Whoa this is the atariest so far! Chunky pixels for the win 👍
Funny how the game sounds seem to compose the "Brother John" (Martín Campanero) children's song 😆 (on purpose?)
Edit: my best 15360
Heracleum
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Thanks for all the suggestions! Yes this time I probably kept gameplay too simple. Oh and about the "game is too easy" I would be so glad and curious to see a recording of your playthrough? I start to suspect I'm the noobiest of tetris players lol
Oh and OOps yes I forgot to mention the row must be of the same type thanks! I'm editing
I love the mix, so glad the snake moves reasonably slow at the beginning, while Tetris seems to start off quite faster in comparison but after a few attempts it all starts making sense, applying the basic strategy of preparing a good position for the falling piece while managing turns in snake, or speeding up the piece drop when snake has open space ahead.
Probably the entry I'm enjoying the most (also ignoring submissions with questionable adherence to the falling blocks theme or games made ages before the jam).
Congrats ⭐
True chain reactions would be fun! I unfortunately had little time left to go farther than the current basic mechanics.
Btw I'm surprised you find it "easy", I'm often criticised about the difficulty of my games (picking hard games for demakes) and I wanted to make an easier/enjoyable one.. but I still struggle to complete rows (especially multiple ones) in this game. If by "easy" you mean "easy to survive" I'd say absolutely yes unless you mess up big time... but going for removing multiple rows (and higher scores) is not that easy ..but it might be my low tetris skills.
Thanks for playing! 🙏
You mentioned glitches on attack indicators but from a player's point of view I don't seem to notice anything excessively wrong.
Every attempt seems to go farther, my last one is 113:
The only visual glitch I notice is sometimes at the very beginning of a round there is some diagonal 4 bullets being silently shot by some turret which is quite near the bottom (just like some bullet/animation from the queue of the previous end of round?).
Fullscreen: yes at first the fullscreen button (with the ICON only) wasn't of much use since the game canvas was still small in an empty page.
But(!) I noticed there was a kind-of hidden actual white button with "Fullscreen" on it that appeared for a second at launch and then it was pushed down out of the iframe: but if I gave the focus to the description and pressed shift+TAB (or even simpler, drag the fullscreen icon and then press TAB) I had the focus on the white "Fullscreen" button that worked perfectly for me, Chrome on Win10.
Yes maze layouts had to be different, Intellivision had a wider but shorter rectangular screen, 20x12 blocks, while Pico-8 has 16x16. By the way to make a few layouts looking more familiar I recreated similar regions and corners, or -especially forests- making them narrower and adding more at the bottom.
Thanks for playing it!
Yes probably because this one had a troubled history and continuous delays until finally released in 1986 (when Mattel Electronics was no more) so yes other early titles like Night Stalker, Astrosmash, Lock'n'chase, etc.. might definitely sound more familiar and popular especially for the kids of that era who actually played the real thing.
But I played Thunder Castle a couple months ago -first thanks on my brother on a PS2 'intellivision lives' and the week later on the actual physical Intellivision console wow- and I though I absolutely had to make a Pico-8 remake; possibly trying to fix a few details that appeared to make the original game frustrating at times.
I'm still curious to know from people who played the original one, let's see...
Thanks a lot merx for playing! 🙏
Nice I managed to escape at last! I always bumped right on the sleeping(?) spider on every single attempt and now I wonder if that's avoidable :)
The fact that this game is roughly inspired by Atari 2600's E.T. -which is considered one of the worst game of all time😆- makes your pico-8 game even more valuable! 👌
the original game had a weird sense of "difficulty curve", it immediately starts off hard, yes there are later on 3 or 4 harder levels but the rest is basically average difficulty when you've played a bit.
But yes it is convenient to train on each level (and it wasn't possible in the original) maybe check your progress in the achievements, even just to improve total/average timings if beating the whole game seems too hard.
Thanks Alice, I was actually a bit hesitant to push on the aesthetics since the project started as a "raw" Intellivision/Atari graphics so yeah I've tried to keep the 3 games quite simple in gfx (with a little exception on the Pitfall background maybe) and then used the rest of spritesheet for the extra "Illustrative/cover" art. Thank you for playing!
High score today: 54760
reached 6th level, it's fundamentally impossible to beat lol
A detail I didn't notice in the first plays is when at higher stages the 'perimeter guy' goes after you in your version he is literally chasing you; in the original it was a little less of a nightmare and more controllable because he just "followed your steps".
Oh and I still suck at the hyppo stage 😅
Awesome remake! I'm a great fan of the original, played a lot on Mame as well recently. No surprise my first ever sample cart for Pico-8 (first steps learning pico's Lua) is a "trainer" of the pig bonus stage with increasing difficulty (Amidus on lexaloffle).
About the bonus stage I wasn't definitely prepared for the odd bonus Hyppo stage (not in the original) is it your own addition or was it in some other remake/ports?

















