Flickering hilarity ensues. Yeah. For the A Nintendo Silly Symphony challenge.
At first the "8 sprites per scanline" raster rule confused me and I've originally intended to go with some of the other rules as I didn't know what a "scanline" was... but after using Google and finding stuff out, I've changed my mind. Heck, I've decided to go as far as to emulate flickering because the player's attack animation takes up exactly 64 8x8 sprites (counting any empty things inbetween) which is the absolute maximum amount of sprites per screen on the NES... And if you're wondering why the texts and/or HUD aren't flickering, then it's because they're part of the background. It should be obvious, but I've mentioned it just in case.
The floor feels kind of empty though, but I can't think of anything else I'd put there.
My Silly Symphony of choice was The China Shop. I've based this screen off of the part where the fine china guy protagonist is about to kick the fine china satyr so he'd spit out the key he used to lock up the guy's girlfriend/wife/whatever. For humor reasons though, I've replaced the guy with an entirely different person and I've left out the plates in the background so I could put some graffiti onto the wall, which I've also put onto the HUD.
Speaking of graffiti and stuff... I've snuck in a few shout out things (which may or may not be obvious at first). Can you find/recognize them all? ;) |
This is a great effect and idea.
I would have liked a little more care taken on the BG tho.
Preview is beyond awesome.