Jacob Rose





I'm inspired by the classic Mac game, Glider, which you should play if you haven't, and also by the new homebrew games, especially games like Qb(*) and Marble Craze, which fly in the face of the fact that the Atari was designed to play Pong and Combat - it even has hardware registers for the "ball" and "player 1 missile," the purpose of which must be perverted to make the Atari play other types of games.

The name "Belling the Cat" comes from the Aesop fable, but the concept came from the design; I wanted a game with destructible walls, with a two-player cooperative mode, and with subtle gameplay. Mice seemed obvious player characters for eating holes in walls and for cooperative play, and the walls themselves allowed some subtle effects to come through; a cat can hear mice at work in a wall, but can't see through it to know exactly where they are.

April 11, 2004: I started drawing this one before I knew much about how Atari 2600 graphics work - and it shows! There are too many layers, too many color changes (and too precisely timed), and the overlapping pattern of bricks at the top wouldn't reflect right (which I realized as I was drawing it). Besides, this is uuugly.

April 21, 2004: I thought I could use a sprite doubling trick to make mouse sprites wider than 8 pixels, but I re-thought this later, when I realized everything else that has to go into this game:

May 15, 2004: Decided to stick with a side-view of the cat, mostly because my attempts at a top-view were unrecognizeable; eight pixels long and one color doesn't leave much room for a tail. I drew a whole new set of cat animations based on the cute "ear-to-floor" frame I drew a few weeks ago. I'm really glad Photoshop CS added the pixel aspect ratio feature, it makes the Atari's squashed (1.6 times width to height for NTSC) pixels bearable to work with. I thought about making the game a vertical scroller, with the fire button actually doing something - jump - so that the mouse has to climb up furniture and stairs and so on to climb floors, but right now, I just want to get a first game finished, so I'm keeping it simple. Maybe in "Hickory Dickory II..." Entered bitmaps for all of the mouse frames into the binary. I still don't know how I'm going to do two players simultaneously, since the cat is a player graphic.

August 2, 2004 notes:Can't draw thin vertical lines except w/missiles, would require new set of cat graphics and hole digging graphics + routines. Walls block cats as well as mice. Furniture blocks longer wall areas. 5 bytes per row if no thickness stored; could retain 3-4 screens' worth of completed holes: needs explanation as to whre partial holes have gone...hammer? Hammer would go to each partial hole and fill it, scaring cat away from noise (and possibly toward you!)

August 2 & 3, 2004 notes:Puzzles: mazes, cats (timing). Maybe - dark rooms (with or without light switches) - hammers (scare cats, maybe hurt mice) - cat fights (any time two cats are together in the same room; could have switches which open doors to let cats meet; fighting cats would be distracted and move randomly as a single graphic. Possible 4-screen layout. Another, another, another, another: only reason to go down would be to get something.

September 9, 2004 notes:"Belling the Cat" game design - making it more cinematic: Screen opens showing a mouse hole. The mouse emerges. Mouse walks upwards until house appears. Flapping door only entrance to house (outer wall is brick). Game screen scrolls. Maybe better to start indoors? How else do you explain inability to go elsewhere? Maybe the cat is seen to enter, leaving door flapping. Could be like a modern game's cinematics, where an introductory animation is staged and noninteractive! Ominous cat head shadow rises up, blocking out sky. Giant cat's paw takes babies. Oh no! Then cinematic proceeds as above.

Baby mice


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