Vertical Slice

What Night 1 proves — and what the full game expands into

What this is

  • A browser NES-PPU vertical slice — Night 1 end-to-end
  • Not a ROM yet; architecture aims at cartridge (CHR, OAM, banking)
  • Proves fun, readability, hardware-safe budgets, and scalability
  • Near-final systems: combat, bridge, Omens, Witnesses, boss
  • Deployable pitch build — validate the loop before 6502 work
Night 1 TNT tileset sample assembly
Night 1 TNT tileset · sample assembly

The Night 1 loop

Shoot
Fragment
Carry
Bridge
Shroud
Boss
  • Gaze combat drops Omen Fragments; carry four to finish the bridge
  • Wing Shroud blocks / Perfect Reflect returns shots; optional Dread if you stay
  • Survive five scripted waves, then the three-phase Red Watcher

Player systems

Omen Gaze

Primary shot. Clears waves and drops bridge fragments.

Wing Shroud

Hold to block. Six-frame Perfect Reflect returns projectiles.

Premonition

Full meter: halves enemy updates for two seconds.

Witnesses

Lives as people. Snatcher carries one off unless shot down.

Night 1 cast — in the slice

Night Owl
Dive attacker
Lantern
Hanging hazard
Wingling
Swarm filler
Bridge Eater
Chews bridge
Black Drone
Aerial gunner
Snatcher
Steals Witness
  • Five scripted waves mix these types into readable formations
  • Two selectable enemy art sheets swap as a CHR bank from Options
  • Snatcher + Premonition shipped in the browser slice

Full game roster — planned

Concept art on the sheet · not in the Night 1 slice

Bomb Beetle
PLANNED
Static Head
PLANNED
The Crane
PLANNED
Car boss part
PLANNED
Scorpion tail
PLANNED
Boss wings
PLANNED
  • Later nights reuse the same metasprite / CHR-bank pipeline
  • Boss parts show how large encounters stay under 8 sprites per meta
  • Scope gate: all enemy types and final bosses stay outside the slice

Bridge & pressure

Four Omen Fragments

  • Carry pieces across the arena to complete the bridge
  • Bridge Eaters and shots deal structure damage
  • Optional Dread: stay after the bridge for score risk

Cross or linger

  • Finished bridge opens the path onward
  • Dread escalates difficulty and scoring hooks
  • Repair pressure keeps the arena tense

Omen choice + Red Watcher

Red Eye

Offensive Omen path — stronger Gaze pressure.

Black Wing

Defensive Omen path — Shroud and survival tools.

Red Watcher

  • Phase 1 — approach
  • Phase 2 — patterns
  • Phase 3 — climax

Presentation / NES proof

  • Software NES PPU: 256×240, planar CHR, nametables, OAM
  • CHR banking — common tiles + scene banks
  • Night 1 TNT tileset: ground, bunkers, bridge, water, sky
  • Two enemy art sheets swap from Options without rebuild
  • Eight sprites / scanline + metasprite part limits enforced
  • APU-style score: pulse, triangle, noise voices in Web Audio
TNT Area tile stamps
Sample assembly · Night 1

Full game — beyond Night 1

Design scope exclusions become the roadmap

Nights 2–6

  • New arenas & waves
  • More enemy mixes
  • Stage-specific hazards

Bosses & endings

  • Additional bosses
  • Final ending
  • Car / scorpion setpieces

Archive & modes

  • Lore / Archive system
  • Boss rush
  • Endless mode

ROM production

  • 6502 + MMC3
  • Battery save
  • Hardware validation

Slice vs full game

Ships in the slice

  • Night 1 TNT Area + intro / attract
  • Gaze, Shroud, Perfect Reflect, Premonition
  • Owl, Lantern, Wingling, Eater, Drone, Snatcher
  • 4-fragment bridge + optional Dread
  • Red Eye / Black Wing + Red Watcher (3 phases)
  • Witnesses, score, pause, results, save flags
  • CHR banks, dual art sheets, APU-style audio

Later / full game

  • Nights 2–6 and all final bosses
  • Full enemy roster (Beetle, Static Head, Crane…)
  • Archive / lore and unlockable modes
  • Boss rush, endless, full Omen upgrade tree
  • Battery-backed progression + final ending
  • Real 6502 ROM, MMC3 IRQ, hardware QA
  • Cartridge manufacturing

A warning flies in the night

The slice answers three questions

Is it fun? · Is it readable? · Does it scale to a cartridge?

Arrow keys · click · space