# 1.0 (Under development) The game tries to be close to the original ZX Spectrum version, while being adapted to the reality of the NES/Famicom. This means: - The player is presented with a **title screen** which is a merge between the "Loading" and the title screens from the ZX Spectrum. On the NES/Famicom the concept of "loading" is quite foreign to players (unless your are on the [Famicom Disk System](https://en.wikipedia.org/wiki/Famicom_Disk_System), of course), but at the same time I wanted to re-use at least some of its elements on the otherwise quite blank title screen from the original. Hence, both screens have been merged into something that feels more like it belongs to the NES/Famicom library. - **Colors** are slightly different because of palette differences between the NES/Famicom and the ZX Spectrum. That being said, some colors have been rearranged on purpose, like the red on the jetpac's fire or the general change on the title screen (because it's a new thing altogether). - The **controls** of the player should be quite close to the original, even if physics might be a bit different here and there. Overall, it shouldn't be too distracting and I'm fine with them being slightly different to the original. - **Shooting** is something that is completely different to the original, as the NES/Famicom presents a sprite limit per scanline which is quite daunting for a shooter. I also envisioned doing nasty things on background tiles, but that is hard to do and probably not worth it. In the end: different machine, different rules. Hence, bullets are handled in a similar way as other games for the NES/Famicom, even if it's not particularly close to the original. - As an homage to Donkey Kong 64, you can **collect a coin** after completing 16 stages. This coin features a chameleon as a reference to SUSE, since I originally bootstrapped this project during [Hackweek 23](https://hackweek.opensuse.org/projects/port-the-jetpac-game-to-the-nes).