What's changed
Same jungle, same goal. Nearly everything else is new.
Then and now
The title screen


The starting clearing


The map screen
Press M at any time for a map of the jungle. Rooms you have not visited are still under fog; each one you walk through is drawn in as you go.
- The original had no map screen: you drew your own or found a printed one.
- Where you have been stays drawn, so you can see what is left to explore.
- For the whole jungle in one picture, see the map page.
Look and sound
- All-new graphics by JonEgg.
- 256 screens redrawn by hand, 304 pixels wide instead of 256.
- Several new tunes: one each for the intro, the title and front-end menu, the game itself and the outro.
- A scrolling intro, with Sabreman falling into the jungle.
- A new title screen.
- New animations.
Menu and extras
- Front-end menu: start game, instructions, high scores, settings, the team.
- High score table saved to disk.
- A random hint on the loading page before each game.
- Pause with P or RUN/STOP.
- Space works as fire everywhere.
Play
- A map screen on M, showing every room you've visited.
- Two message rows: objectives, Wulf warnings, pickups, treasure count.
- Flower effects show their name and a countdown bar.
- Rhinos charge when they see you.
- A well-timed stab fends off a hippo or rhino.
- The Wulf is tuned so you can't simply outrun it.
- Amulet pieces use one of eight layouts, chosen at random.
- An amulet screen each time you find a piece.
- The guardian asks for the amulet, then steps aside once it's whole.
- You get a warning before the bushfire comes for you.
- Paths line up across screen edges, so Sabreman is no longer nudged sideways entering some screens.
Under the hood
- 6502 code built with KickAssembler.
- Sparkle fast loader.
- Screens laid out in LDtk and converted by our own tools.