Gauntlet Editor for NES

Bucket Mouse

Active member
The most interesting thing about NES Gauntlet is that the monsters are animated background tiles, not sprites. That's how they get around the small sprite limit. They move jerkily because it has to be eight pixels at a time.
 

tbizzle

Well-known member
The most interesting thing about NES Gauntlet is that the monsters are animated background tiles, not sprites. That's how they get around the small sprite limit. They move jerkily because it has to be eight pixels at a time.
That is so cool! If I can figure out how to do it, I'm making Gauntlet V!!!!
 

RMiao

New member
Awesome stuff!

A few years back I wanted to do a game based around Ghost Month in Taiwan. I was chatting with a good friend of mine, and he suggested the obvious - just make a Pac-Man clone. It didn't feel right though, and when we got working on things, we opted instead to do a game called Hungry Ghost Night. We took the main inspiration from Gauntlet, then added an exploration component like you'd find in Zelda.
 

rodneylives

New member
One thing that I wonder about concerning Gauntlet. The NES PPU infamously only allows for screen updates during VBLANK. It'd seem that updating every enemy on screen would take too much time. Did Gauntlet have some fancy way around that limitation, or did it stagger enemy updates between frames? (I suspect it was the latter, which would be a pretty neat trick on that hardware.)
 
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