A replica of the title screen of metroid for the NES.
History:
- 0.1.4 - removed syncopation in the 6/8 section
- 0.1.3 - pressing a button doesn't end the game (it was confusing)
- 0.1.2 - finished 6/8 section
- 0.1.1 - fixed some errors in the melody
- 0.1.0 - initial version
To Do:
- add texture to the ground
- improve logo + animate
- add stars
- add emergency order
Old Versions:
To: ANDREW SHOULDICE (<3<3<3 Happy Birthday <3<3<3)
From: JARED COHEN, CHRIS LAVELL, ALLAN LAVELL (#LACREW #YAMCHA)
Made yesterday afternoon with the shiny new v0.1.1 release (thx zepz) for Andrew Shouldice's BYOG (Bring Your Own Game) birthday bash. Jared provided the art, Chris and I the progz + gam.
There's no win condition, vaguely thinking it could be about stopping as many ships as possible from getting past you (and you would win/lose based on a ratio or something like that). Open to suggestions.
<#
P.S. Looks like v0.1.1 carts don't run on browser yet? You'll have to DL for now.
P.P.S. Zep fix't'it

Pilot your spaceship close enough to burn your enemies with your thrusters, but try not to crash!

Hi,
This is Helitaxi 2000
By the year 2000 (the far future) the surface Earth is doomed, ruined by atomic wars fought between evil corporations. The survivors live in huge caves underground and for transport, they use armored helicopters, because that makes complete sense in a cave.
You are one of the pilots, trying to make a living by taxiing people in the hostile environment.
This game is a mix between Space taxi and Airwolf. At least thats the aim, but right now it is mostly like Space taxi - there are no enemies on the level, just environmental hazards. I run into code size limitations, and didn't wanted to go over the whole thing and shorten the function/variable names... (Actually there is a lot of unused code in it, but I wanted to use those later by yet-unwritten code parts...)
I originally wanted to wait for pico-8 v0.1.1 to raise the code size limitations somewhat to finish the cart, but I'm not sure when I will have time to actually work on it again, so I just post it here as it is.
There are a couple of bugs (like stucking in the walls, or not ending the game when the fuel runs out), but it is quite playable anyway.
There is only one level, and no real end goal yet, but you can play it just for the highscore.
Who could make the most money? :)

I'm learning more about memory stuff with the pico-8 and it's super interesting!
I had one quick question for zep.
What is meant in the documentation by this line?
"0x5f00 draw state [,cart data] (1024 bytes incl. unused)"
What exactly is draw state?
How is the data interpreted/formatted?
What does [,cart data] mean?
What is meant by (1024 bytes incl. unused)?
Every part of this is so cryptic to me, please help!

When loading things in pico-8 without specifying a file extension, it searches for ".p8.png" files as well as ".p8" files.
It's only a few seconds time saved, but it adds up over time.
So in case I wasn't clear what I'm requesting is that when I type "load cart_name" it could look for both cart_name.p8 AND cart_name.p8.png files.

Hi,
I was wondering if Zep could give us an approximate release date for the next update of Pico-8.
Or at least if we should expect it to come shortly, or if we will have to wait several months for it.
The biggest feature I am waiting for is the raise of the code size limit.
Anyway, I am already having great fun with the current version of Pico-8.
Thanks a lot for this wonderful toy.
Cheers,
Dragfly
Controls:
Arrow Keys to Explore.
X to jump 1000 bytes forward.
This is my first program made with PICO-8.
I just did this to get used to the PICO-8 API.
It is a very rough memory explorer.
One problem I have is that most of the memory seems to get wiped when you run the program.
Also anything I'm doing poorly or inefficiently please let me know how to do better.
I've never programmed anything in lua before.






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