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Sorry for the delay in reply, I just got through a massive house move!

This is the best kind of comment, from a true Alex Kidd fan. Thank you for pointing out the differences, those are things I missed. I like to think if this is the list of differences, then I must have come pretty close!  Sorry about the missing 1-ups, my only logic was that the ? blocks had a ring in them, unless you already had the ring, in which case it's a ghost. That's the only behaviour I noticed in the original, so that's how they all behave.  Not sure why the merman has mercy invincibility, maybe it uses the same code as Alex Kidd - it was a while ago and I had to cut a lot of corners to get all the code to fit in Pico 8's memory limitations!  Also same with the Ox boss, he re-uses some enemy behaviours because there is literally zero bytes of code left!  It can be done though, I have playthrough I recorded in a single take up on YouTube.

(I understand of course, that as the developer, I'm more used to playing it than a new player.)

But as for the Janken games, there is a trick - it's time based. If you watch closely to the changes they make, you have like half a second to react and change your option to beat theirs before the time is actually up.  I figured this was more of a challenge than them all having the same pattern every time, though maybe I should be more up front about this change in the instructions. It does get a mention though.

I'm glad you're willing to keep trying :)

No problem, hope the move went well!

As far as the item boxes go, in the original game they actually work kind of tricky: their contents aren't set, but cycle between a set order. So if you skip a ?-box because you anticipate a ghost coming out, it'll actually be in the next one instead. ;)

And yeah, I understand the Janken segments being a deliberate choice, nothing wrong with that, but it does throw off expectations. :)

Haha, all this time I never knew the ? blocks worked like that... and I searched and looked at 3 walkthroughs just now, and even they don't mention it!  But I'll be using this trick next time I play the original. 

It doesn't seem too difficult to implement, but I might open a can of worms; one technique I read for getting the most out of the ? blocks is to skip the ghost, by punching the ? block and making him appear, then punching 2 star blocks to make 2 bags of money appear, which causes the ghost to disappear, the way money bags do when there's more than 2 on screen at once. People might be expecting to do this as well.  Adding this behaviour would add more code memory and might not be possible without refactoring even more.  I should probably just update the page to add more specifics on the differences!