2024-06-14: Shovel Duck II : Bonus Game 3 : A Mousive Panic Released!
"Hi Bill," says Money. "I see you've cleared out all of the worms that escaped the mine."
"I have indeed," replies Bill, "It was tough, inexplicably bouncy work, but I managed it."
"But what about all the skulls?" asks Money, "They're still roaming around causing trouble!"
"Well, if you want to take care of them... I'm not going to stop you..."
"I'd have preferred the worms..."
Money Mouse is back in the third Bonus game, free with Shovel Duck II : Dig Duck. Sort out the roaming skulls in a small number of, ever increasingly difficult, arcade style levels. In a game that has been hugely influenced by the classic Universal Arcade game, "Space Panic!" Money needs to dig holes, trap skulls, and then bash them repeatedly over the heads to send them to their doom.
If you trap a skull, but don't bash it, it will escape after a few seconds. If you're unlucky it may don an eyepatch and have piracy on it's mind. (Don't be a pirate kids, it leads to dramatic boat battles, horrific news stories and terrible seaman jokes.) Now it gets trickier. Pirate Skulls are a bit tougher and have to fall further to splat.
Trap a pirate skull, but don't bash it? Well, you may find that Pirate has aims at the monarchy and will wear a crown and be a regal king skull. Please, don't try and work out where these costume changes come from. Just assume it's the same place cats store their extra mass that enables the smallest one to take up all the space on a three-seater sofa!
There's a bonus that ticks down that you can get to add to your score, and you'll get an extra life every 4,000 points you get (awarded end of level though - you have to survive to get your bonus!) and you'll get bonus points for each floor the skull falls through after the first.
Good luck!
This game was created using MPAGD by Jonathan Cauldwell. the briefest of tunes was created in Beepola, and ZX-Editor, ZX-Blockeditor and ZX-Paintbrush were used in tweaking the default tape file generated from MPAGD.
Keys are redefinable, but by default are:
O = Left, P = Right, Q = Up, A = Down, M = Dig, H = Pause
I think I got all the bugs out of this one, but I'm still playtesting and if I spot something game-breaking (that I can fix) I'll update the tape with a new version. Only thing I might change (if I can get it working) is a slightly better lock-on alignment for digging; but that's something for future me to worry about / forget about / hey, I should really get back to coding bonus game 2...
Files
Get Shovel Duck II : Dig Duck!
Shovel Duck II : Dig Duck!
Dollar Bill is back in a bigger-ish and better-ish sequel. With DIGGING, PUZZLES, PLATFORMS and ADVENTURE.
More posts
- Bonus game 2 delayed57 days ago
- Shovel Duck II : Bonus Game 2 - Coming soon.Aug 01, 2024
- Bonus Game 2 is in progress : TeaserJul 10, 2024
- 2024-06-21: Shovel Duck II : Bonus Game 3 : A Mouseive Panic - some more bugfixe...Jun 27, 2024
- 2024-06-21: Shovel Duck II : Bonus Game 3 : A Mouseive Panic - bugfixesJun 21, 2024
- 2024-06-06 - Bonus Game 3 POCJun 06, 2024
- 2024-06-02 - Bonus Game 3 POCJun 03, 2024
- 2024-05-28 : Bonus Game One: Shovel Duck II: A Minor Panic - RELEASEDMay 28, 2024
- 2025-05 In development: Shovel Duck II: A Minor Panic BONUS GAME1May 19, 2024
Comments
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Very good "Bonus game", thank you. I also added it to my new "Gameplay of New ZX Spectrum games from June 2024" video.
Thank you for doing that; looks like June had a number of good games released, and a bit of variety in there. I think you caught a couple I'd not heard about.
Nice game. I also like how the text is animated when a skull or the player dies.
2 observations from the video:
1. Is it (too) easy to dig a whole left and right of you and just camp?
2. Too bad the skulls at the upper level aren't visible.
Hi there, thanks for the comments.
Regarding your observations.
1. First couple of levels, that definitely helps. However as you progress, there are skulls that need to drop at least 2 or 3 levels; which forces you to move about and dig more holes in line with each other.
Thank you for your reply.
I see, that makes sense and indeed looks more challenging :)
I'll buy the game(s) and check it out. Again, nice works.
I've just played the game. Good fun :)
I do experience skulls at the top not being visible though. The mouse also disappears when going there.
I tested in both SpecEmu and InkSpector - both 48k and 128k machines.
It's not an attr issue, as I removed them and there are no pixels.
Thank you for giving the game a go and testing it in specEmu and inkSpector. I suspect the invisible sprites at the top of the screen are a memory issue rather than an attributes one. I'm currently fixing a couple of minor bugs, but the skull code could be optimized a bit better (a lot of duplicated code). I'll see if I can reduce that down and hopefully that'll get rid of the issue on the top lines at the same time. I should have an updated version later this week and hopefully it'll fix that issue too. Thank you again for having a look.
Nice!
Thank you for giving the game a go and for sharing the video! Have a great weekend!