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Differences to the original game
Jason edited this page Aug 19, 2025
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"Rumble In The Factory" is a game project inspired by "Battle City" made in 1985 by Namco. Although I did my best to keep the biggest part of the original game unchanged, there ARE some significant differences (some of them improve flexibility) which may not be noticeable at first sight. All differences are written below:
- Overall
- The whole graphics, music and sound effects were made by myself
- The original game does not have any difficulty levels increasing progressively after beating the last stage
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Main Menu
- Score values (both players and high score) are serialised between game sessions, so they are not lost after launching the game again
- Score counters on top of the screen are always centered independently on number of visible UI elements
- The Construction option was replaced with the Exit (instead of the builtin level editor, there is a system which read data files in JSON format)
- There is an additional UI text placed on lower right corner of the screen showing the game version
- There is no demo movie launching itself after a couple of seconds without pressing anything
- The moving parts of the background for the stage number counter move horizontally, not vertically (it was an intended change)
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Stage Selection
- There is no constant number of stages (35) - here it depends on data files found by the component responsible for it; therefore it shows a message if no stages were found in "Resources" directory
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Stage
- The HUD panel automatically adjusts positions of counters, so there is no gap when the one player mode is launched (in original, it is present)
- When bullets collide with each other, there is a splatter effect (in original, there is no visual effect at all)
- The gained points counter is a UI text instead of sprite (it does not disappear "just like that" but it slowly moves upwards and fades out)
- An enemy with a bonus does not have violet color; instead, its color "fades" back and forth
- Already spawned bonus does not vanish when another one is spawned. There may be a lot of them in the same time
- When the player can fire 2 bullets at once, they can fire again anytime (in original, the second bullet is always fired after the first one with a little delay)
- A robot of the other side can be telefragged if it comes too close to the spawned robot which was just spawned by the spawner (in original, only a collision is triggered during spawning preventing you from moving on a spawner)
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PLAYER FOURTH RANK
- Dealt damage is doubled - in original, it is the same
- Grid tiles cannot be destroyed, even on highest rank (in original, grass tiles are destroyable)
- When any player robot receives hit, it does not "degrade" itself to the 3rd rank. It just have reduced number of health points
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Score
- The constant number of enemy types (4) was removed, here is dependant on defeated types of enemies and can take from 0 to N. This allows to automatically detect what type of enemy was defeated by the player after adding your own type into the project
- There is no translation effect with a visible leftover after the beaten stage when counting enemies was finished (it is present in original, though)