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  • Writer's pictureBruce

Launch of 24 Hour Parsley People

Well, I've been quiet these past five months as I've been busy writing 24 Hour Parsley People, the sequel to Cocoa and the Time Machine.

The finished game is three times as large, effectively it is three full games tied together in a story in which Cocoa enlists the help of Nikola Tesla to help improve the time machine.

Along the way I wrote new mechanics and greatly improved some of the mechanics I carried over from the first game. To help the MPAGD community I'm going to write a few blogs explaining some of the new and improved mechanics so that others can take advantage of them, if they like, in their games.

Some of the new mechanics include:

  • Springboards that bounce the player up, left or right

  • Magnets - that the player can activate and then pick up certain other items

  • Grabbers - similar to magnets, allowing the player to pick up and deposit items and enemies

  • Falling Platforms

  • Rotating electricity bolt thingymebobs

I also vastly improved some of the core mechanics that I used in the first game, including:

  • Horizontal moving platforms

  • Proximity falling enemies

  • Pushable items/blocks

  • Switches

In addition I've added code for multi-sprite enemies....and multi-sprite player mechanics.

I'll try and cover these in more detail in future dev blogs.

I've had moments of frustration, bugs that I cant track down, bugs that I've fixed and replaced with brand new well of moments of joy when I;ve finally got something to work.

It's been emotional!

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Hello, I'm Bruce and I write games for old 8bit computers using Jonathan Cauldwell's excellent Multi-Platform Arcade Games Designer (MPAGD)

I've written a few successful* games for the Sinclair ZX Spectrum and MSX platforms that have been (largely) well received including Twenty Four Hour Parsley People scoring a 10 out of 10 on Planeta Sinclair.

In my blog I am sharing lots of the code that I wrote for my games, in a way that you can use in your own games.   I've commented it so that you'll learn some of the techniques I use to create interesting new mechanics and help your games stand out from the pack.

MPAGD includes lots of standard scripts, they're great to get you started, but if you're new (or just rusty) when it comes to writing code, hopefully my tutorials will help you get started and  turn your imagination into awesome 8 bit games!

All my code is free to use and do with as you please, but if you find them useful please feel free to buy me a coffee ...or better still - buy or download my games :)

*successful is a very relative term in 8bit computer games

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