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using Manic Miner and Jet Set Willy game engines
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Message: 7014
Author: ian.rushforth
Date: 04/01/2017
Subject: Re: Jumping items at head height
---In manicminerandjetsetwilly@yahoogroups.com, wrote :
Simply because Willy remains above the item [i.e. two rows or more above the platform below the item] for nine consecutive time-frames whilst he's at the apex of a jump. That's enough to horizontally clear two complete cell-columns (i.e. eight animation-frames), without his attribute coordinates coinciding with the item.
I think the wider question is why he can't also do this for head-height Fire cells. To which the answer is - he can be killed by a Fire cell underneath his sprite whilst he is cell-aligned. He can only remain at a height greater than two rows above the platform from which he attempted to jump over the Fire cell, for seven time-frames. So he either clips it on the way up, or on the way back down. Unlucky!
> I've seen this a few times, most noticably in Watch Tower (JSW), butI don't think anyone's pointed it out; but > you can actually jump over an item without collecting it if it's at head height.
> This has been pretty inconsequential in the past but now that you canmake items trigger other stuff it might > be usable.
> But - why on Earth would it happen?
Simply because Willy remains above the item [i.e. two rows or more above the platform below the item] for nine consecutive time-frames whilst he's at the apex of a jump. That's enough to horizontally clear two complete cell-columns (i.e. eight animation-frames), without his attribute coordinates coinciding with the item.
I think the wider question is why he can't also do this for head-height Fire cells. To which the answer is - he can be killed by a Fire cell underneath his sprite whilst he is cell-aligned. He can only remain at a height greater than two rows above the platform from which he attempted to jump over the Fire cell, for seven time-frames. So he either clips it on the way up, or on the way back down. Unlucky!
