Please enjoy this paper craft version of the Amstrad CPC 464 available for download here! It's the closest I've ever been to touching the real thing. As a Canadian I never grew up with these machines but there's something magical about UK silicon.
A two-frame Arduboy animation of Bruce, the blue heeler.
BC's Quest for Tires is another favorite I can enjoy on the Commodore 64, Colecovision, and the Atari 8-bit. I am really happy with how my Arduboy mock-up turned out.
I recently got an Arduboy and I think it's a pretty fantastic little device. Inspired by the very low resolution display (128px x 64px) I decided to do a few mock-ups. My Jumpman port looks doable if only to punish the gamer's eyes. I LOVED Jumpman on the C64, Atari 8-bit, and Colecovison.
It was a lot of had work but I have finally completed the Retro Challenger for 2016. It was a fun experience as always. Perhaps one day I will team up with a programmer and Super Mario will find another home on the Commodore.
But that'll be for another Challenge. Thanks a million for all the support!
Thought I was finished? So did I, well almost. The SMB3 experience would not be complete without the Battle Game which is a shout out to the original Mario Bros. game.
I felt Canadian's in the 80's were quick to abandon old computer tech in favour of game consoles and eventually PCs. I was playing with my Commodore 64 for years after it had fallen out of favor. The 16-bit computer era practically passed us by. There is a lot of beauty wrapped up in limitation so I believe I will continue to appreciate what 8-bit and 16-bit system do.
I remember playing Super Mario Bros 3 for the first time. I rented it from out Canadian Tire (CT rented out games in our small town). I remember it like it was yesterday. My younger sister and I sat in front of our television and were transfixed as we played through the whole experience. I always had similar times with the Commodore so it only seems fitting to pay tribute to two of my favourite systems.
Mario reaches the final bonus stage before reaching the castle.
The leaf is green on the map screen and in the Mushroom Houses but red in the game. I wonder why this is?
The NES uses 2x2 tiles (16x16px) to define its world whereas my Commodore version uses 3x2 tiles (12x16px). This can make certain objects, like the rotating hammer especially challenging and interesting to translate.
Mario takes a break from stomping Goombas to play a card game with Toad.
World 1-6 represents the final numbered level in the Grass Lands. Do you remember all the other areas hidden in World 1? Stay tuned for the answer!
Mario goes spelunking, takes a dip, and flies into coin-filled clouds in World 1-5.
It is nice to see a change of palette as Mario braves this fire-filled fortress.
While I don't know if the Commodore can move this many pixels at once, the demoscene knows.
Mario has discovered another Mushroom House, this one more secret than last.
This level focuses on platforms and brick assets. Mario receives his first 5-up of the game.
Today's entry represents a well deserved break for both Mario and myself.
Mario soars to new heights and goes behind the scenes to find a big surprise. Well it was to me, once upon a time.