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Message: 4498

Author: andrewbroad

Date: 04/10/2004

Subject: What makes a good MM/JSW room?

 

I think there are at least five factors to a good MM/JSW room:

1. Fun to play. I like rooms with nice manoeuvres such as stopping
on a conveyor and jumping straight up. I like a good challenge
without being too frustrated, although having written a room myself,
I am reluctant to make it easier because I'm proud of the challenge
I've created.

2. Technical excellence. I appreciate rooms where a lot of effort
has gone into writing them, where every character-square has a
purpose, and there's a good variety of quirky features. This is what
I admire most about my own games.

3. Visually attractive, with well-drawn graphics and a nice colour-
scheme. Not just a technical accomplishment, but a beautiful picture
too.

4. Atmospheric - when a room is more than just a collection of
objects, but maps to a good concept. For example, it might evoke a
physical place in the real world or a fictional world, or it might
express a surreal, abstract concept like many of the rooms in
We Pretty and Goodnite Luddite.
Put simply, I appreciate a cool room-idea.

5. Originality - not just a slightly hacked version of one of the
original MM/JSW rooms, although I do like tasteful
reinterpretations, and it can be worthwhile introducing obscure old
rooms to a wider audience (as I did in Party Willy). I particularly
love it when a room does something that's never been done before
(there are a lot of technical firsts in We Pretty).

--
Dr. Andrew Broad
http://www.geocities.com/andrewbroad/
http://www.geocities.com/andrewbroad/spectrum/
http://www.geocities.com/andrewbroad/spectrum/willy/
http://www.geocities.com/andrewbroad/spectrum/download/

 

 

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