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TLC #6 - The Extraterrestrial Primate Creature

Only a very few hazards in Manic Miner are specifically named, which is why it's always struck me as strange that the portentously-dubbed Kong Beast simply sits at the top of the screen doing his weird little space invader dance on both of the levels in which he appears. He doesn't present much of a hazard, and interacting with him in any way is purely optional. He personifies the classic trade-off between bonus points awarded for a greater quantity of remaining air upon reaching the exit, versus bonus points awarded for spending enough time in either of his caverns to topple him from his perch.

In the Spectrum version, the appearance of the Alien Kong Beast (to give him his full and proper moniker) doesn't really align with any of the usual connotations of 'Kong'... He's no bigger than any of the other sprites, he barely looks like a primate of any kind, and he only looks 'alien' because he's coloured green by default. It's also impossible to determine from the monochromatic sprite whether the oval at the base of the head is a nose, a mouth, or a cyclopean eye, while the two dots of black above them could be beady little eyes or simply shadow from his waggling ears/horns. He could just as easily be one of the critters from the movie Gremlins.

The original SAM sprite appears to aim for something in the region of a primate, but it could just as easily be Justin Hawkins from The Darkness rocking a red, open-fronted catsuit and bare feet. Whatever it is, it looks weedy and nondescript, with minimal animation. It's obviously just another 16 x 16 pixel sprites, so it's not huge, nor does it appear potentially threatening (like King Kong), but it's also neither a cute, cartoonish primate (like Donkey Kong) nor discernibly alien-looking.

For the updated SAM version, I felt it was important to make him distinctive, first and foremost, and then see what could be done from there. My first instinct was to take a run at adapting the original Spectrum sprite with reference to the GameBoy Advance version, but there really aren't enough shades of green to make that a viable proposition. The GBA sprites are all effectively 16 shades of a single colour, determined in-software, and I had – at most – just 5 functionally adjacent shades. Given the variety of scenery required for both of the Kong caverns, repurposing other palette slots to increase the number of colours available for Kong himself could have had a detrimental effect on the cavern as a whole.

The end result looks alien, sure... but the yellow highlights on his chest just didn't work. Perhaps I should have used yellow as the base colour, and shaded with green... or, on a larger sprite, I might have been able to fix it with some stippling. The blue 'snout' isn't particularly discernible and adds little to his overall appearance. Also, while the waggling ears looked reasonable, the rest of his animation was basic and ugly.

Alongside this, I also worked on more of a cartoonish primate, which was slightly easier to achieve with the given palette, but still didn't quite hit the mark. I kept the weird 'leg stretch' animation for the bottom half, but tried to make him beat his chest and alter his expression. With only two frames to work with, I'd have to say the first draft was a bit rubbish...

When I eventually redrew the Kong sprite a third time, I was far happier with the result. I made him one pixel wider and had him stamping back and forth between two, shorter legs, enhancing the impression of movement on an otherwise static sprite. Additionally, he's pounding his chest with slightly enlarged fists, to make them more of a focal point. The new version tends far more towards 'Kong' than 'Alien', with the one concession to that being his yellow eyes... which, sadly, aren't even that visible.

Version three lasted the longest through development, but even that ended up looking 'wrong' to me, due to that very lack of any 'alien' characteristics. I tried making him green again, but even with this new sprite, the results weren't good. All I ended up doing was tweaking the shading slightly, then making his ears waggle, more like the original Spectrum version, and removing the slight shuffle to his steps.

The late change to the two shades of green also, finally, opened the possibility of a reasonably good-looking alternate version of the sprite, though this ended up only used in one specific cavern, to replace a unique sprite that seemed likely to prove too contentious.

The Kong sprite also highlighted another key difference between the Spectrum and SAM versions of Manic Miner. While the original game featured the rudimentary 2-frame animation for Kong both when 'standing' and 'falling', the SAM version was coded with only a single frame for Kong once he's dropped from his perch. Given how quickly he falls, it's an obvious sacrifice to make to conserve a few bytes of memory, but it was nevertheless disappointing to learn of another shortcoming in the SAM conversion that couldn't easily be fixed.

I think it could probably benefit by a couple more frames of animation but the game has a hard limit of just three frames in total, including the 'falling' frame, for this specific type of sprite. That being the case, this is probably the best it's going to get for The Lower Caverns. I may not be completely satisfied, even now, but I think he looks pretty cute in situ...

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