Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
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Message: 3437
Author: i_eat_teh_babiez
Date: 10/03/2003
Subject: observations about MvsSB
1) guardians can wrap around as in geoff mode (the barrel in 'a
monkey' is made of horizontal and vertical wraparounds that meet up).
2) guardians can be multicoloured. the most striking example is that
big bird thing :) beautiful. another good use of this is in the
central cavern - the killer weeds are sprites since the fire block is
used up, but they cast no coloured shadow like a sprite would, due to
the space in the sprite being set to the background colour.
3) the 'harmless fire blocks' poke can be dynamically switched on any
screen. i've used this myself, so i recognised some signs of it by
it's limitations.
4) in the monkey room and some others, some floor blocks take on the
graphics and colours of the conveyor of that room. they will also act
like conveyors unless it's an 'off' conveyor.
5) colours are 'poked' onto the screen, to give the illusion of even
more blocks. for example some floor blocks are made to look like
slime in 'deadly descend'
6) the fire block of a room can also become a crumbler, which behaves
exactly the same as in MM, complete with 'ghosts' for 'invalid'
bitmaps.
7) some guardians do not move until the item(s) are cleared from the
room. others are controlled by blocks, surely this is special case
code.
8) a guardian can also be set to behave like a platform.
9) willy can fall through a platform if it gets momentarily erased by
a passing sprite. in the original game engine, this is not possible
(i tried it numerous times :). this creates all sorts of
opportunities for moving holes and periodic 'flashing' platforms.
i'm kinda tempted to try and learn z80 now, but to be honest my life
is too full with other passtimes and ambitions :(
