Skip to main content

TLC #9 - Putting The Boot (Back) In

Or 'The Full Monty (Python)'

It had bugged me, since the very first time I played the original SAM version of Manic Miner, that the iconic 'Boot Crush' game over sequence of the original Spectrum game had been removed. In its place, Miner Willy is unceremoniously disintegrated by a multicolour death beam (per the Solar Beam caverns) from above, without even the flashing background – which would, I'd have thought, be easier to accomplish on the SAM due to its clever palette switching tricks. It looked cheap and lazy, the sound effects were dull, and the sight of Miner Willy crumbling just didn't quite hit the right note.

Of course, having been brought up on a steady diet of British absurdist comedy, the 'Boot Crush' felt to me like a nod to Monty Python, making it all the more perfect, and all the more important to ensure it resumed its proper place within the game. (Of course, it was Jet Set Willy that committed to the full Pythonesque attitude, with Willy being crushed by a bare foot.)

The effect is something that even I could have achieved, using SAM BASIC, so its omission was practically criminal, and a significant contributing factor in my overall dislike for the SAM version of Manic Miner.

I mean, is it even Manic Miner if it doesn't feature the 'Boot Crush'?

Now, it's all very well for me to proclaim that I could reproduce Matthew Smith's original 'game over' animation on the SAM using nothing but BASIC, but that's neatly ignoring that squeezing the necessary code into a piece of software that already exists is not the same as grabbing a set of 16 x 16 pixel sprites and setting up a FOR-NEXT loop to make one of them descend the screen toward the other, leaving a trail, and accelerating as it goes. The mechanics of it might be quite easy in and of itself, but actually fitting it into the existing code could be anything but. The Lower Caverns is not a rewrite of Manic Miner, however little of its original code actually remains when the game is finally complete. It's a remix with new elements, and much of the new had to be squeezed in around a lot of the old, some of which turned out to be utterly inflexible beyond its location in memory.

Nevertheless, I was adamant that the 'Boot Crush' was as much an intrinsic part of Manic Miner – and, by extention, The Lower Caverns – as a short refrain from In the Hall of the Mountain King, or an interpretation of The Blue Danube. I also – in case I've not already expressed this clearly or emphatically enough – really, really, really hated the 'Death Beam' game over screen from the original SAM version.

Creating the requisite graphics was easy enough – I just needed a simple boot and a section of trouser leg that could be repeated as the boot makes its descent. I also wanted to replace the plinth Willy is standing on, since the shading on the existing version was a bit basic.

It was determined that the best way to make this screen work was to build it like one of the in-game caverns, which then gave us the option of giving it a name. At this point in development, there was a spare block of memory, equivalent to 80 x 16 px, which the programmer suggested could be used for some sort of 'Game Over' text, to sit in the middle of the screen, either side of the descending boot's path. True to form, I presented a selection:

From a rip-off of the font used in Street Fighter II (wholly unsuitable, but fun!) through four different colour versions of a double-width font, each only 80 x 8 px, to a cartoonish, hand-written version and a double-sized interpretation of the Spectrum game's 5 x 5 px loading screen font. Two versions of the latter were created, simply because I couldn't decide which version looked better, but the programmer suggested using both, giving us an animated 'Game Over' message, recalling that iconic flashing loading screen.

This was a great idea in theory, but the timing of the animation was tied to the boot's decent, and so the letters jiggled awkwardly until Willy is finally crushed, and the effect just looked flickery.

But that wasn't the end of it. Of course, being obsessed with filling the screen with as many of my graphics as possible, I decided to put together a full cavern, attempting to give the illusion of depth by using different colour versions of the rock pattern to represent foreground, mid-ground and background:

Needless to say, this concept fell foul of the 15-block limit on scenery-per-cavern, since each colour version requires 8 blocks in and of itself, making for a total of 24 blocks. It's also, if I'm being perfectly honest, nowhere near as effective as I'd hoped. Weirdly, I quickly started to see the yellow/orange rocks as forming the knuckles of a hand with its middle finger raised...

The programmer liked the concept, however, and ended up building a version of his own using only one set of rock graphics and a few other items of scenery. This then remained throughout most of the development period, until I had another one of my hare-brained ideas, not long before we'd be presenting the latest build at RetCon 2021. Utilising the same single set of rock graphics, there was enough space to build the words 'Game' and 'Over' in scenery blocks, so the player's abject failure would be writ unmistakably large across the screen:

Another thought I had was palette cycling the background, just like on the Spectrum version. At the time of writing, it's not clear whether this can be implemented but, if not, it will no doubt be added to the ideal features list for Manic Mansion.

Comments

Popular posts from this blog

TLC #1 - What Is 'The Lower Caverns'?

Long story short, The Lower Caverns is an update and expansion of the SAM Coupé conversion of Manic Miner , originally published by Revelation. It's set to be a coverdisk game with an issue of SAM Revival magazine, published by Quazar . Manic Miner , that most quintessential of platform games, has by now appeared on pretty much every system ever made, whether officially, as some sort of homebrew or at the very least running under a Spectrum emulator. It may not appear on so large a range of hardware as Doom , but it must surely be close (although I wouldn't be at all surprised if there's a version of Manic Miner that's playable on an emulator running within a Doom mod ). With few exceptions, each adaptation is the same, familiar game at its core, but takes advantage of a new platform's hardware to deliver something that is the very best version of Manic Miner each system could produce. ...And then there was the SAM Coupé version. The SAM Coupé got its version of

RR #1 - Revisiting Past Glories

While the majority of my graphic design/pixel art has been on the SAM Coupé, I started out on the ZX Spectrum, and wanted to get into game development from a very young age. At the very beginning, back in the early/mid 1980s, I used Pixel Pads , created by a Hertfordshire company named Computer Agencies Limited, which I'd acquired at a ZX Microfair. These were ideal for sketching out anything from a complete screen to individual sprite graphics, since they were designed with the Spectrum's 256x192 pixel screen in mind, with the 32x24 attribute block grid marked out using heavier lines. Most of the time, I used pencils but, over the years of using and reusing the pages of the pad, I ended up using felt-tip colouring pens on quite a lot of them, making them harder to reuse effectively in future. Eventually, however, I acquired The Artist II by Bo Jangeborg, which allowed my creativity to take flight in new ways. I wouldn't say I ever mastered The Artist II , nor OCP's Ar

TLC #8 - Keeping Score

Manic Miner is not a game know for an elaborate, intricate, stylish or elegantly-designed UI so, on that point alone, the existing SAM version manages to be an improvement on the original. Willy's air supply is represented by a couple of compressed air cylinders on the right rather than a simple bar running most of the width of the screen. Lives are represented by large, cartoonish (and, to me , somewhat creepy) heads rather than copies of the Miner Willy sprite. Score and high score were deemed worthy of their own font – a pleasant, calligraphic font using the shades of grey available in the unique palette applied to the 56 pixel rows at the bottom of the screen. The gradient border feels a little redundant and wasteful, but this panel does (almost) everything the Speccy version did, while looking slightly prettier by making better use of the SAM's graphical capabilities. The lives counter is a bit of a problem, though. The size of the heads is such that a maximum of three