© 2009 TEAM PIXELBOY ALL RIGHTS RESERVED
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The Munchkin has returned, and he's hungrier than ever!
Everyone's favorite Munchkin is on the loose again, but this time, he may be trying to
munch on more than he can chew! Munchkin's unsatiable hunger for Munchies has led him
to the city of the Munchers! The mazes in this city are so big, you need a magnifying
glass to follow Munchkin around, as he continues to hunt down the floating little
Munchies while avoiding the Munchers. Eat a flashing Munchie and the Munchers will
become comestible for a short time! Eat all the Munchies in a maze and move on to the
next, more challenging maze!
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WARNING: The screenshots above are man-made mockups. The actual ColecoVision game may differ slightly from what is shown here. |
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PROJECT STATUS (updated October 20th 2009):
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Software
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No work done yet, aside from some preliminary graphic work (which was used to create the mockups shown above).
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Box
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No work done so far.
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Manual
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No work done so far.
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Cartridge Casing
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This game will be offered in regular black cartridges.
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Cartridge Label
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No work done so far, but once the box art is ready, it will be reused for the label.
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Completion Status
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1%
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PROJECT STORY:
This project initially started as a desire to do a ColecoVision version of Steve
Bjork's well-known Coco game Mega-Bug (it also exists on the Apple II under the
name Dung Beetles). However, after doing some analysis, I concluded that the
game could only be done on the ColecoVision by using the same color for the maze, the
dots and the enemy critters. Programming a monochrome version of Mega-Bug
definately didn't appeal to me, so for a while I forgot about the idea.
There was another game I was interested in converting for the ColecoVision, namely the
Odyssey2 game K.C. Munchkin. While examining this game more closely,
I had an amazing idea: Why not take the gameplay, moving dots and monsters from K.C.
Munchkin and merge them into the large maze and magnifying lense feature of
Mega-Bug?
And that's how K.C.'s Mega Maze was born. From the screenshots above, you can
see that the maze and everything in it is again the same color, but it's much less of
a problem now, because the maze isn't filled with stationnary dots. The
Pac-Man-inspired gameplay is mostly unchanged, only now there's a lot more ground to
cover.
I may decide to include certain elements from the sequel K.C.'s Krazy Chase,
like the Dratapillar or the little trees, but I'm not sure yet. It will depend largely
on how successfully I can program the magnifying lense feature of the game, which will
likely be quite complex to implement, and may require some assembly language routines
to optimize the rendering speed. If I pull this off, it will be quite an
accomplishment!
TEAM PARTICIPANTS:
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