The Convoy by Vectrex28
We're back at it! Another compo game for the NES done. Can you protect the delivery in a high-stakes convoy straight to the army HQ? The fate of the world is in your hands!
Best enjoyed on an emulator (I recommend MESEN), or directly on the hardware! Download/Browser play is under the itch link as always!
Fun fact: This game uses the most basic NES configuration, NROM-128. 16KB of code, and 8KB of graphics :)

| Link | https://vectrex28.itch.io/the-convoy |
| Original URL | https://ldjam.com/events/ludum-dare/53/the-convoy |
Ratings
| Overall | 36th | 4.094⭐ | 34🧑⚖️ |
| Fun | 94th | 3.781⭐ | 34🧑⚖️ |
| Innovation | 107th | 3.656⭐ | 34🧑⚖️ |
| Theme | 215th | 3.844⭐ | 34🧑⚖️ |
| Graphics | 6th | 4.625⭐ | 34🧑⚖️ |
| Audio | 65th | 3.813⭐ | 34🧑⚖️ |
| Humor | 163th | 3.083⭐ | 32🧑⚖️ |
| Mood | 87th | 3.742⭐ | 33🧑⚖️ |
| Given | 18🗳️ | 32🗨️ |
The clouds are done with 9 sprites behind them and using a side-effect of the sprite overflow flag to acheive stable timing. Sprite zero is used on the status bar for the scrolling and palette swap, but in order to save at least *some* runtime I used a DPCM trick to generate an IRQ that happens down the screen, then use the sprite zero hit to stabilise sync down there (And even with some concessions there is moderate slowdown if you get the Spread powerup :P )
Edit: I just gotta know, how did you get the cloud parallax going on NROM-128? I'm absolutely stunned.
https://www.youtube.com/watch?v=L0hpnVopjGM
I wish you luck sifting through the source code since you mentioned that... It's not commented at all except for old excerpts from my base/template project :joy:
This game is straight up full release title for NES. Well polished, well executed. Gameplay itself is so much fun, even though it's just one screen. It's very hard (as NES games should be!), but hard in a fun way. Music and graphics are on spot, that's for sure.
Seriously, this is no LD entry, this is a goddamn Nintendo game!
Loved the visuals and sounds, the game has a really cool oldschool feel.
I love how you make your graphics seem more "3D" and "metallic". And I gotta check the scrolling stuff someday, I've yet to play with scroll splits without using a mapper IRQ.
The only reason I'm not more impressed is because by now I'm already used to being impressed by your entries :-)
here's a pic of my really tight win, like everyone else said, working under nes restrictions AND using asm pretty much dwarfs any complaints.
i found the best strategy to be hanging out on top of the ladder and mostly shooting diagonally down, even if the ladder itself wasn't a fan of the idea; i wish it was a little easier to use ONLY when i intended to, like maybe only climbing down it on button press rather than happening so long as the button is held? (idk) - it makes it a little difficult to take advantage of the down-diagonal shooting.
i really like some of the small touches, like showing the planes passing in the background before coming into the foreground for the attack - love that kind of stuff.
i had a good time and was pretty surprised to see a boss; one of the very few NES games i'll ever manage to beat.
I have one question: if I wanted to start developing a game for NES, where would I start? Got any recommendations for a good starting point?
Another great resource is NesDev.org - They have a wiki, forums, and a discord, so that place would also be a sure bet.
Thanks for the feedback by the way, really appeciate it :D