Or possibly for JSW as well ? I'm thinking Spectrum platform for adding this obviously...
A few levels are different on the BBC Micro version, unfortunately the demo does not extend to show all the levels. To cut a long story short here: Manually altering the code on this to do that can cause a crash. A bit of tweaking (thanks billcarr2005 on their forum) with the debugger allowed me to change the cavern start to be able to view them properly without having to play though the entire game.
Two video's are provided:
The Meteor Storm (replaces Solar Power Generator)
The Final Barrier (completely different layout to most other versions)
The primary reason for this topic is in both of these caverns you can see what appears to be an 'electrical discharge' effect which turns on / off. Contact with it is fatal as expected. Although the "The Meteor Storm" has four of them, "The Final Barrier" uses two of them to better effect.
Please take a moment to watch the short video's to demonstrate these, both are < 30 seconds in length:
I was thinking about this previously but did not post about it, as even now I have not looked into it at all.
Simply put: Has anyone considered a bit of compression in the cavern design/code space to allow more to exist ? Perhaps 30 or at a push 40 caverns ?
I thought about some code saving by moving a lot of the routines to take advantage of the large-ish 'dead space' which would provide 2480 bytes at least, however that is quite a bit of an undertaking I think, plus you'd lose the easy ability of editing via JSWED unless you edited them 'where they were' then moved them after.
As I say I've not even looked into this to see how feasible or not it would be to employ some compression to increase the number of caverns, that compared to moving and adjusting/relocating the 'engine code' to provide more space near the higher end of memory is equally as much work I think.