Name: | Bonus Game - Claw Machine |
Author: | Sonikku |
Added: | |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | This sprite is, effectively, a new bonus game meant to act as a replacement to the one found in Level 000/100. With the Bonus Game Destination Expander patch, you can also use it in conjunction with the default bonus game, or any others. Modeled after Super Mario Land 2's bonus game but drawn to fit a style reminiscent of SMW/SMM2, this bonus game is intended to be a unique challenge for players. An assortment of 8 items are created at random (from multiple sets of item pools which may be customized) and move along the conveyor belt. Stepping on the blue switch will cause the claw to descend, grabbing any item that happens to be at that position. With the default settings, the claw inverts direction and speeds up after each try. Both of these behaviors can of course be disabled. Several items can spawn which will give the player more tries, re-rolls all available items, or a Bob-Omb which destroys the crane and ends the minigame. A skilled player can keep playing so long as they they aim to refresh their tries and the items on the conveyor. An example level making use of this sprite (in the list.txt slot of 00) is included, to give an example of the preferred way to set the room up. Disclaimer: It's suggested to use the sprite alongside NMSTL or SA-1. Moreover, it should only be inserted once in the first screen of a single screen horizontal level, otherwise it will glitch. |
Tags: | bonus game lorom sa-1 |
Comments: | 27 (jump to comments) |
Rating: |
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Comments (27)
00 Minigame_ClawMachine.json
).I also made some changes.
Documentation:
Code:
!RAM_BonusGameMisc
with!ItemSlot
.I also added the SA-1 and lorom tags.
Tested with:
Hello to you!
Never, Never, I would be able to thank you, so much you have saved my project! 1000 thank you to you!
Patch apply and everything works 100 %
Amazing options in there. The code is beautiful
I am wondering, since I am using the LX5 powerups patch, I need to 'generate' every powerup so they load their dynamic gfx.
Is there a way to do that? Because I would love to configure those powerups in there!
Otherwise, well done!
uses some free ram to track stuff, but i was able to allocate that from the level's map16 data since the minigame is only 1 screen wide anyways