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WHY I MADE THIS

This was a passion project for several days, and, at one point, I got so immersed into the late-80s early-90s retro world of Game Boy sights and sounds that I toyed with the idea of going full-committal and building the actual game on an honest-to-god cartridge, playable on the real 4Mhz 60fps Game Boy console itself. Thanks to today's homebrew communities, that feat is entirely possible (although super challenging and time-consuming), and for those wanting to take the extra plunge, head on over to the Game Boy Developers Kit.

Original Game Boy developers used Assembly to program these things (amazingly, all within a 32kb package!!), and, while that's still an option, the GBDK uses C Programming to get the job done.   There's even a method for packaging the chips within the familiar plastic casing, complete with professionally-printed sticker art - like the one pictured to the left!  It's all possible!

 

My goal here, though, ultimately was not to create the physical game itself, but to pay homage to a fantastic era of early portable gaming systems, and also create a digital world that would allow viewers to see what Downtown Austin (circa 2018) might have looked like as an actual Game Boy title.

 

Below, I will break down some of the steps I took to achieve the original aesthetic of the Game Boy system, including how I created the 8-bit graphics using the actual monochrome 4-shade color palette, as well as the programs I used to pull off the final video, which you can view right underneath this paragraph!

WATCH THE DEMO

A LITTLE BACKGROUND OF THE GAMEBOY CONSOLE

THE GAME

DEVELOPMENT PROCESS: VISUALS

HEX: #0f380f

RGB: 15, 56, 15

Hex: #306230

RGB: 48, 98, 48

Hex: #8bac0f

RGB: 139, 172, 15

Hex: #9bbc0f

RGB: 155, 188, 15

NOW OUR BAT LOOKS LIKE THIS!

Cool Brad

COOL BRAD

8-Bit Cool Brad

COOL 8-BIT ANIME BRAD!

DEVELOPMENT PROCESS: SOUNDS

THE ENDING THEME TO SUPER MARIO LAND (1989), AND ONE OF MY FAVORITES

THE OUTCOME

The time spend thrashing around in this world was one I very much greatly enjoyed, and, while I was never able to fully produce the game, hopefully this might inspire somebody else to take it one step further!  I was super impressed by the story of Doctor Ludos who, in pursuit of his childhood dream, actually designed and found a hardware manufacturer to partner up with to produce and then sell (at an awesomely reasonable price!) the game to anyone wishing to play on their original Game Boy units!  A pretty amazing feat, given the challenges throughout.  His page even gives a thorough description through nearly every step of the process - game design to sound processing to soldering of the chip. Just spectacular!

 

One of the things I learned through all of this was that it would be impossible to fit a concept like this into a 32kb cartridge unit, but as I had mentioned before, other titles produced later were much, much larger - with some of them even breaching the 1gb range!  Dayumnn!!!  But I believe that everything you see, from the look and feel to the dynamics of the gameplay itself, was totally possible on the 4MHz CPU Game Boy processor, and maybe one day I'll finally make that leap and re-immerse myself in the 8-bit gaming world, plunging down to the Mariana-Trench-depths of actual game development and hardware production, and Double Parkeman will finally find itself on the shelves of every retro/vintage gaming store in the world!  Austin, by then, may be barely recognizable from where it is today - but I can't wait to see it!

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DOUBLE PARKEMAN


Downtown Austin gets the 8-bit Nintendo Game Boy treatment with Double Parkeman, putting your parking skills to the ultimate test as you weave their way through Downtown, dodging construction cranes, unruly drivers, bat colonies and more!

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