Been working on this Final Fantasy 3 (NES) demaky thing for a while - Started with getting water effects right and expanded from there. This is a recreation of town of Ur and a non-canon (obviously) story of before the events of FF3
there are a a lot of systems/data required for this kind of RPG - Im just at compressed size limit.
I just kept adding systems to this over time - there is some good some bad - but playable. Brief features:
- For the Map this uses BigMap from @pancelor here https://www.lexaloffle.com/bbs/?pid=105301
- NPC are random created and can get in the way but if you press against them they should move away quick.
- talk to NPCs - random ones have some funny lines but they also have some hints - but there is a story well a task to achieve
- I recreated/interpreted the town music for Pico8
- no combat - is just town based.
- no merchants unfortunately.
- spr system for characters using normal SPR in spirit of original NES.
- various trigger and message systems that probably need to be combined.
- you can open chests and pots with random results.
- there is an ending - A bit rushed but I think it should work with hopefully no bugs.
- about 2-3 minutes
This is a basic implementation of the Meta Tile concept to make larger maps in Pico8 and in doing so also gain back the full sprite space.
I am familiar with some of the Big map tools - I really like @pancelor bigmap tool here very easy to use. But I was looking for something that didn't hard require any tools (although could benefit from this) and also wholly embracing the metatile idea.
I provide a demo of this using @Krystman excellent recent Zelda scroll map and movement code which you should check out here. I provide some pros/cons below on process of creation also.
Concept
Store your map in the standard non-overlapping map 128x32 area - but use single tile to represent 4 so a 8x8 map area is a single screen - this data is then read and written out to a new map area with defined metatiles (16x16 tiles). We store the data of what the meta tiles are in the map also and have a simple table/string that defines the representing tile for each metatile.
Miracle Warriors Remake
Looking like I will likely hit the compression limit so will need to redesign or multicart maybe
Currently:
- bump into walls to gain XP and gain levels - to test systems
- slow moving through forest or mountains remove HP - to test systems
pressing X on some villages/castles will give the following - to test systems
- get ship1 and ship2 at the original game locations
- first cave (cave6) will give random item
- Kosama Village will give random equipment
- Castles will give random pouch items - guilders,fangs,herbs,reputation etc
-
Resurrection village will give new party member if you have enough XP
- all maps should work although not very interactive
- healing system with herbs should work
-
save system should work
- initial monster spawn system if press X in open .. you can only run away -- but their might be bugs .. sorry.
NIM⁶⁴
This is a creation of the game Nim for pico8. Nim is a 2 player, mathematical game of strategy (well sort of). It includes the following features:
- Two forms of Nim are available - Simple or Single Stack Nim and Normal Nim with multiple stacks
- Beautiful chill music by @Gruber
- A campaign of sorts to work through
- Working AI and many different stack variations
- Single games. All games should be winnable.
- Low res mode because 128 is too much! 8)
CONTROLS
Should be easy to follow - Turn based game so no rush.

How to Play
The First Gloopadoop Invasion is a retro arcade style shoot-em-up. You need to shoot the Gloopadoops and survive at least 10 waves and defeat the mastermind boss at the end.
- Arrow keys move the ship - or you can use a controller
- Z or N or C - Shoot your T72 flame cannon!
- X or M or V - Shoot your AIM-21 "Shatterer" Missile - you have maximum of 5 and they regenerate
NOTE: you can use a gamepad or controller also. Please do!
If you get hit by an enemy or a bullet you will lose health. You have 5 health pips - dont lose them all!
If all enemies are destroyed or have left the screen the next wave will start. There are 10 waves and then . . . well you will see.





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