In multicolor charmode that is (but that is the only reasonable option in C64-games imho).Īnyway, nitpicking aside I like the mockups anyway. However, a sliding sprite for Hammer Mario has recently been brought to light and can be seen in a bonus room of level 6-10. Those three colors are all in the 9-15 colorvalue area, which would suggest they were selected as background-color and multicolor 1 & 2, but then a lot of other details in that picture would be impossible. I think the thing that 'stood out' most to me was the grey stone wall. I mean, some of the graphics looks like they have the restriction of multicolor bitmap (background color + 3 freely selectable colors per character - but you can't do hires), while other parts look like they have restriction of multicolor char (where you in each char are either limited to the first 8 colors + background in hires or first 8 colors plus background, multicolor 1 & 2 (in which any colors are selectable) in multicolor). Maybe it's not important since it mainly seems to be more of a 'what would it look like'-project, but I'm not sure if some of those mock-ups are actually possible to do on the real machine. It'll take a million years to finish but I will try. If you are on Lemon 64, you are prolly tru nerd enough to appreciate this story so please come join my journey on my tumblr. HOWEVER 25 years later, I decided I OWED it to myself to see what I might have looked like if I DID posses the ability to make that game as a child. and someone who likes sprites in general. even though I cut my teeth on Super Mario Bros. Of course, I was young, lazy and not nearly capable enough to pull this off. Why cant we have the choice of the SMB3 or Mario World style. I had it in my mind that I should just MAKE the game for C64. I started to merge these two new obsessions. Concurrently, I had received a copy of the amazing book, "Commodore 64 Graphics and Sound Programming". I started coping the pixels to graph paper. I was poor and didn't have a Nintendo but REALLY wanted to play the game. And I immediately became obsessed with SMB2. WAY BACK in 1988 (I was 12), my friend lent me his FIRST issue of Nintendo Power. I like to think of myself as something of a hobby artist. I have started creating sprites and maps based on Super Mario 2 for the Commodore 64. If you're curious about the route players would take through this map, I have a labeled version as well (although, really, you could probably puzzle it out from just the map itself).ĮDIT: The contest results came in, and this map got 5th place out of 26.I am a 38 year old nerd named Rocky (aka Rockasoo). However, it does accomplish my primary goals of looking nice and not causing softlocks. I also couldn't quite pull off everything I wanted to do, due to SMW's limited tilesets. No events, a relatively low 56 level exits, and almost entirely vanilla except for a few custom sprites. So, working off an old map concept I never used for anything, I whipped this up. As it turns out, at the time I downloaded it, the community was right in the middle of an overworld design contest- and hey, I happen to like making maps! The reason I bring it up is, I actually got so impatient for the game's release that I decided to try out Lunar Magic, the program used for making Super Mario World romhacks. But anyway, this piece isn't about Mario Maker 2.
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