Spice Invaderz for Spectrum Next
On Real Hardware; From inside the zip, extract the SNX file from root and the PAK file from the data folder and place into a directory of your choosing on your Next file system. Run the SNX file.
On CSpect; Unpack all the files and folder structure into a sub folder at the top level of the CSpect emulator, ie c:\cspect\. Run the Batch file to invoke - do not try to add to an MMC file and execute from inside CSpect/NextOS as it appears not to work.
Aim of the game :-
Stop the Aliens from landing on your planet by shooting them!
If the aliens land, the game is over, no matter how many lives you have left.
Avoid the homing missile from the mother ship that is indestructable.
Keys O,P M/Space or Joysticks to move
Kempston can be toggled on and off
SJS 0 and 1 are also allowed
Game Mechanics :-
Shooting the alien ship as fast as you can once it enters the play area increased the amount scores
The more aliens you shoot, the faster they become.
Playing in Retro mode removes the backdrop and makes the sprites Mono in appearance - all waves are same layout.
Playing in Next mode give you a colourful background, colourful sprites, and different wave patterns.
You gain an extra life when reaching 1500 points
Game is over once all lives are lost or the Aliens hit the base of the play area.
As advised on intro screen
Hiscore and options are saved in a config file.
9 unique levels in normal mode and a retro mode too!
Known bugs :-
Non that I am aware of.
If you believe you have identified a bug, please comment on my bootlegger.itch.io page preferably
with description of how you feel it occurred - and if you can reliably replicate it.
Future enhancements :-
Any other recommendations taken on board - please comment on my bootlegger.itch.io page for any feedback.
All again dependant on space and optimisations that I can do to free up memory - i have currently nearly hit a memory limitation.
This is my second release using the Boriel/ZXBasic with Next enhancements.
As my first project didnt really use much of the Next hardware, I wanted to learn a bit more.
This felt like a great opportunity to learn about sprite handing.
All the movable objects are sprites in this, but everything else is done on the ULA Screen, such as the barriers.
My thanks must go to Shiru, the developer of the ayFX sound driver, that has been supplied in the Next librarys for the ZXBasic/Boriel IDE
and em00k for enabling and providing some demos of how to intergrate it all together.
This product is in no way to take away from BasInvaders on the Next which has been written in Next Basic - please support that product too!
If you are interesting in the mechanics and learning of Next Basic, I recommend BasInvaders.
During Development of this version, I spend a lot of time looking at the dissasembly of the real hardware through this resource ;
https://www.computerarcheology.com/Arcade/SpaceInvaders/Code.html - very informative reading
Much time was also spend watching you tube videos over and over to try to understand the original game mechanics also.
Signing Off :-
Enjoy the game and if you fancy supporting my hard work, please donate during download on my itch.io page.
Big shout out to all my previous followers and purchasers of Funky Monkey Kid - I hope you enjoy this one as much.