May 1st 2003

Winners of the NES Game Design Contest


Between Febuary 8th and April 30th 2003, I held a special contest on this web site. It was called the NES Game Design Contest, and as the name implies, people who submitted NES game designs could win nice prizes: The first prize was an e-Reader, the second prize was a set of two Pokémon-e Aquapolis theme decks, and the third prize was a Mario Party-e card game.

As this was a game design contest, and not a game idea contest, people had to design everything about their NES game, including ALL the background graphics and ALL the sprite graphics. I defined a lot of rules, and I'm guessing this is what drove people away, because only three people, Andrew G., Jason Godlove and Johathan Hicks, actually submitted an entry to this contest, and all three won a prize!

Without further adue, let's review the contest submissions of the winners:





First place: Block Wizard

Designer: Jason Godlove
Age: 21
City of residence: Baltimore, USA
Prize won: Nintendo e-Reader


Screen 1


Screen 2


Screen 3


OVERVIEW OF GAME

Type of Game: Top-view Action/Strategy

Background Story:

There once was a student of a great wizard whose name was Wick. Everyday, Wick was taught the ways of magic by his powerful teacher. Over time, Wick perfected the spell of creating magical blocks which he used to repair the great wizard's castle as part of his duties. One day, while the great wizard slept, Wick decided to check out his teacher's master spell book and learn a new spell. He opened the book and found a seemingly easy spell, a spell to summon a simple servant. As Wick cast the spell, he made sure to speak each word precisely, as the slightest mistake would cause the spell to go completely wrong. Suddenly, sensing the use of his magic in his castle, the great wizard awoke and ran to the chamber where his master spell book was kept. Barging into the room, he startled Wick, who then finished his spell with a yell of surprise. The spell, now gone wrong, began to summon all kinds of creatures from another world, littering them into the wizard's castle. The great wizard, disappointed in Wick, gave him the task of disposing of the unwanted creatures. Now Wick must go out and destroy every last one of the ill-summoned creatures with only his knowledge of summoning and moving magical blocks which he can use to squish them between the blocks.

Goal of the game: To kill all of the creatures in the level so that you can move on to the next level.


BACKGROUND SCREEN DESCRIPTION


Background tiles


Background palettes

The title screen has three blocks on it. As a little show, the wizard, Wick, will create a green block and seal in the blob in the middle of the blocks while the round muncher munches over to the spiky urchin and eats it. After pressing any button at this screen, the game will begin at level 1 using background screen 1.

General background screen stuff:

Right after it says "Level" on the screen, Tile-switching is used to put in the number of the level with the same layout as digital clock numbers are laid out. The Life bar starts three hearts, as Wick gets hit, his life decreases. The gray walls indicate the play area borders where nothing can move past. Gray Blocks can not be moved or destroyed. Red Blocks can not be moved but they can be destroyed. Each Background screen has a different color and basic floor tiles to give a healthy bit of variety from level to level. After killing every monster in the level, the game will go onto the next background screen in order from 1 to 2 to 3 and then back to 1 again in a continuous loop, however the level will increase with harder enemies.

Title screen:

This is the title screen without any sprites.

Background screen 1:

This is a basic area where you have to push and pull blocks around to get to areas and kill enemies.

Background screen 2:

This area has a larger outer area and a very confined inner area where you must use a lot of strategy to kill the creatures without getting hit.

Background screen 3:

This area has many small sealed off sections. Here is where unmoving urchins could block your way and you must direct munchers to eat them in order to get through.



DESCRIPTION OF SPRITE OBJECTS

A note about sprite animations: So I don't have to keep repeating myself, all animations for monsters and wizards moving to the left, use the same sprites as animations going to the right, only they are flipped. So I am typically going to mention directions up, down, and right to save space and time.


Sprite tiles


Sprite palettes


Sprites (1)


Sprites (2)


Sprites (3)


Player controls, and Wick the wizard's walking animations: The monsters:

TECHNICAL DETAILS

When a Monster tries to move into a space occupied by Wick or Wick tries to move into a space occupied by a monster, Wick loses hearts, how many depends on the monster he touched based on the following List: When Wick loses a heart, the tile with the right most heart is tile switched with the blank tile with the diagonal lines on it.

The level restarts with all of the monsters revived, blocks placed in their original position, and the starting life of Wick minus one heart if Wick loses all of his hearts.

So Wick will begin the level again with only 2 hearts and then if he dies, will start again with only 1 heart. If Wick dies again after that, the game is over. After Wick beats a level, his life is restored to a full 3 hearts.

The Levels start with a few randomly placed blue blocks. The most monsters are randomly placed, but not near Wick. However Urchins are typically always placed in strategic places to block off sections, as shown in screen shot 3.

The level number increases with each level (duh) and is displayed to the right of the "Level" words in the upper part of the screen. The background tiles are switched out with the "tube" tiles of varying shape in order to form numbers. The digital clock numbering system is used to fashion the numbers.

As the level increases several things happen: There is no scoring system other then Wick's life which was already explained.


OTHER DETAILS

I'm going to recap on a few game details that might not be clear as a bell in the above writing.



Second place: Blade Master

Designer: Andrew G. (last name withheld on request)
Age: 14
City of residence: Oak Ridge, USA
Prize won: Pokémon Aquapolis "Abyss" and "Rock Garden" theme decks


Screen 1


Screen 2


Screen 3


Screen 4


OVERVIEW OF GAME

This game is a combination of a platformer and a hack and slash game. In this game you are required to eliminate all enemies on screen and then retrieve the Encryptox. The Encryptox is a sacred laser blade that has the power to undo any evil that has been committed. In this story the hero is a Orc-Human crossbreed named Lazorn. His guest is to avenge the death of his father Marksi. He must conquer against all of his enemies in order to free the trapped spirit of his father so that he may join the other spirits in the spirit world.


BACKGROUND SCREEN DESCRIPTION


Background tiles


Background palettes


Title screen



Background screen 1



Background screen 2



Background screen 3


The background screens in this game are all parts of the castle where the Encryptox is kept. In each scene you are required to retrieve one Encryptox in order to rebirth the Encryptox and banish evil. Some screens have red and orange areas which are lava flows that cannot be stepped in. The gray blocks are all castle platforms and walkways and green areas represent grass, which is also safe to tread upon. The blue in the background represents the sky. Each screen is positioned along the walls of the castle. As you go from one screen to another you are making your way along the walls to gather all three Encryptox images.


DESCRIPTION OF SPRITE OBJECTS


Sprite tiles


Sprite palettes


Sprites (1)


Sprites (2)


You play as Lazorn who is the almost lanky character that sports a sword. (sprites1.bmp # 1-4) He can jump up three tiles and over three by pressing the A button and can use his sword by pressing the B button. When you use your sword and hit an enemy they are destroyed. If you need to jump higher you can use a super jump by holding down the A button. A super jump allows you to jump up six tiles and over three. He is moved left and right by the D-Pad.

The horned human sized enemies are the Waifs. (sprites1.bmp # 5 - 6) They are minions of the Black Mist, which has infected the castle of the Encryptox. They will run around and try to ram you causing you damage.

The smaller horned creatures are the Knaeds. (sprites1.bmp # 7) They are little hatchlings of the Waifs who join in the fight against you by using similar tactics.

The Rangers are archers that will fire laser arrows at you laterally. (sprites2.bmp # 15) The arrows fly either East or West until they make contact with a surface.

The Canons are the last weapon used in the game. (sprites1.bmp # 8 - 9) They can be aimed laterally or diagonally. They fire cannonballs which, like arrows, fly until they hit a surface.


TECHNICAL DETAILS

In this game there is no tile-switching or color-switching. However, there is a health meter. You have three life points that are represented by heart-shaped icons. You also have three lives. There are no special scores for defeating an enemy but depending on how many lives you have left at the end of the game you are awarded 10,000 times the number of lives you have left.





Third place: Free Mr. Lucky!

Designer: Jonathan Hicks
Age: 15
City of residence: Ocala, Florida, USA
Prize won: Mario Party-e card game


Screen 1


Screen 2


OVERVIEW OF GAME

STORY: Poor Mr. Lucky. After getting his second traffic ticket, he was sentenced to 1 day of imprisonment in Smallville's ultra-high security jail.

(Judge Pinky, his father-in-law, was in a bad mood.)

Now, this would've been fine, except today is Lucky Jr.'s baseball tourny!

So Mr. Lucky used his one phone call to ask you, his only friend, to bust him out in time for Junior's game.

Your mission is to hack into the jail's security system, and correctly guess the passwords to open the door. As you get more and more of the passwords right, they will get harder and harder.

Good luck! Mr. Lucky is counting on you!

DETAILS:

"Save Mr. Lucky" is a hangman type game. To open the jail door, the player will have to guess a certain amount of passwords, depending on the difficulty.


BACKGROUND SCREEN DESCRIPTION


Background tiles


Background palettes


Title screen



Background screen 1


There is only 1 background screen used in the game. The top part is a picture of the Smallville High Security Jail, while the bottom is the computer display.


DESCRIPTION OF SPRITE OBJECTS


Sprite tiles


Sprite palettes


Sprites


Sprites are used for all the letters in the game, except for the ones on the sign, and the "Miss:" "Hints" "New" and "Quit" menus. Sprites are also used for the letter blanks.

Players use the D-pad to select the letter or option they want to choose, which blinks when selected. The "A" button is used to submit their choice.

There is only 1 animation in the game, used for Mr. Lucky's randomly blinking eyes.

NOTE: On "s_tiles.bmp" and "sprites.bmp", transparent is represented by light orange (color G-1 on the color palette).


TECHNICAL DETAILS

When the player starts, they select a difficulty. These are the configurations for each one: Tile-switching is used for raising the barred door if the player wins, and for hiding the four background tile menus during the title screen.

The panel above the door, and the letters on the computer start red, change to yellow when half of the passwords are guessed, then to green on the last password.





A few closing comments

I am aware that quite a few people actually began to work on a game design for this contest, but they threw in the towel somewhere along the way. Some others considered participating, but never got around to actually doing it. To all those people, I can only say this: Thanks for trying, and I hope that you will now have a better appreciation of the dedicated people who make video games for a living. It's certainly not an easy job, as even the simplest games involve some very tedious work.

Oh, and by the way: Good job Jason, Andrew and Jonathan! Your games look like fun! ;-)