It's worth mentioning that, when I was first brought on board, I
completely misunderstood the programmer's intent behind asking me to
“create some new graphics” for a Manic Miner remix. As a result, and in
what was probably an example of the fastest pixel art work I have ever done, I
knocked out most of a full screen's worth of new 16 x 16 sprites, each with up
to 4 frames of animation, in a matter of days. Part of the reason was that a
number of them were simply repurposed versions of old, otherwise unused SAM
and Spectrum sprites of my own, but a lot of them were new and unique, so I
was pretty proud of myself. It's unlikely that any of it will go completely to
waste – if nothing else, it's more material for my own library of sprites,
some of which may yet inspire new game ideas but there's a good chance some of
them could appear in Manic Mansion.
Something that tends to plague full-colour graphics created for original games
on the SAM is a phenomenon known as 'pillow-shading', whereby anti-aliasing is
manually applied, with equal emphasis on all edges and no consideration
for giving the impression of a shape illuminated realistically by a
specific light source. This is pretty much the opposite end of the scale to
my early approach to graphic design and always looks terrible.
Pillow-shading didn't come up constantly in the existing
Manic Miner graphics on the SAM, but nor was it entirely absent.
With a few interesting exceptions, I found that a lot of the existing graphics
were barely different from the Spectrum versions, while others – particularly
those which were wholly unique, those that appeared in the extra levels
in the SAM version, for example – just didn't make any sense, visually.
Some might have been able to benefit by additional frames of animation, but
they proved so difficult to interpret, I didn't know where to start. Since the
only caverns we were keeping from the previous versions were the 20 from the
Spectrum version, many of the problem sprites were simply scrapped.
While the Bob McFarlane caverns largely re-used existing sprites, some of
those ready-made caverns which had been omitted from the previous releases
came with all-new sprites which also needed some attention, to present
them in the best possible way.
I won't go over every single sprite I replaced here, but
will single out a handful that had been done exceedingly poorly in the
original release of the game. Certain key sprites will be featured more
prominently later on, so these will only be brief observations. Just to
note, though, I'm certainly not of the belief that mine is
only way to present these sprites. There have been some
exceptionally good graphics produced on the SAM by some
very talented artists. However, it's hard to deny that,
even for its time, the SAM version of Manic Miner was
not a shining example of its best visuals.
All that said, following the emergence of the ZX Spectrum Next, it seems
there's a contingent in the 8-bit fandom that actually prefer the
simplicity of the original Spectrum's display. It seems all they really
want out of the Next is the same colour depth,
but without the attribute clash. Given the vast improvements available
to the Next – which far exceed MODE 4 on the SAM – I find this quite
baffling... Nevertheless, it does lead me to retrospectively second-guess
most of the decisions I made in remaking the graphics for
The Lower Caverns. In bringing the graphics more in line with some of
the higher-spec hardware, have I unwittingly destroyed the unique 'character'
of the original SAM version? I'd like to think not, but then my
nostalgic connection to the Spectrum doesn't quite extend to its
graphics... Unless you count wondering “how could this have been
better?”
The Original Set:
Amoebatrons (Cluster-type) – This was one of the sprites that made no sense in the way it had been recoloured from the Spectrum version. It's pillow-shaded from the centre outward, but over the entirety of the sprite, tentacles and all. In isolation, the end result almost looks more like a super-low-resolution animation of the midday sun as seen directly overhead, from the floor of a densely-shadowed forest than a gribbly, mono-cellular monstrosity extruding its pseudopods. For this one, I simply adjusted the tentacles to a consistent colour, with shading of their own, and tried to make the central mass appear a bit more three-dimensional, and lit from a single source, off the top, righthand corner. There's really not a great deal to be done with a sprite like this in its original size... but my adjustments certainly made it easier to create alternate colour versions of the sprite later on. Comparatively speaking, the 'Jellyfish-type' Amoebatrons needed very little work.
Bears/Ewoks – Another one that made no sense, though it was certainly one of the more colourful sprites in the original versions. Given that the name of the cavern these appear in is “The Endorian Forest”, one would tend to think these were supposed to be cute, cuddly Ewok-like teddy bear creatures... but, for whatever reason, these looked humanoid... possibly Simpsons-style, due to their yellow skintone. At a stretch, maybe they were intended to look like Rupert the Bear... but I don't believe that's the case. I've no idea what the blue bobble on the head was supposed to represent, and the red shirt and green trousers combo didn't look great. Initially, I just took these back to basics and made them look more like simple teddy bears, but ended up producing a unique version with a cheeky hood, for the original set of caverns, with the basic version applied to the equivalent cavern in the Bob McFarlane set, “If You Go Down...”. My only regret with these is that we couldn't make them 8-frame, to match the Miner Willy sprite.
Blinking Eyes – These were odd, as they
weren't entirely without shading, it just wasn't applied in any
useful way. The eyeball itself was stark white, with a dark blue
iris, while the eyelids and eyelashes were both largely skintone. One
pleasant surprise was that the animation was asymmetrical, in that
the mid-point between open and closed was slightly different in each
direction – a holdover from the original Spectrum version. Most of the
animations in the SAM version of Manic Miner are technically only
three-frame, with a single mid-point frame used twice, between either
extreme. The differences here add some real weight to the animation,
and make for one of the more interesting true four-frame sprites in
the game. All I really had to do here was improve the shading, so it looked
less flat. This has become one of my favourite sprites in the game,
and I tried to make an alternate version with a vertical-slit pupil.
This required reducing the sprite's width by a single pixel, since the
'round' version has a two-pixel wide pupil and is nicely centred. It worked
out OK, though we ended up not using it, as I came up with a better
alternative.
Jackhammers – The originals of these just
baffled me. There was shading, of a sort, but it was extremely
harsh. It looked almost like bevelled edges on an otherwise flat central
part, in which there's nothing to differentiate between the main body and
the jackhammer's blade. While the movement of the blade is pretty good
(albeit not asymmetrical, which appears to be the case with
all versions), but then the arms are completely static and the
movement of the balls on the top (which I took to be eyes) is perhaps
a bit too subtle. The most important things, to me, were to ensure
the body of the jackhammer and its blade were different
colours, and then emphasise the spinning of the 'eyes'. I did also
try making the arms move, but was never satisfied with the results.
Even now, I'm tempted to make the blade's movement asymmetrical, but I don't
think it's necessary on this particular sprite, as it's surely intended to
exhibit regular, mechanical movement.
Kangas – Another SAM sprite that was
barely different from the Spectrum version. Without looking closely,
it's not apparent that there is some shading on the original, but it
does go from orange on the main body to red for odd pixels around the edges,
essentially a rather basic and largely ineffectual form of anti-aliasing.
Beyond that, there was an error in the grabbing of the original sprite which
meant that the Kanga never actually leaves the ground was it bounces along.
The first order of business was correcting that – it only required ensuring
that one frame had the sprite lifted 1px off the bottom of its frame
– then it was simply a case of improving the shading to make it look less
flat. Initially, I only did the one (yellow/orange) version, but later added
red and blue versions.
Kong's Flaming Barrels –
Very clearly just a recoloured version of the monochrome ZX Spectrum
sprite, on which the rotation of the barrel was actually
reasonably well done, but rendered virtually invisible by the choice
and application of colours. The 'flames' were just stippled strips of pixels
rising off the top of what might as well have been a small
explosion rather than a barrel. My very first draft changed the
barrel's colours to clarify its rotation, then filled in the
yellow-to-red gradient in these strips to join them up a little right on top
of the barrel, but this really looked no more like fire than the
original SAM or Spectrum sprite... possibly less, in fact. I ended up
researching as many different kinds of flame animations as possible, and
tried to emulate those as best I could within the size and palette
constraints. Having a mere four frames to work with, it wasn't easy, but I
was quite happy with the end result. One thing I hadn't considered
was that my first version of the newly-developed sprite was a few pixels
wider in service of the more 'realistic' flame. This only becomes a
problem in a couple of caverns, and even there has only a small effect on
the timing required to get past them. Nevertheless, I did end up trimming
the width of the flame so it matched the original.
Mutant Telephones
– The SAM version of the telephones is essentially a sort of pillow-shaded
version of the Spectrum sprite, even down to having a single pixel black
border between the cradle and the handset. That,
just for starters, had to go. That kind of thing might be necessary
on the Spectrum or in MODE 1 on the SAM, but in MODE 4 it's a sign of poor
planning and looks horrific, not least because the game's coding treats
'black' as transparent. For this one, I looked to the Game Boy Advance
version of Manic Miner, and found that it solved the problem by
having the handset a different colour to the main body of the phone
(technically just a much lighter shade, since each sprite uses a
16-shade gradient and just varies the hue between each on-screen
iteration). Initially, I duplicated that as best I could with the
SAM's more limited palette, but it never sat right with me, as those
old-style, rotary-dial phones always tended to be more consistently
coloured. It took me till quite late in development, but I managed to solve
the problem by making the cradle a different colour. This then
allowed me to make several alternate colour versions of the phone
sprite. Another interesting feature of the GBA version is that the animation
of the handset it asymmetrical and a full four frames, which I felt looked
better than the three frame version from the Spectrum.
Pac-Men – While I know that the
original Pac-Man was a simplistic, single-colour sprite, pretty much
every iteration of the sprite since the original game has had a lot
more character, so the SAM version of Matthew Smith's take on it was
extremely disappointing. Flat, with the barest of anti-aliasing
around the edges. The movement of its eye seems inconsistent with the
position of its mouth. The single pogo leg had some shading but, like
some of the other original sprites, didn't really make sense. Initially, I
just adjusted the shading to make him appear a bit more spherical,
clarified the leg into two thinner, separate legs with a greater
range of movement and shifted the eye back so it didn't need to move
at all. Rather than leaving it as a 2 x 2 pixel block of black, I
added some white to the eyes, and some shading behind them, but later ended
up adjusting them again to make them appear a bit more like the
traditional, curved Pac-Man eyes, which are almost like slimmed-down
versions of his silhouette. For later caverns, I added a Ms. Pac-Man sprite
for variety.
Penguins – These were just outright
terrible: absolutely flat, using three colours with
zero shading, the overall look made that much worse by the use
of white separating the flippers from the body in one frame. It wasn't even
particularly visible that the beak is yellow, due to the way it butts
up against white and a single shade of blue. The feet, meanwhile, don't
really appear to be 'walking'... I genuinely cannot figure out what they're
supposed to be doing. It looked for all the world like something from a bad
NES game. Even so, this was more a case of tidying up and adding some
shading rather than outright redesigning, but the end result is a definite
improvement. Of course, when we later discussed having a lighter, icy
blue background in all the penguin caverns, I altered the shading so it got
lighter, rather than darker, towards its outer edges. We later reconsidered,
since the lighter backgrounds just didn't look that great once we saw the
caverns in action. One odd thing about the penguins is that the SAM version
uses only two frames to animate them, where pretty much every other version
– even down to the Spectrum original – uses four.
Skylab – Being a pretty much lifelong fan
of the US space programme, I took the execution of the original SAM version
of the Skylab sprite almost as a personal affront. While it's
largely based on the Spectrum version, whoever adapted it for the SAM
seems not to have understood what “Skylab Landing Bay” was all about
(despite having only just turned five when it was allowed to crash, I have
vivid memories of the event, and the resultant debris strewn across a good
chunk of the southern hemisphere), and possibly didn't even know what Skylab was. Of the angled
protrusions, the lower pair are the same length as those of the
Spectrum version, but the upper pair have been extended to meet the
horizontal protrusions from the 'head'. Thus, rather than looking like
Skylab with its solar panels fully deployed, it looks like
a stickman hanging on to the underside of a glowing ball by the large,
wide handlebars sticking out of its sides. While it would be impossible to do the world's first true Space Station
justice in a mere 16 x 16 pixel sprite, I was at least able to correct the
angled solar panels. I didn't do much else,
certainly not to the 'disintegrating' portion of the animation,
because the final few frames already look like a small explosion.
Solar Reflectors – These were particularly
odd because, while the sprite is animated, the wheels were left
completely static. The only moving part was the buffer on the
front. The main problem, obviously, was the lack of shading, but even with 3
x 3 pixel wheels, and a four frame animation, it was simplicity itself to
give the impression of rolling wheels. The vehicle itself remains
much the same, just a little bulked up to accommodate a bit of shading,
while the reflector and the buffer have some additional colour, made
to look as if they're catching the light, to further help them look a little
more three-dimensional. The blue-bodied one was my original update, with the
red- and yellow-bodied ones added later. The blue version was eventually
scrapped because there seemed to be too many blue sprites.
Spheres – Not entirely sure what the
thinking was on these, considering the shading that's there is
actually not bad, albeit a little confused as to where the light is
coming from. It almost gives a chrome effect, implying that it's
reflecting a light 'ground' and a darker 'sky'. Where it's gone wrong –
in my opinion – was in using white for the rotating cross
detail. That made absolutely no sense to me. I completely reworked
the shading, then used the darkest blue for the majority of the
cross, switching to black for the darkest-shadowed parts, and also fixed an
oddity in one of its four frames, where one of the diagonals doesn't
line up with the others. In retrospect, I'm almost tempted to attempt
a new version, playing up the chrome effect by using the full range
of colours from “Solar Power Generator” to create a simulation of
full-on reflection... but probably won't, as keeping it single-colour
enabled me to create multiple versions of the sphere in unique
colours which, personally, I think is more valuable to the look of
the game.
Toilets – The main issue with these
were that they were too dark and indistinct because the lightest blue is
still far, far darker than the game's white. Initially, all I did was
lighten them by extending the coverage of white and tightening up the
shading. To add a bit of variety, I then changed the colour of the snapping
lid to green (possibly as a subconscious reference to the
Avocado Bathroom Suite sketch by Mitchell & Webb). They then
remained entirely untouched until quite late in development, when I decided
– pretty much on a whim – to make the cisterns jiggle as well,
because I felt it needed a bit more 'life' than just a snapping lid. After
this, I ended up making the u-bend behave more like a tail, so there was
some movement in the lower half of the sprite.
Phil Wilson Cavern Set:
The material provided for the caverns designed by Phil Wilson were a little
sparse in places. It looked as though the majority of the
sprites he wanted could be recycled from the existing set – things like the
Blinking Eyes, Kangaroos, Birds, Pac Men, Toilets, Penguins, Clockwork
Hooter and Seals were drawn differently on his sprites SCREEN$, but
the differences appeared to be largely cosmetic. There was also a
unique Eugene sprite, but this was superseded by my version, so there were
only a handful of wholly new sprites that really needed looking at within
this set of twelve unique caverns.
Cake – I liked the idea, and
this one worked well enough within 4 frames since it didn't really
move that much, it just sort of tilts out of the screen. It
bugged me that the sprinkles on top appeared to be a fixed pattern that was
simply hidden as the cake flattened out, and that there was a stark
black border between the grey icing and the orange cake, so that was
all I tackled originally. However, once I saw the sprite in action, I
decided to completely remake it, with the cake stretching and
compressing as it moves. Initially, I tried a version with a bouncing swirl
of icing on the top and a jam filling that oozed out from the sides as the
cake compressed, couldn't quite get it looking right. Simplifying it, so the
icing was more like a layer of fondant, and adding a bouncing cherry,
yielded a far better result, I think.
Knight/Executioner – I
kind of liked the look of this one, and particularly
the swinging axe. It's somewhat based on the Willy sprite, but is wearing
either a hood or a helmet. I chose to interpret it as a hood, and rebuilt
the sprite using my 8-frame Willy as the basis, but had to trim it to 4
frames and made sure the axe swung properly, forward
and back, rather than swinging forward, then snapping back to
its original position. The cavern he appears in,
“The Mediaeval Dungeon” got a more significant palette swap
than most caverns, with the blues traded in for greys to facilitate a more
castle dungeon-like appearance.
Multicolour Balloons? - While this
is my given name for the sprite, I haven't a clue what they're
actually supposed to be, they just looked like a collection of
balloons to my eyes. Of course, while colourful, there's literally no
shading on any of the colours... and it's not even because the
altered palette wouldn't support it. Granted, few of the colours had
more than one shade, but it would have been possible to smooth at least
some of them, to a degree. By using the original palette, I was able
to keep the basic idea, but improve the look of the individual 'balloons'.
The colour cycling is an interesting effect, but tends to suggest that
they're not actually supposed to be balloons at all...
Teacup – Another one I liked the
idea of, but it was pretty clear that four frames was not sufficient
to fully express
a teacup jumping off its saucer and spilling some tea, which then runs
down its side to collect in the saucer. Nevertheless, the first thing I did was simply add some shading to the
two parts of the sprite to make them a bit more three-dimensional. Seeing
the sprite in action, however, it became apparent that something else had to
be done with it. Later versions of the sprite did away with the tea
altogether, I tried one version that just had the cup rotating... but even
that didn't work particularly well with only four frames of
animation. Eventually, I settled on bringing back the saucer, and having the
two elements tilt in opposing directions... It's OK... but still not
my favourite.
Space Rover – Simplistic though it
is, I have to confess to a certain fondness for this sprite, due to
its well-executed treads and its purely superficial resemblance to a
certain popular character from the ZX Spectrum, due to its colour, the
large, white window and the flapping, tail-like 'door' at the back. That
didn't stop me changing pretty much everything about it, though. Much
as I like the idea of the door, it doesn't work especially
well, so I replaced it with a bouncing cab and a pod on the back that rises
and falls. The treads had some shading applied to make them look a bit more
solid, but they way they work is pretty much unchanged.
Star Flower – This was probably my
favourite of the sprites, because of the way it cheekily pokes out
its tongue as it reaches its highest point. Nevertheless, I felt it looked a
little lifeless since the points of the star are immobile. The
weirdest thing – certainly while it's animating in place – is that
the irises/pupils are fixed in place, and the Star Flower animates
around them. I brightened him up a bit (making him largely yellow
rather than orange), added shading to the outer edges rather than the
inner parts, and gave some weight to the 'petals' so they hang
down as he rises and float up as he falls. I also made his
stem stretch and contract, but made sure to keep the poking-out tongue.
The most frustrating things about the SAM – other than its all-too brief
lifespan after its initial launch – were the 'Super Spectrum' moniker it
picked up, and the habit people (myself included, back in the day) had of trying to 'upgrade' Spectrum graphics
to the SAM rather than draw something unique. While there
are some great graphics on the SAM, far too many games
barely make use of MODE 4 to its fullest and, while
Manic Miner had a very limited palette, there was still
plenty of scope to do better.
Even some of the conversions to ostensibly higher spec machines, like the
eventual Atari ST conversion, ended up with some pretty
terrible adaptations of the Spectrum sprites, while the Amiga version
is more of a re-imagining of the game, with everything drawn larger,
requiring each individual cavern to scroll, as you can no longer see the
entire cavern on a single screen.
Even if The Lower Caverns doesn't go down in history as one of the
SAM's greatest games – being a remake of a game that was
already considered outdated when first published for the SAM,
more than thirty years ago – hopefully it will at least more clearly
demonstrate what the machine is capable of, graphically. Furthermore, the
decision was made part-way through development, once I started churning out
colour variants of as many sprites as possible, to make the game for 512K
SAMs only, to ensure sufficient space for the new sprites.
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