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Mario 86 Released
Posted by Phil on 17 July 1999, 01:03 GMT

Ben Mickle has released Super Mario 86 v0.65 Beta for the TI-86. The game is based on the ever-popular Super Mario for NES. Even though this is only a beta version, one of the most important features about this game is that it is the first released greyscale scroller for a Z80 calculator. However, it still does not allow Mario to go past the left edge of the screen. But being only a beta, this game shows quite a bit of promise!

 


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Re: Mario 86 Released
}InFuZeD{
(Web Page)

Hehe, you stole nagels mario sprites =)

     17 July 1999, 04:40 GMT

Re: Mario 86 Released
SPUI

whoa - after playing it i see its better than bills in some ways - a few questions tho - on the bars going up dont u just fall down to the next one if u go off the top?
every time u turn it off the contrast goes up

     17 July 1999, 04:41 GMT

SMB1 NES Compression!
Dan Weiss

This my come to some surprise, but the original NES version's World 1-1 map was only 101 bytes!
World 6-2 was only 143 bytes!
I know a tiny bit about this amazing compression and people should try to implement this into this game and other games!

     17 July 1999, 05:37 GMT


Re: SMB1 NES Compression!
x

super mario bros on the whole was an AMAZING feat of size optimization. the whole thing took up 40k (32k code/data, 8k graphics), and it went on for *32* levels. SMB really showed the world what huge games were possible with the NES.

of course, some levels were the same as earlier ones except with more monsters or a different color scheme, but still ... :)

     17 July 1999, 07:59 GMT

Re: Re: SMB1 NES Compression!
Dan Weiss

There are exactly 34 levels, Worlds 1-1 - 8-4 (minus 5 for repeating levels,) a level for "Down the Pipe" transitions, 3 beanstalk levels, 1 level composed of single screen bonus stages, the water level bonus, the moat of 8-4, and assorted junk one can only get with a game genie.
Btw, all the SMB levels took up 3248 bytes.

     17 July 1999, 21:10 GMT


The actual number...
Dan Weiss

oops... the actual number is 3275 bytes. I left out a level...

I think calculator games should add this compression system, instead of 4 levels being 6550 bytes, 34 levels could be half that size...

     17 July 1999, 21:42 GMT


Re: Re: SMB1 NES Compression!
y

SMB1 NES is smaller than the animated GIF on this page. Go figure.

     17 July 1999, 21:36 GMT

Re: Mario 86 Released
Killer2
(Web Page)

::Yawns::

This has been done on the TI-89 already. It's called SMQ. I'm not saying that this is a bad game, far from it, since I haven't even played it yet.

What I'd like to see is a greyscale parallax 2 player 4-way scroller with a sound option. (obviously the sound would be an option because you can't have both linkplay and sound at the same time (well, ok, you can with the empty AM radio think, but I don't count that) =) Now that would be news.

-Miles Raymond

     17 July 1999, 07:49 GMT

Re: Re: Mario 86 Released
x

yeah, and it was done on the NES more than a decade before that.

what's your point?

     17 July 1999, 08:00 GMT

Re: Re: Re: Mario 86 Released
}InFuZeD{
(Web Page)

His point is. CALCULATOR GAMES ARE FREE =) And that would be a new accomplishment in the TI world (I dont think anyone has used parralax scrolling).

     17 July 1999, 15:53 GMT


Re: Re: Re: Mario 86 Released
Kirk Meyer
(Web Page)

So what? It's been done for the 89. The 89 has a different (faster) processor. It's a bit easier to do it on the 89 than the 86. And also, there *was* a game, JnR, which allowed parallax scrolling. But it was a bit slow, and since CLEM is on to gameboy programming now, he erased it from his harddrive.

     18 July 1999, 00:45 GMT


Re: Re: Re: Re: Mario 86 Released
Miquel Burns

What is JnR

And please reply by e-mail as well in case I forget about this comment.

Miquel

     18 July 1999, 03:02 GMT


Re: Re: Mario 86 Released
Jean Canazzi
(Web Page)

This game almost exists, it is called Fernando and run on TI89/92. It features a 4-way greyscal scroller, a FOUR players mode (it allows the use of link), but I don't think it has sound. And it has been out for, I would say, two years ???

     17 July 1999, 13:18 GMT

Re: Re: Re: Mario 86 Released
}InFuZeD{
(Web Page)

Fernando really showed that greyscale scrolling doesn't have to be slow. It showed great possibilities but in my opinion it really sucked. It incorporated TOO MANY features and became bloated. It didn't have parralax scrolling tho. In some parts it moved TOO fast =) It was sorta like Sonic in my opinion =) Anyway, thats an idea, someone make sonic for the 89/92+ =)

     17 July 1999, 15:52 GMT

Re: Re: Re: Re: Mario 86 Released
Filja Maddok

Where can I get Fernando? I have never seen it.

     17 July 1999, 18:59 GMT


Re: Re: Re: Re: Re: Mario 86 Released
}InFuZeD{
(Web Page)

It's called Fernando 3C and it's a 89/92+/92II game that can be found in the archives here at ticalc.org and other TI sites =)

     18 July 1999, 04:07 GMT


Re: Re: Re: Re: Mario 86 Released
Alamo

If someone does make Sonic, I hope it's better than the game.com version...talk about the same thing over and over again! Instead of using this portable version of an example for a TI sonic game, the would-be programmer should base it on the Game Gear version.

     18 July 1999, 00:34 GMT

Re: Re: Re: Re: Re: Mario 86 Released
[The][Elite]

If you changed the Fernando sprite to one of Sonic the game would look just like it... the rings and all!!!!

     18 July 1999, 05:21 GMT


Re: Re: Re: Re: Re: Re: Mario 86 Released
Alamo

And along the same lines...

If you changed the Street Fighter 2 sprites and backgrounds for the 89/92+ to match those of Mortal Kombat...hmmmm, what a possibility. After all, the two games _do_ play similarly...

     18 July 1999, 06:18 GMT


GameGear/MasterSystem stuff
The Notorious Computerman
(Web Page)

Wait a minute... thinking about that, a PORT may actually be practical (if the code can be reduced, possibly by trimming graphics size [which would have to be done anyway to make the screen fit]). Here's the logic behind my statement, plain and simple:

1) Sega MasterSystem= Sega GameGear (with a different color palette)

2) SMS/GameGear= Z80-based

     19 July 1999, 02:19 GMT


Re: GameGear/MasterSystem stuff
James Rubingh
(Web Page)

hey, i have some docs about gamegear programming if anyone needs them. I tried programming the GameGear, but info is sketchy, and emulators suck for gamegear, i'd stick to gameboy programming if i were you. It's quite simple, with all the information out and stuff.

     23 July 1999, 01:29 GMT


Re: Re: GameGear/MasterSystem stuff
Rudeboy

People make GAMEBOY games? That's a hobbie for you! If anyone has some more info, tell me.

     1 August 1999, 10:15 GMT


Re: Re: Re: Mario 86 Released
Miquel Burns

The 89/92 (+) have a faster processor than the other 8x calcs.

Please don't compare 89/92(+) games to games made for the other 8x calcs.

     17 July 1999, 19:25 GMT

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