APRIL 27, 2025
In an unexpected and hugely ambitious move, Oscar Toledo Gutierrez, better known on the internet as Nanochess, expanded his popular BASIC compiler CVBasic to support the Sega Master System. The compiler was already compatible with a baker's dozen of similar Z80A-powered computers and game systems, but the addition of Master System support was a pretty big deal, because that console was a pretty big improvement over what had come before it. As a fan of all things Sega and someone who was less thrilled with the ColecoVision's onerous limitations, I immediately took notice.
APRIL 28, 2025
A day later, I expressed my excitement about the latest build of CVBasic in a post on this very blog. How could you NOT be excited? In a single day, Master System programming was brought to the masses, instead of the classes. (Specifically, those who took C++ programming classes in college.) After a quick look at the capabilities of the Master System and its rich color palette, I posted images of how Byron already looked in the ColecoVision version of his game, versus how he could look on the Master System. Observe!
The fuse was lit. Barring a heart attack or a stray meteor falling to Earth (on my head), a Master System port of Whack 'Em Smack 'Em Byrons was destined to happen.
MAY 7, 2025
After a week of studying the Master System's specs, coding some test programs, and enhancing the graphics from the original game, I got right to work on a Master System port of Whack 'Em Smack 'Em Byrons.
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One word: feh. |
Originally, Remarked was a straight port of the ColecoVision game, with improved graphics but absolutely no new content. The old logo from the ColecoVision version was likewise converted faithfully to the Master System, but it lacked the luster one expects from a post-crash game console. In fact, the whole production felt decidedly underwhelming; a straight port from inferior hardware that brought to mind the colossal Master System dud F-15 Fighting Falcon.
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From the makers of ALF... oh joy! Even Tiertex points at these guys and laughs. (image from Sega Retro) |
There had to be more to this conversion... something to make it worthy of the more advanced hardware. This game was never going to compete with the likes of Phantasy Star or Wonder Boy III: The Dragon's Trap, but it had to be somewhere in that ballpark. At least in the cheap nosebleed seats!
By the way, the alpha version of Whack 'Em Smack 'Em Byrons was shockingly easy to convert from the ColecoVision original. All the graphics had to be redesigned, and I was happy to take advantage of the system's expanded color palette, but the Master System handles sprites differently than the ColecoVision, and adapting to the machine's "skinny" sprites became my first challenge. It took at least a day to make the PEEK-0 mallet display as intended. This was good practice for what would come later, however!
MAY 12, 2025
What does an 8-bit video game from the late 1980s need to make it feel genuine? Why, an illustrated storyline, of course! Previously, the story for Whack 'Em Smack 'Em Byrons was restricted to the instruction manual, but on the Master System, I decided to bake it into the game, told through a series of lightly animated images. Images like this one!
Six images were used in total, with the last one using palette effects to create an animated sunburst behind Byron's adopted sister Elle. Unfortunately, all these nifty graphics took up a lot of space, meaning that I'd either have to cut them from the finished product (two words: HELL NO) or make other accommodations. More on that later.
MAY 19, 2025
What else does a home console game from the late 1980s need to make it feel complete? Production logos! I had a nifty idea for JessCREATIONS, my own independent game company... I'd have the logo sitting in the middle of an invisible pond, throwing a reflection on the water, with the long end of the "J" dipping into the surface.
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"Hee hee, neat!" Me when I first made this. |
This is when the enhancements of the Sega Master System over the ColecoVision became abundantly apparent. The ColecoVision is limited to a fixed sixteen color palette. Don't like the colors, consisting of Pepto-Bismol, stale urine, and earwax? Tough. Want to swap colors on the fly for nifty special effects? You'll have to change the palette data for that block of graphics, and this takes a lot of work.
The Master System makes things a lot easier, to say nothing of more attractive. Its palette is alive with color, with sixty-four mostly well chosen hues, and you can use sixteen of them for the backgrounds, along with another sixteen for sprites. Especially clever programmers can borrow colors from the sprite palette to use in the background tiles. This was not required here, though... all I needed to do was strobe the colors of the logo's reflection to make it seem as though the water was struck with the eerie glow of a full moon.
There's one other thing... the lily pad sitting on the reflection. It's made from two "skinny" sprites, with one set slightly above or below the other to make it seem as if it's rocking in the water. It demonstrates that a little programming sleight of hand can have dazzling results. (Just wait 'till you see what I did with the Sega logo later!)
MAY 21, 2025
Adding the logos, the storyline, a flashy introductory sequence, and an updated credits screen was a lot of fun, but I started to notice that there was no way I could fit all these bells and whistles into a 48K game and still have room for the game.
My only solution was bank-switching. I've never used bank-switching in a video game before, and I was not eager to start. It complicates the development process, forcing the designer to split the game into components. Each 16K "chunk" of the game rests inside a separate bank, and BANK 0 acts as the hub for the other banks, with BANK 1 acting as its data cache.
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Image from TV Tropes, which probably stole it from someone else. See also "Charlie Brown, football." |
It's more organized this way, but if you're not aware of the bank you're in at any given moment, it can lead to situations that Nanochess describes as pulling a rug out from under yourself as you're standing on it. This hurts less when you're programming a game, but not MUCH less. Rest assured that I took many such pratfalls until I learned to get it right. (Now I know how Dick Van Dyke feels.)
It also meant that I had to compress the main game loop into BANK 0, and that was not easy! By the time I was finished, I had less than 1K left. Things also got pretty tight in BANK 2, where the story resides. I wanted to add more details (cameos from other friends, twinkling stars in the planetary view of the first stage), but after CVBasic loudly complained that there was no room left for it, I decided not to press my luck. The picture frame that surrounds each image had to be given its own subroutine to cut down on wasted space... things got that tight.
MAY 25, 2025
Once the space issues were all sorted out and the graphics were compressed to squeeze the game into a one megabit cartridge, I was free to perform all manner of feats of programming daring-do. Here's one of my favorites; a screen-filling animation of the Sega logo that greets you when you first boot the game.
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"Big whoop, it's the Sega logo!" Still images only tell part of the story! You've got to see this in motion to really appreciate it! |
The logo slides upward from an unseen void in the center of the screen. I was originally going to use PRINT statements for the animation, because old habits are hard to break. However, done this way, it was a slow, flickery mess, uncomfortably reminiscent of the kinds of games I coded on my VIC-20 when I was a teenager. It was much smarter to bite the bullet and learn how to use CVBasic's SCREEN command, which Nanochess describes as the fastest way to display graphics in the compiler. And he's right... it is indeed very fast! Farewell, flicker! So long, slowdown!
It just took a little math to figure out how to make the logo seem like it was sprouting up from the center of the screen. Basically, I drew one row of the logo near the bottom of the screen, then two rows eight pixels higher, and so forth until the logo is fully visible. The final results are gorgeous, if I do say so myself... and I do!
The "Remarked" sign that scrolls past in the introductory sequence was a little tougher. First, I had to conceal the sides of the screen to disguise the appearance of each letter and make it seem like it's sliding smoothly from the right. Then I had to scroll the playfield, refreshing the graphics on the right of the screen while deleting everything that scrolls off the left.
This is made more complicated by the fact that the right hand side of the screen shifts to the left as it scrolls. I had to create a moving pointer variable to keep track of where the rightmost screen actually was at any given moment. It was a lot of work, but it was ultimately worth the trouble.
(As an aside, it turns out game design is roughly 25% digital puppetry and sleight of hand... you're not so much making magic happen on the screen as making the player BELIEVE there's magic happening on the screen, with split-second tile and palette swapping. It was ten times worse on the ancient Atari 2600, where programmers were forced to stay one step ahead of a television scan line that refreshes every 1/60th of a second. It's a wonder Pitfall!'s David Crane made it through the 1980s with his sanity intact.)
JUNE 1, 2025
We're in the home stretch! The game is nearly finished and thoroughly playtested. By me, at least. The members of the SMSpower forum offered their own suggestions on how the game could be further improved, including the option to skip all those fancy animated scenes. After choking down my pride (b-but I WANT people to see all that cool stuff I spent sleepless nights coding!), I let players press a button to advance through most of the game's non-interactive scenes.
I also snuck in a screen at the end of the game with a silent film aesthetic, complete with an inkblot Byron, and a special hidden screen paying tribute to my other friends, who donated to this project. You can see the expanded ending below, but the secret credits screen you'll have to find for yourself. Hey, it just wouldn't be an 8-bit game from the late 1980s without hidden cheat codes!
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"Let's examine the prints!" "Here he is!" (holds up Prince) "No, FINGER-prints." "...I don't think so. |
JUNE 3, 2025
Having finished the game, I wrote the post-mortem you're reading now, then collapsed into a heap. Designing video games is tough, yo. Even on a humble 8-bit game system. Even when you've got modern design tools like Aseprite and CVBasic. But hey, having my game and my characters on a retro game system makes it worth the toil and trouble! In the span of a month, Byron has become a Sega video game character, in the same digital pantheon as Joe Musashi and Alex Kidd and the space harrier from Space Harrier. Eat your cartoon hearts out, Rigby and Mordecai!
Now if you'll excuse me, I have a heap to collapse into. Nighty-night.