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.
- 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.
pipe turns are broken after retractingenemies crossing leave an enemy character behind'hello' sound too loudinvalid entrances can be selectedenemies erase non-solid inverse characters
- rom dependency removal via custom irq handler
non-interruptable SFXfix race condition potentialsmake 'map' of the level at the starteither 0 for passable (dot, space) or 128 for impassableplayer fills map with greyenemies unplot themselves using map data (no more lost dots, crashing through scenery)
difficulty rampenemy spawn rate increases every levelenemy speed
- pick-ups
- slow enemies
- stop enemies
- nuke enemies
- poison
timerenemy animationssoundextra lives- different enemy types
- character animation tables (and hence UDG possibility) for:
boring headenemies
title screengame over screencontrol customisation- music:
- level begin jingle
- level complete jingle
title screengame over screen
cloud animationlorry animation- message?
turn around when obstructed
If you're reading this well done! The ZX81 scene is dead. Long live the ZX81 scene.