order to position those tank graphics for the frame that same lookup table contains the object id for the next tank orientation when we reach the right side of the tile as well as the arrival velocity for both axes once rotation is complete so increase the frame index look up the next velocities and proceed to move the tank around the corner seems simple enough at least for the numbers game what about the graphics though the tank is assembled using six NUMBER_TOKENxNUMBER_TOKEN sprites three for the turret one for the body and two for each of the wheels each of these six sprites has its corresponding tile swapped out depending on the current orientation of the tank let's call those graphical orientations NUMBER_TOKEN degrees NUMBER_TOKEN degrees and NUMBER_TOKEN degrees additional angles are achieved by flipping the sprites over the horizontal and vertical axes as needed keen observers will note that there are additional unique tank frames beyond these three angles since blaster master uses NUMBER_TOKENxNUMBER_TOKEN sprites to build the tank it can relocate those sprites relative to each other in order to create some of the finer movements examples include something simple like the tank bouncing on its suspension as it moves across the terrain or even something a bit fancier like when the tank jumps the wheels appear to push down into the ground prior to a jump and hang down as the vehicle moves upward once gravity stops upward momentum the wheelbase continues upward a few pixels and compresses the suspension a simple relocation of two wheel sprites helps create a feeling of physics at work the tank even bounces just a bit when it hits the ground not including the bookend frames that match NUMBER_TOKEN and NUMBER_TOKEN degree orientation there are only NUMBER_TOKEN unique frames shown during the transition video output is updating at close to NUMBER_TOKEN frames per second which means we only see the rotation frames for just over a tenth of a second roughly NUMBER_TOKEN milliseconds the average speed of a human eye blink is about NUMBER_TOKEN milliseconds that's a lot of detail to put into something that you could literally blink and miss that said the resulting animation is quite smooth especially at the wheelbase that's a lot of attention to detail on something and i find it to be rather impressive one other side note i experimented with the design of the controls a little bit and removed the automatic use of wall NUMBER_TOKEN when moving from normal orientation to vertical players can navigate the level and drop off the platforms just as things were prior to acquiring the wall NUMBER_TOKEN power up to rotate around the platform hold the b button down while moving left or right once the tank is rotated to the side or underneath the platform release b the tank can fire downward and move back and forth as normal if you've played the game before it's possible this change is helpful however for new players this sort of complex custom control scheme modification is not intuitive at all if we ported blaster master to the super nintendo we could probably make use of additional buttons on the controller to toggle the abilities on or off speaking of controls it's time to look at another form of gameplay in overhead mode players use the b button to fire their gun which can have NUMBER_TOKEN additional levels of power the a button throws grenades we just talked about intuitiveness of controls and one semi-hidden feature of blaster master is the ability to strafe press and hold the a button and d-pad presses will allow the player to move while continuing to face the same direction release the a button to resume normal turning
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