A remake of Octopus, a 1981 Game & Watch by Nintendo.
It can work as a watch/clock if you happen to have a Pico-8 device that you are happy leave on all the time. Otherwise just use up/down to select game A or B and either button to start the game.
This was an interesting challenge: The hardest part was squeezing the graphics into 128x128 pixels. Hopefully it still looks somewhat like the original. The "ink" parts do not suit the sprite/tile system at all and would be hard to fit in the graphics memory, so sprites are only used for the clock and score display as well as drawing the "rounded corners". Instead, I've RLE packed the graphics into strings and decompress them to screen every render, only drawing the relevant parts.
I played that game! well done
one minor remark: the diver face could be improved- the original game had a much more distinctive look.
technical note: black and white displays are a very good fit for the sprite sheet using palette switch to display selected parts.
nice try dw817 - as for the color, the idea was to use colors to activate part of the octopus, up to 15 segments can be hidden/shown this way.
Thanks for the nice comments everyone.
I did test a few versions with a "face" on the diver but was never happy with them so I eventually decided to go with a removal. There are a few other other pixels here and there that I'm not fully satisfied with so I may still make another attempt at it.
I did consider packing the ink to the sprite sheet. There are up to 4 distinct ink colors per tile, so it requires much more complexity in preparing the graphics and a more involved data structure for mapping ink to color/tile. Likely it would result in faster code but this is dead simple and easily runs in a frame with time to spare.
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