Managed to get the asymmetric screen (race the beam!)
plus some sparkles that are a missile.
All in a single-scanline kernel.
||The Island of Melee.
Cheated a bit here, had to get rid of all but the main
mountain, and then made it symmetric to make the kernel
easier. I then used sprite0/sprite1 to add some extra
colors. Finding room for the 48-pixel text (and getting
it to display right) Was also a pain.
Reusing the graphics from the Apple II port.
This actually looks worse than that because
I can only easily have two colors per line.
I did use sprites to let some of the logo escape out
over the graphics.
I also attempted the moving cloud from some versions
of the game, it sould go behind the mountain but if I turn
on playfield priority it also ends up behind the stars
which isn't what we want.
I originally meant for this to be playable.
I also wanted to animate the fire. All beyond the time
constraints I had. I was also trying to be too fancy
by using alternating scanline graphics to try to fake
more colors (got this idea from the recent Lode Runner
port). This just made everything complex. Was also
sad I couldn't get guybrush looking nicer with only one
sprite. Maybe if I had more time I could use some missile
graphics to help.
||The Three Trials.
Nothing fancy going on here besides an asymmetric playfield.
The music playing reminds me of Wavy Navy for some reason.
I guess just the 2-channel square wave harmony.
||Insert Cartridge 22.
Not sure how many it would really take.
This is a joke from the original game, when you looked
in a tree stump it would ask you to insert a floppy disk
with an implausibly high number on it. They had to remove
that from the game on later releases as it just ended up