Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
Archive of the
Manic Miner & Jet Set Willy Yahoo! Group
messages
|
|
||
|
|
Message: 3869
Author: alexandra
Date: 02/01/2004
Subject: Re: Party Willy (Part 1) beta-version
i haven't been doing much willy related stuff but i grabbed it and
had a few quick goes, and it's quite a treat... i'm quite a fan of
tasteful re-interpretations (but can't stand half-hearted ones with a
few unmeasured or irrelevant changes). aesthetically and gameplay
wise i prefer it to 'luddite', and it's almost exactly on my
difficulty notch for comfort and challenge. the atmosphere is very
good too, particularly use of colour.
to me the nicest rooms, from my brief playtesting of around 30
minutes, are:
8 - skyways
11 - main entrance to bowieshire
21 - the time warp playground
24 - sky hooks (i like the puzzle with the ramps and the surreal
imagery)
27 - sylvian's hideout (i wish those platforms would crumble though!)
28 - the blazing furnace. a room for atmosphere rather than challenge
(which suits me :)
30 - the forest (reminds me of JTJS for some reason)
31 - la maison de jet set dick (don't ask me how, but i get a feeling
of monty on the run in this room. i think this feeling is peculiar to
me)
38 - the magic faraway tree. text book example of a room that looks
asif it's more than the sum of it's parts (i.e. a room where even a
trained eye cannot or is tempted not to break down the room straight
away into it's composite and repetetive elements - something i get a
lot as a JSW/MM fan and a mind with a love of spotting patterns).
52 - back woods. because i like the part of JSW 2 it was inspired by
too..
53 - the cave. i like the nasty grapic. kind of like an evil atari
sign ready to make you slip and impale you :O
54 - esmeralda's bedroom. i love authentic looking rooms (rooms in
the sense of, part of a house), done in the original JSW style
(that's partly why i did JSW: RR).
59 - kari's blood bath
i thought in 17 - the battlements, the ramp/water blocks that form
the lower passage looked unattractive, and i would have used air
blocks for the passage instead of water, and capped off the bottom of
the vertical 3D projections with a solid block, which the passage-
taker would be able to pass thru at head height.
btw, all this reminds me, i have 2 projects to finish off and
release - JSW: RR (which also features re-interpretations of rooms),
and the SE of strangel.
ok, andrew, the way you latched onto my 'no caps' typing is funny :).
at first it looks like a sign of disrespect (non-capitalizing a noun
amongst normally capitalized letters to show a lack of importance -
don't ask how i learned this lol), but obviously it comes from your
habit of quoting outside sources in an exact, photographic kind of
manner (i guess?!). the woody reference was funny (there is a woody
reference in JSW-RR hehe).
personally i can't wait to see what you have to say on the rooms of
strangel, and how you would solve them.. i think you will enjoy my
combination puzzles *evil laugh*....... well i hope you don't find
them too easy anyway. i got little feedback on that game but that's
probably because it's brick lol
