Way of the Exploding Fist design choice...
- 5MinuteRetro
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Way of the Exploding Fist design choice...
Okay, so feel free to file this under 'Lol - WTF bruh?' but...
Recently I found myself looking at a screenshot of Way of the Exploding Fist. For the first time in, um, 38 years, I found myself wondering about the graphical layout -- and in particular in relation to the attribute grid. Basically, I wonder why the artist/designer didn't move the fighters down a couple of pixels to avoid their heads by default bleeding into colours on the lower parts of the scenery. Yes, yes, I know when they jump they inevitably enter it but look at this grab from level three (I think):
It seems clear to me that by moving the characters' vertical positions down two or three pixels, they wouldn't suffer perma-green foreheads. There's easily six or seven pixels below their feet, so the space seems to be there.
Obviously there is some visual benefit to not having them on the very bottom of the screen but moving them down just a tad would still leave three or four pixels between their feet and the border. The same 'problem' exists on the first screen, but isn't quite so obvious, because it affects only Mr Left:
Sheesh, I really do need to get out more!
Recently I found myself looking at a screenshot of Way of the Exploding Fist. For the first time in, um, 38 years, I found myself wondering about the graphical layout -- and in particular in relation to the attribute grid. Basically, I wonder why the artist/designer didn't move the fighters down a couple of pixels to avoid their heads by default bleeding into colours on the lower parts of the scenery. Yes, yes, I know when they jump they inevitably enter it but look at this grab from level three (I think):
It seems clear to me that by moving the characters' vertical positions down two or three pixels, they wouldn't suffer perma-green foreheads. There's easily six or seven pixels below their feet, so the space seems to be there.
Obviously there is some visual benefit to not having them on the very bottom of the screen but moving them down just a tad would still leave three or four pixels between their feet and the border. The same 'problem' exists on the first screen, but isn't quite so obvious, because it affects only Mr Left:
Sheesh, I really do need to get out more!
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Re: Way of the Exploding Fist design choice...
I'd kind of agree, but suggest squeezing the background images up a bit for the same effect instead. Presumably this would be a *relatively* easy hack to achieve too.
Re: Way of the Exploding Fist design choice...
I don't know anything about the development of this masterpiece but from what I've experienced in project management..
Were there perhaps two or more people working on this, some on background art and some on sprite control / coding? When everything came together the misalignment was realised but then it was a discussion of, if we need to move the background up we'll need to do it in a 8 pixel fashion to preserve the foreground / background attributes, but that would then impede on the stats displayed above it which might take some time to re-work based on other page locations in RAM and eventually.. to meet deadlines it's a case of "err.. good enough" and that's what we got.
Totally hypothetical but I can see how something like that can happen.
Were there perhaps two or more people working on this, some on background art and some on sprite control / coding? When everything came together the misalignment was realised but then it was a discussion of, if we need to move the background up we'll need to do it in a 8 pixel fashion to preserve the foreground / background attributes, but that would then impede on the stats displayed above it which might take some time to re-work based on other page locations in RAM and eventually.. to meet deadlines it's a case of "err.. good enough" and that's what we got.
Totally hypothetical but I can see how something like that can happen.
Re: Way of the Exploding Fist design choice...
I have to concur on this.
I'm not sure if it would be easier programatically to move the background up or the sprites down a bit, the former is probably easier however as mentioned it will then interfere a bit with the text scoring and status area, so moving the sprites down might be a tad more work perhaps (or not, I've not looked at the code) but would then save the headache of playing about with the printing positions for the text area too.
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Re: Way of the Exploding Fist design choice...
Yeah, I suppose the “Bugger it, that’ll do!” angle hadn’t occurred to me. Seems reasonable though.
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Re: Way of the Exploding Fist design choice...
#9CE2 LD A,#7A / #7E !!!5MinuteRetro wrote: ↑Fri May 12, 2023 5:26 pm It seems clear to me that by moving the characters' vertical positions down two or three pixels, they wouldn't suffer perma-green foreheads.
Re: Way of the Exploding Fist design choice...
I reckon we're all definitely getting pickier in our old age..! Just based on the fact that I never noticed this until it's now been pointed out despite playing the game a lot over the years.
What I mean is that there are quite a lot of what we'd now consider 'imperfections' in 80s Speccy games but weren't really noticed at the time - I think if some of these games were remade now, the author may make a bit more effort to tweak a few bits... Especially with some of the quality of some of the modern on show.
For example, the slightly clunky looking attributes in the background on level 2:
What I mean is that there are quite a lot of what we'd now consider 'imperfections' in 80s Speccy games but weren't really noticed at the time - I think if some of these games were remade now, the author may make a bit more effort to tweak a few bits... Especially with some of the quality of some of the modern on show.
For example, the slightly clunky looking attributes in the background on level 2:
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Re: Way of the Exploding Fist design choice...
The overlapping pixels might create a better 3D effect.
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Re: Way of the Exploding Fist design choice...
Yeah, I did consider that and kinda agree that it does. But not wholly convinced it’s ‘worth’ it.
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Re: Way of the Exploding Fist design choice...
I'm assuming this means something to people rather smarter than me?
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Re: Way of the Exploding Fist design choice...
Ooh - handy...
Please allow me to translate:5MinuteRetro wrote: ↑Mon May 15, 2023 8:49 am I'm assuming this means something to people rather smarter than me?
Code: Select all
POKE 40163, 126
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Re: Way of the Exploding Fist design choice...
That’s 126 lives, right? Awesome.
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Re: Way of the Exploding Fist design choice...
I do not. But… wuh? Regardless, what you did there demonstrates that it could be done, and I think it looks better as a result.
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Re: Way of the Exploding Fist design choice...
This is why I love this forum! Just my kind of conversation!
Firstly, it doesn't seem like too much thought was put into this by the developers, given that the position varies so greatly between different computer formats:
C64 version:
CPC version:
Though personally, I like the vertical position of the Spectrum just as it is.
If there were no overlap, the statue might not look like it's behind them. Given that it looks vaguely like a magic carpet - it could even look like it's floating above them:
Firstly, it doesn't seem like too much thought was put into this by the developers, given that the position varies so greatly between different computer formats:
C64 version:
CPC version:
Though personally, I like the vertical position of the Spectrum just as it is.
If there were no overlap, the statue might not look like it's behind them. Given that it looks vaguely like a magic carpet - it could even look like it's floating above them:
Last edited by Lee Bee on Mon May 15, 2023 9:51 pm, edited 1 time in total.
Re: Way of the Exploding Fist design choice...
clear 24575
load ""screen$
load"" code
poke 40163,126
randomize usr 34816
load ""screen$
load"" code
poke 40163,126
randomize usr 34816