Figured Pico-8 needed a Burgertime! This is a Burgertime demake, it uses about half the resolution of the original. I tried to make it as true to the arcade version as possible. Includes all 6 levels, as well as the level 28 kill screen.
Did my best on the AI for the enemies and speeds, but with the size differences, and a few other things, probably plays slightly different than the bigger arcade version- but pretty close! I also tried to reproduce some of the bugs- for example it only shows up to level 18 in the HUD (3 times through the levels), as well as 9 lives, even though you can get more lives and keep going- just like the original.
This was one of my favourites on the Intellivision back in the day, so enjoy!
Press (Z) / Button 1 to use your pepper.
If anyone is good with sound and wants to tweak the level win, and the level start sounds, let me know!
If you have the Pico-8 desktop version and you want to play with the cart, inside of the Start_Game method, change your starting level, lives, or peppers. (LIVES, LEVEL, GLB_PEPPERS)
Some game play clips:
- Updated timing slightly and eliminated a bit of randomness to better match original. If you use the grouping technique for level 1, it should work same as the arcade now.
Thanks! Also I'll have a look at that PAL command and see how it looks.
Here's my high score so far. A far cry from the world record - ha.
Beat level 6 but died before bun made it to bottom!
I'm slowly going through levels 1 to 6 and adjusting timing so the tricks the high score seekers use to group the enemies holds. But even with timing being a bit off original, still lots of ways to group enemies.
So my son in his spare time has been working on a Burgertime remake in Unity, as it turns out (and I’m sloooowly carving away at a Mr. Do’s Castle de-make in Pico-8- I should have picked something less complicated for my first ever game, heh) and I’m curious as to what your references were to help recreate the enemy behavior. He’s been having trouble with a pickle getting caught in a loop for some reason edit:(on his, not on yours).
If you crack open the cart you'll see the function enemy_move, that's where all the enemy AI is. A bit clunky in spots, and it doesn't 100% match the game. I notice the game they will split at intersections occasionally, based on some logic, but in mine once grouped, they are easier to keep grouped and more predictable. My general algorithm is alternate Y move or X move, based on player's delta position on that axis. And if on same ladder or platform, keep in same direction unless can't, then reverse. (Roughly).
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