| Aspect | If using Gamestudio | If using C |
| Slopes | The var's range is too low to add without strange things occurring | I can freely add them as I please, but need to work out how to do collision detection |
| Objects | The var's range is too low to add without strange things occurring | I can freely add them as I please, but need to work out how to do collision detection |
| Time control | Call lengthy functions many times or reduce the frame rate | Constant frame rate, full flexibility, one line of code, no frame rate reductions |
| Frame advance mode | The delay is in multiples of 1/60 second only at best | Any delay amount can be used, no matter how awkward. |
| Rendering smoothness | Random frame rate fluctuations cause sudden skips and/or pauses** | Fully syncronized with the monitor for pure smooth movements, and at any refresh rate |
| Speeds | Several thousand mph but other limitations prevent this | Almost anything |
| Abilities | Only the bounce can be added, but not easily | Pitched gliding, bounce, pinball effect, float-running up hills, precise speed blast usage, very realistic motion, flash attack at any angle, and several others |
| Special effects | Only if dynamic images are used | Can save memory, things affecting the display (like the speed blast's distortions), the shockwave from any high speed impact (especially the pound stomp) |
| Sound effects | Possible, but never used | Possible but uncertain of what is offered |
| Scenery configuration | Limited by the var | Seemingly unlimited - change the fog color, scaling (and fog intensity with it), heights, and speeds with far more freedom |
| Scenery movement | One pixel at a time | Can be made ultra smooth using the full capabilities of 32-bit color, so smooth that you'd have to use frame advance mode, screenshots, and the color-picker tool within your graphics program to see the effects |
| Installation | Molebox is needed which adds extra defects | I can make my own installer making the game easily accessible from the Windows start menu the traditional way. Along with that, game save files can be associated with the program so a mere double-click can bring up the game and resume from your last save file. |
| Game save files | Complex, confusing algorithms needed and other complex, confusing algorithms to work around the limits of the var adds to the frustration and complexity | Just use fwrite() in binary mode and everything is saved, no frustration and complex algorithms needed. |
| Unlocking the full edition | Use of a key file is required | Registration details can be embedded and applied to within the program rather than using a separate file |
| Downloading updates | Just replace the old file in Windows Explorer | Rerun the installer to install the updated components - much easier and friendlier to use |
| Hardware requirements | DirectX 9.0c-compatible 3D hardware, 32-bit color video card supporting 640x480 resolution, 500 MHz processor, 32 MB memory | No 3D hardware required, 32-bit color video card running 640x480 resolution, 200 MHz processor, 32 MB memory (maybe even 16 if I can use things compressed but that would increase the CPU requirements) |
| Software requirements | Windows 98 and later, DirectX 9.0c and later | Windows 95 and later*, DirectX not required |
| Loading time | Wait a while for the script to get compiled, usually about 15 seconds | 2 seconds, and even that seems rather long |
| Logos | Gamestudio logo required as well as my own logo meaning about 4 seconds to wait before playing (full edition - 10 for free edition) | Only my logo is required since Gamestudio isn't involved at all (unless Microsoft has a requirement for it) meaning a 2-second wait (full edition - 5 for free edition) |
| To load the game | Open Windows Explorer, browse to the directory you saved the game to, and double click it (or create a shortcut manually) | If I use an installer, it's right there on the start menu like any other program (even the desktop if you prefer to have a desktop icon, but an open dialog defaulted to where you stashed your files, allowing for multiple save files). |
| Testing | Do a test run using temporary test variables in a panel | Do a test run using temporary test variables in a panel |
| Fonts | Either true type fonts or even-width bitmap fonts | Either true type fonts or bitmap fonts using any widths. |
| Movement precision | Accurate to within one frame | Accurate to within 1/16 frame or indefinite, depending on whether or not I can get a formula working for multiple slope changes. |
| Texture tiling | Tiling is very difficult and time consuming | Just call the "DrawDibDraw" function as many times as neccessary with the spacing set as needed (and a loop) - quick and easy |
| Motive for using*** | -2.1 | 45 |
| Overall | 2.3 - not really worth using | 7.7 - definitely worth using, and with little doubt |