Pamela Bowman's BREW Game
Immediately after loading the game, after moving around a little. The art is all filler, but the images are duplicated to resemble the heap usage of the finished product. Note the background layers and the cloud's software transparency.
Demonstrates working springboards. The springboard, when unused, is typically taller than the player. The custom image format has built-in tiling, and this filler "jump facing left" image is contained in the same file as the other character poses.
The corner tiles all block in two directions. The blocking directions and values (how many pixels into the tile where blocking occurs) are imported from data files.
The player steps onto a switch.
Switching characters is smooth, and set to never take longer than 1500ms. (1.5 seconds) Demonstrates four-direction scrolling, how the center of focus can be changed, and shows the low usage of heap. (about 150k if you take out the simulator's overhead)