Adventures in Unity – 2.10 Enemies, Bonuses & Environmental C64

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Below is a (hopefully) complete list of NPC’s (i.e. everything that’s not a floor tile) used in the C64 version of Bounder.


Enemies

BearTrap

Type: Bear Trap
Effect: Instant Death
Movement Type: Static
Levels (no. in level): 4(7) 6(4) 7(6) 9(3)


BinocularsH
BinocularsHB
BinocularsVB
BinocularsVB
Type: Binoculars
Effect: Instant Death
Movement Type: Horizontal (left to right), Vertical (up & down), Cross
Levels (no. in level): 2(13) 4(16) 5(12) 6(25) 7(33) 8(23) 9(14) 10(17)


Blade
Type: Blade
Effect: Instant Death
Movement Type: Horizontal (left to right), rotating (fan), roaming (random movement)
Levels (no. in level): 1(3) 2(3) 3(3) 4(4) 5(1) 6(7) 7(2) 10(4)


BottleAxe
Type: Bottle Axe(?)
Effect: Instant Death
Movement Type: Right
Levels (no. in level): 3(4) 4(2) 7(4)


CoinB1
Type: Vampire Coin
Effect: Instant Death
Movement Type: Down
Levels (no. in level): 3(6) 5(11) 6(15) 8(18) 9(8) 10(3)


Dart
Type: Dart
Effect: Instant Death
Movement Type: Right
Levels (no. in level): 3(4) 4(8) 9(8)


Electricity
Type: Electricity
Effect: Player can collide with generators without dying, electricity stops momentarily to let players through
Movement Type: static
Levels (no. in level): 2(1) 5(4) 7(1) 8(1) 10(1)


Fan

FanB
Type: Fan
Effect: Pushes player left-right (depending on direction fan is facing)
Movement Type: Static
Levels (no. in level): 3(4) 7(5) 8(6) 10(2)


MineB2
Type: Mine
Effect: Explodes once it has scrolled a third of the way down the screen – launching four mini-mines which travel in diagonal direction until off screen
Movement Type: Static
Levels (no. in level): 1(1) 9(3)
MineA


PterodactylB2

Type: Pterodactyl
Effect: Instant Death
Movement Type: Angled (DownLeft, Down, DownRight)
Levels (no. in level): 1(1) 3(1) 5(1) 6(1) 8(1)


Spaceship
Type: Missile
Effect: Instant Death
Movement Type: Down – Launches above the player – Initial X position is set to the player x position
Levels (no. in level): 1(1) 2(6) 3(4) 4(4) 5(4) 6(14) 7(10) 8(9) 9(9) 10(14)


SeaMissile1C2
Type: Sea Missile
Effect: Instant Death
Movement Type: Down
Levels (no. in level): 3(2) 5(4) 6(12)


VolcanoB
Type: Volcano
Effect: launches Fireballs
Movement Type: Static
Levels (no. in level): 4(1) 5(1) 6(2) 7(1) 8(1) 9(1)


FireBall
Type: Fireball
Effect: Instant Death
Movement Type: Angled (random angle set a launch)
Levels (no. in level): 4(1) 5(1) 6(2) 7(1) 8(1) 9(1)


Bonuses

Basketball
Type: Basketball
Effect: 20 Jumps
Movement Type: Static
Levels (no. in level): 3(1) 4(2) 5(2) 6(1) 7(2) 8(2) 9(2) 10(2)


Bug
Type: Bug
Effect: 30000 points
Movement Type: Down
Levels (no. in level): 4(1) 6(2) 8(1) 9(2)


Copyright
Type: Copyright
Effect: 10000 points
Movement Type: Down
Levels (no. in level): 3(1) 4(1) 5(1) 6(1) 7(1)


Environmental

SpringBuffer
Type: Spring Buffer
Effect: Pushes player left/right (depending on direction fan is facing)
Movement Type: Static
Levels (no. in level): 3(3) 8(2)


JumpgateA
JumpgateB
Type: Jump Gate
Effect: Player collides with entrance gate disappears from the game until re-appearing from an exit gate
Movement Type: Static
Levels (no. in level): 3(2) 4(2) 5(2) 6(4) 7(2) 9(4) 10(2)


BoxingGlove
Type: Boxing Glove
Effect: Appears once the player reaches the end of a (non-bonus) level – Player has 6 bounces to reach the exit – otherwise they are ‘punched’ towards the exit
Movement Type: Vertical (up & down)
Levels (no. in level): all(1)


Movement Key

 Static  Horizontal  Vertical  Left  Right
Static Horizontal Vertical Left Right
 Down  DownLeft  DownDownLeft  DownDownRight  DownRight
Down Down Left DownDown Left DownDown Right Down Right
 Cross  Random  Angled  ChasePlayer  Explode
Cross Random Angled Chase Player Explode
 Fan  Mine
Fan Mine

Play the game (WebGL)


Next Post: 2.11 Enemies, Bonuses & Environmental Spectrum

Last post: 2.9 Tileset Spectrum

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Adventures in Unity – 2.9 Tileset Spectrum

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Below is a (hopefully) complete list of tiles used in the Spectrum version of Bounder.
Both foreground & background (floor) tiles are included.


I’ve presented all the tiles in Black and White – However, in game their colours are defined by the current level.

From levels 1-10 (left to right) their colours would be;

LevelColours - Spec

Note: After level 7 the colours start repeating


Default Tiles

00 - Standard Spec
Type: Standard Floor Tiles
Levels: All
Effect: Safe tile – player bounces off


Effect Tiles

02a Effects C64 - LongJump
Type: Long Jump
Levels: 1 2 3 4 5 6 8 9 10
Effect: Allows the player to jump twice as far


02a Effects Spec - Moving
Type: Moving
Levels: 3 4 5 6 7 9 10
Effect: Safe tile – player bounces off


02a Effects Spec - Mystery
Type: Mystery
Levels: 1 2 4 5 6 7 8 10
Effect: Mystery tiles are activated if the player bounces on them.
They can provide either positive or negative effects.
Each mystery tile has a specific effect assigned to it – It will have the same effect every game.

List Of Potential Effects:
2 bonus jumps
5 bonus jumps
10 bonus jumps
15 bonus jumps
20 bonus jumps
25 bonus jumps

minus 10 jumps

1 extra life
2 extra life
3 extra life
4 extra life
10 extra life

Instant death – dart
Instant death – mouth
Instant death – explodes
Instant death – player shrinks out of game
Instant death – bear trap
Instant death – boxing gloves

100 bonus points
500 bonus points
1000 bonus points
10000 bonus points
25000 bonus points


Instant Death Tiles

02a Effects Spec - Barrier
Type: Barrier
Levels: 1 2 3 4 5 6 8 9 10
Effect: Kills the player on contact


02a Effects Spec - Spike
Type: Spike
Levels: 1 2 3 4 5 6 9 10
Effect: Kills the player on contact


04 - Wall1
Type: Wall (Type 1)
Levels: 1 2 3 4 5 6 8 9 10
Effect: Kills the player on contact


04 - Wall2
Type: Wall (Type 2)
Levels: 2 3 4 5 6 8 10
Effect: Kills the player on contact


Background/Floor Tiles

08c - Floor Spec
Type: Floor
Levels: All
Effect: Kills the player on contact


Play the game (WebGL)

 

 


Next Post: 2.10 Enemies, Bonuses & Environmental C64

Last post: 2.8 Tileset C64

Contents page.


Adventures in Unity – 2.8 Tileset C64

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Below is a (hopefully) complete list of tiles used in the C64 version of Bounder.
Both foreground & background (floor) tiles are included.


Default Tiles

00 - Standard
Type: Standard Floor Tiles
Levels: All
Effect: Safe tile – player bounces off


01 - Corners
Type: Standard Floor Tiles (Corners)
Levels: All
Effect: Safe tile – player bounces off


Effect Tiles

02a Effects C64 - Mystery
Type: Mystery
Levels: All
Effect: Mystery tiles are activated if the player bounces on them.

They can provide either positive or negative effects.

However, the way mystery tiles are handled on the C64 version of Bounder adds a slight random/strategic element to the game…

Each mystery tile has a specific effect assigned to it – It will have the same effect every game.

When a mystery tile is created, its effect, rather than being attached to the tile,  is instead added to a global list.

So – If the current game screen contains three active mystery tiles, the list will contain three effects.

No matter which tile the player bonuses on, the first effect in the list will be applied to the player.

Once the effect has been applied to the player, it is removed from the list – Otherwise, it is removed from the list once the mystery tile scrolls offscreen.

List Of Potential Effects:
1 bonus level jump
2 bonus level jumps
5 bonus level jumps
20 bonus level jumps

Minus 10 bonus level jumps

1 extra life
2 extra lives

Instant death – dart
Instant death – mouth
Instant death – player explodes

200 bonus points
500 bonus points
1000 bonus points
2000 bonus points
5000 bonus points
7000 bonus points
10000 bonus points
30000 bonus points
50000 bonus points


02a Effects C64 - LongJump
Type: Long Jump
Levels: All
Effect: Allows the player to jump twice as far


02a Effects C64 - Vanishing
Type: Vanishing
Levels: 5 6
Effect: Disappears just before player collision


Instant Death Tiles

07b - Grass
Type: Grass
Levels: 1 7 (Green), 10 (Yellow), 6 (Blue)
Effect: Player can safely bounce on basic grass (single colour tile, far left column) – All others kill the player on contact


09b - Lava1
Type: Lava (Type 1)
Levels: 2 4 9 (Orange), 5 (Blue), 8 (Purple), 10 (Yellow)
Effect: Kills the player on contact


09c - Lava2
Type: Lava (Type 2)
Levels: 2 4 9 (Orange), 1 (Green), 5 (Blue), 8 (Purple), 10 (Yellow)
Effect: Kills the player on contact


09d - Lava3
Type: Lava (Type 3)
Levels: 4 9 (Orange), 5 (Blue), 8 (Purple), 10 (Yellow)
Effect: Kills the player on contact


06b - Mud
Type: Mud (Type 1)
Levels: All
Effect: Kills the player on contact


05b - Mud2
Type: Mud (Type 2)
Levels: 3 5 6 7 8 9 10
Effect: Kills the player on contact


03b - Water
Type: Water
Levels: 3 5 6
Effect: Kills the player on contact


03b - Quicksand
Type: QuickSand (Water Yellow)
Levels: 10
Effect: Kills the player on contact


Background/Floor Tiles

08b - Floor
Type: Floor
Levels: All – 1 7 (Green), 2 4 9 (Orange), 3 5 6 (Blue), 8 (Purple), 10 (Yellow)
Effect: Kills the player on contact


Play the game (WebGL)


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Last post: 2.7 Mesh Fade

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