Biggoil
16K ZX81 fast action game.
Install / Use
/learn @charlierobson/BiggoilREADME
biggoil
Fast action game for 16K ZX81.
Pure machine code action FTW.
- Collect the oil from the underground tunnels.
- Do not let the enemies touch the pipe that you pull along behind you.
- Enemies self-destruct upon contact with the drill head.
Default controls:
UDLR / FIRE
QAOP / SPACE
Redefine keys on title screen.
Enhanced features:
- Music and sound effects.
- ZonX compatible AY chip is required, E.G. Mr.X, ZXpand+, ZXPand+AY
- Joystick control
- ZXpand+, ZXpand+AY standard.
All game and artifact handling code by Sir Morris Bigg.
STC music player by Andy Rea.
Archived development log
bugs:
- ~~pipe turns are broken after retracting~~
- ~~enemies crossing leave an enemy character behind~~
- ~~'hello' sound too loud~~
- ~~invalid entrances can be selected~~
- ~~enemies erase non-solid inverse characters~~
engine
- rom dependency removal via custom irq handler
- ~~non-interruptable SFX~~
- ~~fix race condition potentials~~
- ~~make 'map' of the level at the start~~
- ~~either 0 for passable (dot, space) or 128 for impassable~~
- ~~player fills map with grey~~
- ~~enemies unplot themselves using map data (no more lost dots, crashing through scenery)~~
features:
- ~~difficulty ramp~~
- ~~enemy spawn rate increases every level~~
- ~~enemy speed~~
- pick-ups
- slow enemies
- stop enemies
- nuke enemies
- poison
- ~~timer~~
- ~~enemy animations~~
- ~~sound~~
- ~~extra lives~~
- different enemy types
- character animation tables (and hence UDG possibility) for:
- ~~boring head~~
- ~~enemies~~
- ~~title screen~~
- ~~game over screen~~
- ~~control customisation~~
- music:
- level begin jingle
- level complete jingle
- ~~title screen~~
- ~~game over screen~~
whimsy
- ~~cloud animation~~
- ~~lorry animation~~
- message?
enemy behaviour
- ~~turn around when obstructed~~
If you're reading this well done! The ZX81 scene is dead. Long live the ZX81 scene.
