to one last life and then once you lose it the icons disappear altogether and the game ends (in a lot of games there can be no icons showing onscreen, yet you still have one last life left). So I'll definitely pay more attention the next time around I play this in regards to remaining lives and make sure what I said the first time around was true or not (which I'm now leaning towards the "not" part!).
Either way I'll let you know.
Pretty sure I found it: I don't know what door number it is, but it's the one that leads you to the left platform on level 3. Unless that happened on the original game I died for no reason at all that I could see on that ladder. Yeah, the platform on that level that you start out on disappears but I was nowhere near it.
Thanks for finding this out.
I've uploaded a new version. I made a change to the death by falling function and tested it on entering Level 3 (from Level 4). It seems to only kill the player once now and then put them in a safer position.
I'm going to double check a few other conditions to make sure it's fixed though.
Very nice game.
I got a crash on screen 11:
if not (hero.keyheld==0 or keydb[hero.lvl][hero.keyheld]==2) then
line 511: attempt to index field '?' (a nil value)
in collision line 511
in gamedraw line 88
in _draw line 669
I think I was somewhere on the left of the screen on the 2nd floor down, and it looks like I was holding key #6. Perhaps that's helpful to figure out what happened.
Much to my surprise one of my favourite blogs, Indie Retro News, featured this game - http://www.indieretronews.com/2017/04/bootyful-demake-1980s-booty-gets-freely.html
If it helps, it seems like what happened was I actually walked off the edge of the map. Another bug I found later was, when I walked off a disappearing platform, because I didn't release the arrow key quickly enough, it actually took all 3 of my lives at once. This was on level 10, I think (I may have been instantly respawning right next to the platform, I'm not sure).
Bugs! I can replicate the issue on Level 11 with key 6 - It is getting confused because that level has only 5 keys and key 6 came from a different level. Originally I had the keys reset on each level, but that let players lose keys between levels, so I took that out. Looks like I created another problem to fix.
I also thought I fixed the death loop issue by getting falling to reposition the player to somewhere safe after death. It looks like there is more to it than that.
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