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Message: 4247

Author: Alexandra

Date: 28/05/2004

Subject: Re: manic person - andrew's comments

 

> [1] "fruits of the room": an exceptional room - the way you have to
> jump under horizontal guardians with your timing constrained by two
> crumbling-floor blocks is a masterstroke worthy of inclusion in a
> catalogue of design-patterns. i would put crumbling-floor blocks at
> the same coordinates as the upper items, making the player have to
> clear the crumbling floor from above before collecting them. what
> are the guardians supposed to be - wombs?

I thought you did have to clear a hole in the upper crumblers before
you went round for the item... If not I will have to change it, I'm
guessing you found a fairly easy way round it. Thanks for pointing it
out.

> [3] "paranoia": any relation to the room of that name in JSW Ivy,
> or "TH E CAR ROT OF REF LEC T I O N" [63] in We Pretty which also
> has happy and sad faces? a good example of using crumbling floors
to create a sense of urgency.

I have no idea what I was thinking, but yes the happy/sad faces were
somewhat inspired by WP.

> [4] "naturland": another unique challenge. what does "AD" stand for?

Arcane Design :)

> [5] "willy's auto mining boots": a wonderfully innovative room,
> combining fast crumbling floors with a "Vat"-like challenge, and
> quite aesthetically pleasing too.

That's my favourite room I think. I love 'embedded' nasties,
especially when they are 'the' nasty ;)

> [8] "soluble dux": a real sendyish atmosphere, the technical
> highlights being the way you have to stop on the conveyor and jump
> straight up, and avoidance of the vertical guardians. i like the
> duck graphic, which reminds me somewhat of the static nasty in "The
> second Floor" [2] in Jet Set Willy III.

I find this room brick hard usually.

> [9] "thin life": clearly this room must have been abandoned, as it
> is a total mess, uncrossable, and some of the items are
> uncollectable because they're at the same coordinates as floor-
> blocks. i'm not even sure where this room is going.

It was gonna be a puzzle room where you had to choose your route
carefully because of one way systems created by crumbling floors
which you can't jump over. The room was abandoned, hence it's
chaotic, half-edited state.

> overall this is an outstanding game so far, and it would be a real
> shame for the MM community if it were never released, or if it were
> only released as a JSW64 game.

I decided a while back to try and finish this properly under MM. It's
the only right thing to do really. Thanks for the feedback :)

 

 

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