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Message: 3441

Author: Philip Bee

Date: 11/03/2003

Subject: Re: observations about MvsSB

 

--- In manicminerandjetsetwilly@yahoogroups.com, "i_eat_teh_babiez"
wrote:

> 1) guardians can wrap around as in geoff mode (the barrel in 'a
> monkey' is made of horizontal and vertical wraparounds that meet
up).

But surely there are more than eight guardians in that room, then?

The monkey and rocket/missile must take up four guardians. I guessed
that the barrels were a special guardian instance that moves
horizontally and vertically.

> 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.

The multicolour guardians are great!

> 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.

Same as me.

> 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.

I believe so.

> 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'

Makes sense to me.

> 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.

So we can finally see crumbling ramps!

> 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.

It must be special-case code: some guardians only move when they
can "see" you.

> 8) a guardian can also be set to behave like a platform.

Yes.

> 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.

Great!

> i'm kinda tempted to try and learn z80 now, but to be honest my
life
> is too full with other passtimes and ambitions :(

;-(

One thing I noticed is how the room titles are all quite short.
Presumably this is intentional (perhaps the game engine reads some of
the title name for code?).

Obviously the title (in-game) screen, scrolly message and music were
taken out for memory conservation.

Regards,

Phil

 

 

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