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4. User Interface

Auri da Hamstah edited this page Mar 10, 2024 · 1 revision

Menu Workflow

Game intro

The first thing the player sees when the game starts is the MSX logo screen. The logo apears with an upwards transition from the middle of the screen along with the Video RAM that the device has for the graphic controler. After this screen the Konami logo screen shows with a similar transition as the MSX logo but casted downwards. Neither of those screens contain any sounds.

MSX Konami

The next screen to show up is the title screen wich shows the title of the game with the company trademark and the year of the game launch. Below the konamy trademark it first shows the mesage " push space key" and once the player pushes the space key it changes to a "Play start" mesage and the intro music starts playing.

Title

Game stages

Every stage of the game is divided in levels wich are conected between each other with red doors that require a key to be open. In the last room of the last level of each stage is the boss fight of the stage that allows to progress throught the stages of the game.

When the player presses the space bar on the title screen the game starts and a short cut scene of Simon walking towards the Castle's gate is shown. After that, the level 0 is loaded, wich only contains 3 screens that lead to the stage 1, the first level of the game.

Intro Stage0

The Castle entrance is first stage of the game contains 20 screens divided in 3 levels. Each screen is interconected as its shown in the map below. This stage conects to the second stage jumping to the first room of the second stage right after the player defeats the boss at the end of level three of the first stage. In our case the first stage is skiped so after the first three screens of the castle entrance the player is directly spawned at the first room of stage two.

image

Stone wall of the gorgon is the second stage of the game, wich we will be recreating, and it works the same way. The player starts at the bottom left arrows shown in the map below wich conects to the room on the oposite side also marked by a couple arrows. This stage is divided in 18 screens conected as shown below and another 3 levels.

image

After the Medusa boss is defeated the player obtains another red orb like in the previous boss fight and it jumps to the start of stage 4, in this case, the end credits scene that shows up at the end of the game. After the games final is shown the credits start playing.

EndCredits credits

There are also some additional scenes that show up depending of the actions of the player. If the player collisions with sudden death elements or reaches 0 remaining lifes, a game over screen is shown instead of the usual death animation before it respawns the player to the last saved point.

game over

When the player obtains the map this item is also displayed on a separate screen when the player acceses it.

igMap

Here is a general map of all the levels conexions.

levelMap

HUD analysis

The menu were all stats are displayed is constantly on the upper part of the screen during all the game since the stage 0.

Stats

  • Score(yellow square): keeps track of the score obtained from killing enemies.
  • Stage(cyan rectangle): keeps track of the current level.
  • Heart(pink rectangle): keeps track of how hearts the player has obtained.
  • Lifes(green rectangle): keeps track of how many remaining lifes the player has.

scores

Entities

  • Player(green square): keeps track of the players health.
  • Enemy(red square): keeps track of the final bosse's health.

player

inventory

  • Purple square: shows obtained items and shows the item when its just picked up.
  • Orange square: shows the obtained chest and door keys obtained.
  • Red square: shows the weapon upgrade once the chain whip is obtained.

objects

When the game is paused a "pause" button is enabled indicating the frozen screen.

pause

Sprite sheets

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