Please see the attached test file, based on the JSW64 game engine, which features experimental/novel implementations of each of the four 'special' Manic Miner 'guardian' types.
The opening room, a modified version of 'The Bridge', features an unprecedented mixture of 'standard' Skylabs, and Droplets of various types, all operating simultaneously. (They don't actually pose a threat to Willy in this test file, unless he jumps up and hits one.)
All of the Droplets display distinct behaviour:
- The white Droplet doesn't have any horizontal displacement in between consecutive incarnations, and drops down consistently in the centre of the screen;
- The yellow Droplet has a horizontal displacement of 16 columns, so that it alternates between two positions half a screen-width apart;
- The cyan Droplet has a rightwards horizontal displacement of 8 columns, so it progresses from left to right across the screen through four possible 'drop zones', just like the classic Skylabs in Manic Miner;
- The green Droplet has a leftwards horizontal displacement of 4 columns, so it progresses from right to left across the screen through eight possible 'drop zones'.
N.B. the starting columns of all four Droplets have been carefully selected so that they shouldn't ever collide!
If you walk rightwards from the start-up room and enter 'The Off Licence', there is a vertical guardian which displays 'Eugene' behaviour, but with a twist... Your mission is to try to collect the item and escape safely from the room (it's a 'No Kamikaze' room, so the item will be reinstated if Willy loses a life before exiting).
I suggest that you first try walking rightwards into the room without stopping, proceeding under the guardian and up the ramp, then jumping to collect the single item as soon as possible, and watch how events proceed.
Then try taking a bit more time before collecting the item, and see the difference.
If you walk leftwards from the start-up room into 'Under the MegaTree', you can see that I have implemented a fix for the Solar Beam Bug which meant that, in original Manic Miner, the Solar Beam did not always kill Willy as soon as the air supply ran out. i.e. in this test file, the Solar Beam does kill Willy at the instant when the air supply is depleted to zero. Ditto for the Kong Beast (see below).
There is also a Kong Beast in 'Under the MegaTree' that displays a novel feature, the idea for which was inspired by the following exchange between John Elliott and Andrew Broad in a post on the Yahoo Group:
Andrew Broad: "When you complete a cavern, the air empties faster and at a higher pitch than in MM."
John Elliott: "Because there's no score."
Andrew Broad: "And thus no incentive to kill the Kong Beast, other than the satisfaction of seeing it turn yellow and fall upside-down with that
sickly falling noise! ;-)"
Well, in the attached test file, there is an incentive to kill the Kong Beast - because it also saps Willy's air supply in 'Under the MegaTree'! See how quickly the air supply is being depleted in that room, even when Willy isn't standing in the Solar Beam! (N.B. The 'lethality' of the Solar Beam and of the Kong Beast can be set independently of each other.)
In order to survive in 'Under the MegaTree' for more than a few seconds, it is necessary to flip the Switch (the yellow thing in the branches at the top-left, which uses 'Willy's head' as its sprite) and thus kill the Kong Beast. Note that there is a handy flashing Portal which provides a shortcut up to the Switch from the bottom of the screen, and Willy's progress is further assisted by the room's Portal Patch Vector, which automatically sets him jumping leftwards as he exits it - another technical novelty, I believe? - so that he lands just a few steps away from the Switch!
Note that there are also a few bug fixes implemented in the attached test file, including some tweaks to the Kong Beast code to make it more 'generic' (for instance, making the Kong Beast's animation dependent on the global 'tick' counter rather than the current air supply, so that Kongs are still animated even if they appear in rooms without an air supply limit), and a patch for the bug in JSW64 which causes the Air Supply bar to become invisible (albeit still operational!) when you pause and unpause the game (something which remains in Dr Andrew Broad's 'to do' list for his 'Advanced JSW/MM Trainer project!).
A final word: I was wondering whether the scale of the interventions in the attached file (if they were extended to all six JSW64 variants) would mean that it could perhaps be considered to be a 'Hack Level 13' of the JSW64 game engine? Any thoughts?
Edited by IRF, 07 September 2017 - 11:55 PM.