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# 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 to 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).