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using Manic Miner and Jet Set Willy game engines
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Message: 5341
Author: Alexandra
Date: 22/12/2005
Subject: Re: Manic Person RC: Andrew's comments
Thanks again Andrew. That is very useful! I knew the Readme needed
work but I'm shocked that there are mistakes in the levels, after
spending so much time tweaking! I guess it shows how my attention has
been mostly bitty recently what with juggling a lot of other tasks.
> > Also, if you think I gave too many lives in the easy version, I'dReally? I thought the only really hard part was clearing the crumbling
> > like to know.
>
> I doubt anyone would try to complete this game without infinite
> lives and/or snapshots (except perhaps the DrUnKeN mAsTeR), even in
> Easy Mode (as it stands) where I only got as far as "Crash Test
> Dummy" before I lost all my lives and had to load a snapshot. :-o
platform on the right which acts as a barrier to falling into the
portal later. I suppose I could make some of the items easier to
collect (re: crumbling floors).
> As for Expert Mode, I don't recall ever having to roll back toYes :). I could make some of these puzzles easier in Easy Mode. I
> snapshots on disk (as opposed to RealSpectrum's instant snapshots)
> as many times as I did today. The cunning use of Crumbly cells makes
> it all too easy to make mistakes that you have to pay for later!
thought just thinning the enemies would be enough but the odd crumbly
-> water conversion might be in order.
> > Basically, any constructive criticism would be appreciated!I will try to apply it. I forgot it even existed. It would be a cool
>
> It would be nice if Manic Person and all subsequent MM games could
> use the JSW item-sound patch (see TECHNICA.TXT of _Manic Miner:
> Neighbours - Allana Truman_). Yes, it would make "Missing
> Something?" [12] easier, but invisible items are frustrating enough
> as it is without being able to hear them.
effect as I've always liked that sound.
> In the scrolly, "colour-cycling items" would be a more accurate termI'll try but it may not fit.
> than "flashing objects".
> > game with no real plot, just 40 meticulously crafted levels (20I don't know why I stopped capitalizing Willy.
> > Easy and 20 Expert) of hot willy-on-platform
>
> "Willy-on-platform" - unless you mean something else! ;->
> In some of my games, I have filters in the BASIC loaders that can beI would have to rely on someone else for that, aside from releasing 4
> applied to deal with potentially offensive graphics.
versions.
> [0] "Hoping for Frequency": Aww, one fewer Fire-cell than the 20thI may put it back in, then. It was that one near the end of the top
> June 2004 revision! :-(
platform I think.
> [1] "Fruits of the Room": It's still called "Apple Crumble" in theWhoops.
> documentation.
> Easy Mode is harder in one aspect: you have to climb up the right-I liked the new puzzle that was created - it's not very threatening.
> hand ladder in order to relieve the top-right item of crumbly!
> [3] "Paranoia (Don't touch the floor)" / "paranoia": It's nice toRight. Now someone just needs to come up with an actual use for the
> see the old colour-scheme in Easy Mode at least.
>
> > Notice how the solar beam wraps around the screen sometimes!
>
> Yes - an interesting effect yet to feature in a gamma-release
> TTBOMK.
effect ;)
> > It was suggested at the MM/JSW club that I could POKE the ray toOk, no problem.
> > work on a black background, but the green grew on me.
>
> A reference to Message 4527 would be nice here, seeing as I have yet
> to add this information to my Manic Miner Room-Format (which is
> relatively low on my to-do list).
> > In Easy Mode, I present a much earlier version of this room inRe: the spelling and grammar, I'm getting a program with a decent
> > almost it's original form.
>
> "it's" can only ever mean one thing: "it is".
> The word you mean is "its" (by analogy with "his" and "her", which
> never have apostrophes).
spellchecker to eliminate these problems.
> [4] "Cheating Time?": The top section is a little too difficult inIf you jump early when crossing the crumbling bridges it seems fairly
> Easy Mode: if you walk a step too far before dropping into the pits,
> it's tough to recover under the pressure of crumbling cells and Fire-
> cells on either side.
easy to me, but I'll experiment with it.
> > If you're having trouble, here is a hint: hitting overhead fireIt's true. But it's odd that fire embedded in earth from above has a
> > blocks is safe if there are earth blocks beside them, since the
> > collision in MM/JSW seems to favour the earth over the fire in
> > these situations.
>
> Think of it this way: the Earth-cell prevents you jumping up higher
> and colliding with the the Fire-cell.
much more strict collision (you can't come near without getting
zapped). I guess you could argue that the latter has gravity involved.
> [8] "Soluble Dux": This room would be even more interesting if thePerhaps, but the room is just the right level of difficulty for me as
> jump through the ILB (8,15) were necessary.
it is.
> [9] (Expert Mode) "Gimme Somethin Oldskool": The lowest item isI'll look into it. I think I wanted to keep it fairly simple in that
> rather trivial to collect, so I suggest the following design-
> pattern: make the player have to jump up for it from below, and
> protect it with a Crumbly cell at the same coordinates, that can
> only be crumbled from above.
>
> I'm suggesting that the bottom-right corner of the screen-layout
> look like this...
>
> ---..++|
> -_---.*|
> ----...|
> ........
> ........
> >>!!!>>|
>
> ...with the item moved one cell to the right so that it coincides
> with the Crumbly cell (_).
respect but I'll experiment.
> N.B. You can't move items in JSWED (but you can in MMSE). If youI usually set all of the items' colours again whenever I move one in
> delete the item and add another, the new item will be BRIGHT 1 (to
> agree with the Air colour-attribute), whereas the existing item is
> BRIGHT 0.
JSWED.
> [9] (Easy Mode) "Switch Hitch": A clever new room where you canWhoops! I could have sworn I had it covered.
> actually cut yourself off from an item if you flick the switch too
> soon, and you can actually walk through the Kong Beast!
>
> But the bottom-left quarter is redundant because the item can be
> collected from the top-left - which could be prevented with Air at
> (7,4).
> [11] "Innocent-Looking Clocks": Having to remove the crumbly fromThat's a good idea, and it did enter my mind but I was so proud of
> the top of the Fire-cell on the conveyor may be a bit too difficult
> for Easy Mode, in which case I suggest replacing:
>
> ____..
> ...*..
> <<<<<<
>
> with:
>
> ___...
> ...*..
> <<<<<<
that puzzle. But I think you are right that it's too hard for Easy Mode.
>True. I knew I'd be adding to the Readme.
> > ILB's
>
> How are the people who had to be told to turn round to stand in one
> cell-column (in the previous room) going to know what ILBs are?
> Maybe you should have a little glossary at the front of the documentI wanted to include a little trainer game, but ILB's and
> to define ILBs, HGs and VGs (or define each term at its first
> occurrence). In fact I intend to add a MM/JSW glossary to my website
> in the near future.
crumble-protected items are the only real quirky features that need
explaining - other things such as jumping up on a conveyor can be felt
and reasoned out through the game engine, and the more advanced
block-based quirky features aren't supported in MM. I think I may
include a little "school" game in the Strangel SE.
What I may do for MP is just include a visual instruction on how to do it.
> [12] "Missing Something?": Suggestions for Easy Mode:That is probably the best thing to do.
> 1. Make the items visible and change the room-title.
> 2. Change the conveyor to an off-conveyor. It's so cool as it is,
> but anything that makes you need to save a snapshot is too hard for
> Easy Mode.
> [13] "Catstep Vatstep": Easy Mode is impossible because of theI'll check all of those points out. The yellow portal was supposed to
> following:
>
> |*____| |*..__| |*__..| |*____|
> |_____| |_..__| |___..| |_____|
> |_____| |_..__| |___..| |_____|
> |__...| |.....| |__...| |_____|
> |__*..| |..*..| |__*..| |__*__|
> |_____| |..*..| |__*..| |_____|
> |$____| |..___| |.__..| |$____|
> ||||||| ||||||| ||||||| |||||||
> __(a)__ __(b)__ __(c)__ __(d)__
>
> Diagram (a) shows the screen-layout as it is. Diagrams (b) and (c)
> show you what's left if you go down the left- and right-hand sides.
> respectively - there's no escape! Diagram (d) is my suggested fix.
>
> Easy Mode is impossible for a second reason: no item is near enough
> to the portal to escape angry Eugene!
>
> In Easy Mode, the slowness of the green cat is just frustrating.
>
> In Easy Mode, it would be more consistent with the colour-scheme to
> video-invert the portal.
be an indicator of the yellow background of the original room, but
I'll fiddle with it.
> [14] "I am Not a Miner" / "I Am Not a Miner": A slight differenceI may try some other colour schemes for this room. I do want both sets
> between the room-titles in the two variants. Since you haven't
> capitalised conjugations of the verb "to be" in the other room-
> titles, I'd go with "am". There's a whole spectrum of case-
> conventions you could adopt:
> http://en.wikipedia.org/wiki/Title_case
>
> Easy Mode is impossible because the magenta VG collides with the
> lower white HG before you can complete the room.
>
> The blue colour-scheme in Easy Mode changes the atmosphere from warm
> and inviting (as in Expert Mode's red colour-scheme) to cold.
of graphics to be equally inviting.
> [15] "Bad Trip - The Divvy's Lair": Why fewer items in Easy Mode? AFor variation. The same way sometimes - very rarely - I don't use all
> MM room should always use all 5 items IMO, even if some share the
> same coordinates (not possible with JSWED v2.2.8, but with MMSE), or
> are hidden in the portal. These tricks are really only effective
> with the JSW item-sound patch, of course.
available cell-types in a room.
> [17] "The Dungeon of Erotic Punishment": I would remove the white HGOk. Did you think the lack of a non-animated 2nd conveyor in both
> from Easy Mode.
versions was OK, Anrdrew? I liked the way it made the upper right of
the room really intense but the visual (and the way the water stops
just short of a pit of fire with no visual clue as to why) was just
killing me. :)
> [18] "Pudding": Three different colour-schemes, with Expert Mode andYou prefer the yellow and cyan check to the black and white check? I
> the 20th June 2004 revision both looking better than Easy Mode, but
> it's difficult to say which of the first two is the more attractive
> version of this beautiful room.
may meditate upon it some more. My personal favourite is easily Expert
Mode - I made it by accident when trying to eliminate that mysterious
bug I mentioned a while ago. I set all the colours randomly for some
testing reason and got that combination for the walls.
> Suggestions for Easy Mode:Ok :)
> 1. Make the cyan HG full speed (I reserve the term "fast" for
> JSW II, Geoff-mode, JSW128 Hacklevel 9(?) and JSW64).
> 2. Make the magenta VG slower.
> 3. I would suggest allowing the player to go round again from under
> the portal, as you can in Expert Mode, but the obvious solution
> would entail removing Fire from either (7,1) or (10,4), neither of
> which I'm happy about.
>
> > There is a strange atmosphere to this room because it appears
> > tropical with the sand and plants, yet it has ice platforms.
> > Oh, why is it called 'Pudding'? I couldn't really think of a better
> > name due to the overall lack of theme, but it looks pretty, and
> > comes last (kind of).
>
> Don't undersell it! I always thought of "Pudding" as having some
> kind of tropical ice-cream atmosphere (maybe white ice-cream on
> fruit crumble), and the room-title is just perfect IMO.
> [19] "On Our Way "Hmoe" (SIC)": In Easy Mode, I suggest replacingI thought I did that. Oops!
> the lower conveyor with Water, which preserves the essence of the
> Fire-cell jump without the need for frame-perfect timing.
> > I could have made the time limit much shorter but as this is theI suppose I could make it shorter in Expert Mode/Version.
> > last room, I didn't like the idea of only getting a few points for
> > completing it - Hence the full bar of time to give you a nice
> > bonus.
>
> The satisfaction in completing the final room is at seeing the
> swordfish (which still appears in the wrong place BTW - see Message
> 4527) rather than caring how many points I get. In fact the less air
> there is left, the more exciting it is to complete a room!
> Isn't it annoying that, with the MM/JSW community having adopted theIt's usually easy to spot the difference because of the context, but
> Greek four-element terminology, "air" now has two completely
> different meanings in MM and JSW64?
we have plenty of other options for cell terminology. I always liked
Geoff's but now I can't remember it, aside from Plasma for Fire.
> > btw, I realise the file is quite large what with the map, but I'llYeah. I might include the Club release in the final version, just for
> > be deleting it in a week or sooner.
>
> Along with "manic_person.sna"?
completeness.
Thanks again for all the suggestions! I'll put you down as the beta
tester because effectively that's what you did.
Sendy
Chestfires roasting on an open nut!
