| Scenery details |
| Feature | Usage | Gamestudio | C programming |
| Sky | The blue sky fading to the fog color at the horizon | Must either use a lot of separate BMPs or have one setting only | Can be dynamically altered to whatever the fog color is, even the sky color can be altered! Want a pink sky, yellow sky, or white sky? Go ahead and do so! |
| Fog color | The color of the fog for objects at a high scaling value (distance) | One set color and it cannot be modified without creating an entirely new set of images | Reload the original BMP or TGA and modify the colors based on the fog color and dynamically. Want pink or yellow fog? How about blue or green? No problem! |
| Fog intensity | Hard to see objects in detail at great distances | One set intensity for the objects and cannot be changed, even if made extremely close or at the edge of visibility | Intensity changes with scaling dynamically by merely reloading the original and adjusting the RGB values (alpha not affected) |
| Ground fog fade | Gradual fogging fade toward the horizon giving a strong 3D effect | Layers had to be toggled individually creating integerical steps only (54 to 27, 18, 9, 6, 3, 2, and 1 only) | Up to a set amount, depending on how many layers are used, but 256 is easily possible. |
| Movement | Changing the position of objects | Restricted to whatever the var could or the frustration adding more precision causes | Highly accurate and more realistic. Slopes, pitched gliding, and other things not easily possible in Gamestudio with the needed accuracy are made possible with C with easy calculations. |
| Lighting | Gives a sense of perspective | Possible but not dynamic | Possible but could be dynamic (dynamic would cause a huge memory increase or sudden stalls in the program to update it - not worth it) |
| Special effects | Adds realism as from distortions | One set image can only be used, but can be made visible/invisible | Effects can be created and/or altered dynamically. |
| Font design | Displaying text | Even width only for bitmap fonts or variable with for true type fonts*. Variable-width bitmap fonts can be used, but is very tricky to do and requires heavy programming to work around the limitations. | Variable width fonts for any type, but bitmap is preferred* due to their ease and unrestriction of creation. |
| Font colors | Text colors | Either using true type fonts or using multiple bitmap fonts | Just change the pixel color values at will to whatever is needed |
| Scenery movement | Background objects move as you do (obvious, isn't it?) | Limited by the var | High precision allows for fine movement |
| Textures | The scenery and the images making it up | Power-of-2 rule must be followed | No power-of-2 restrictions known |
| Slopes | Terrain isn't always perfectly flat infinitely in all directions. | The limits of the var forbid this feature | Easily added with easy programming |
| Objects | Light poles, signs, cars, and whatever else could be stood on top of | They can be added, but the range of the var is too low to allow it. | No restrictions outside memory are present |
| Water | You splash in it, glug away, and can get other unseen or unmentioned effects with the abilities | Possible, but very limited | Easily possible with numerous enhancements (wanna change the water color to, say, white, black, yellow, or a more standard blue?) |
| Programming, debugging, and distribution |
| Ease of programming | Programming provides the fundamental "rules" a game goes by. | Easy, unless working around the limitations and annoyances where it gets very frustrating | Moderately difficult - so many functions, so little time! |
| Frame rates | Displaying the rendered scene a certain number of times per second | Varies from 63 to 66 fps or to 263, usually 64 | Anything the computer can handle** |
| Ease of debugging | Fixing bugs is essential or strange things can happen | The debugger is easy to use and simply displaying temporary variables on a panel to show their values makes things easy | I have yet to figure out how to use the debugger in Visual C++ 2005 Express to constantly monitor variables, before getting the function to display text onscreen, displaying message boxes was the only way of monitoring a variable (using the MessageBox function) but I currently use message boxes to display results one time only. Once I got the text to be displayed, I could monitor variables in real time. |
| Distribution | Distributing the program for downloading | Molebox required (which damages the program (causing odd artifacts to occur)), and can only be zipped up | I can make my own utility to compress and decompress files, even my own installer. |
| Installation | To install the program and use it | Extra files needed for license agreement acceptance indication but merely unzipping or double-clicking the output in the folder saved to | I could make my own installer program. This would create icons on the desktop as shortcuts, and added in the start menu as well for much easier access. |
| Abilities |
| Gliding | The glide ability allows for high speed and acceleration with the greatest of ease | Level gliding only allowed | Glide in any direction, except forward and backward. Try gliding from mountain peak to mountain peak once! |
| Float run | Run at great speeds with the greatest of ease | Possible | Possible but can be enhanced further with slopes added (care to go for 950 mph or even faster horizontally?) |
| Flash attack | Quickly gain 100 mph in any direction | Possible, but best at only 8 directions and lots of if statements | Possible in any direction with a very simple formula (a sine and cosine) |
| Bounce stomp | Quickly gain extreme height with ease | Limited by the var's low accuracy | Far greater precision is possible, and with slopes, much more enhanced in the way it behaves. |
| Pound stomp | Land quickly generating a massive shockwave | Shockwave not possible due to being unable to change layers | Fully possible in every aspect |
| Fall-glide | Ease toward the ground slowly | Fully possible, but the var's low accuracy limits it | Much greater precision is possible, and with slopes, far more enhanced. |
| Bounce | Cuts speed based on slope angle (up to half when perpendicular) bouncing in another direction | Possible, but highly restricted | Get the full experience (try impacting a 2:3 slope going stright down and see what direction you get sent off at and what kind of speed reduction there is). |
| Leviburst | Levitate in the air and zip around with extreme acceleration | Possible, but never thought of at the time | Easily possible with high precision motion |
| Speed blast | Blast off at extreme speed, has 2+ variations | Possible without too much trouble, outside the effects | Possible, but the effects are much more easily enhanced. |
| Jumping | Jump into the air off the ground | Limited only because of lack of slopes | Made far more enhanced due to slopes and objects which can greatly influence the behavior (jump when float-running on a 1:4 slope at 200 mph to find yourself going 250 mph going straight up or jump on a 4:1 slope to go straight across at 250 mph, or some other speed and slope type going off at who knows what angle and speed (Yep, I've got that formula)). The 6-jumps limit still applies though. |
| Maximum speed | Speeds can get very extreme with some abilities | 800 horizontally limited by flat ground and the abilities, and 14481.547 mph vertically | No limits (speed blast down the highest hill and 1200 mph horizontally is well within reach, but even that can be exceeded by nearly triple or more when a well-placed and well-used bounce stomp and fall-glide-hop! are used. |
| Other features |
| Menus | Starting the game, changing configuration settings, and various other things | Limited only by what the var doesn't limit | Limited only by my ability and knowledge |
| Challenges | Providing challenge to make the game more worth playing | Limited only by limited amount of variations possible | With slopes and enhanced abilities, much more variation is possible allowing for even 24 challenges for 3 different tournaments. |
| Worlds | The scenery theme | Most anything is possible, but being unable to tile textures restricts textures to being simple only | Any world is possible, limited only by time and my abilities |
| On-screen data | Information displayed on screen | Tricky to get certain types of things to display, but otherwise not much of a big deal | No restrictions known |
| Measurement units | Usage of both English and Metric units of various types | One set unit only - the var restricts it without very complex values used | Easily converted (feet per second, miles per hour, meters per second, kilometers per hour, inches per second, coordinate units per frame, anything (not just for speed though, but distances as well). |
| Resolutions | The amount of space occupied for the game window | Easily adjustable | Adjustable with knowledge-limited restrictions*** |
| Display mode | Displaying the scene in either windowed or full screen mode | Easily togglable | I have yet to find out how to get full screen mode without using DirectX |
| Time control | Speed up or slow down time | Either decreasing the frame rate or calling the movement functions numerous time | High precision and anything is allowed (including oddballs like 73.198042) from 0.01 to 100x time, all with the same smooth motion! |
| Frame advance mode | Advancing game frames for far better timing on actions | One set amount only | Any amount of time can be advanced, to up to the refresh rate multiplied by the time control setting. |
| Feature | Usage | Gamestudio | C programming |
| Special effects |
| Flare effect | Just a general special effect as seen in my mind game | Limited to only a few colors | The true effect and accuracy is available (Gamestudio's limits are even affecting this), especially the colors which is the easy part |
| Puffs | Dust clouds caused from stopping | Some restrictions, mainly in image usage | More flexible |
| Pinball effect | It allows for bouncing off things at a slightly faster speed making escape from any enclosed area possible | Limited only to the level ground which hardly is enough for the full effect | Fully possible with no known limits (even enhanced with slopes too!) |
| Character | The character the player controls | Limited only by the images | Limited only by the images |
| Shadow | Objects that block light cast shadows | No known restrictions outside being unable to change the image and my skills | No known restrictions other than my skills |