Award-Winning Game Designer
neocity: https://samarantes.neocities.org/
games: https://rt-55j.itch.io/
artee
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good face
Note: The screenshot up above was taken from this line of some disassembly:
github.com/captainsouth...
(also, yes, i did just watch Jeff Gerstmann play this game)
In theory, levels could be 18 screens wide wide this scheme. However, the game uses the rest of the WRAM on the cart for various other game related variables and tables, to the point that only 1 byte appears to be unallocated.
(I suppose that this is also why the game doesn't support saving.)
Super Mario Bros 1 uses an infinite scrolling setup where only 2 screens technically exist at a time.
Doki Doki Panic breaks levels up into little chunks, and collecting/destroying has a different role in the level design.
Super Mario World throws an order of magnitude more RAM at the problem.
Regarding the size of levels in Super Mario Bros 3, the game loads them in full into the WRAM on the cart, hogging 6480/8196 of the bytes available there. This is enough for standard areas to be 15 screens wide. (I think levels can be multiple areas, but don't quote me on that.)
i joked to someone that the new spider-man movie was "spider-man 15" as a random funny number but then had the slow terrifying dawning realization that this is literally actually exactly the 15th theatrical movie that has been produced under the sony spider-man contract my brain is smarter than i am
Extremely high-resolution Genki logo
archive.gamehistory.org/item/ee07d74...