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Message: 5544

Author: Igor Makovsky

Date: 21/02/2006

Subject: Re: Rooms of UMM + about a chasing rock

 

--- In manicminerandjetsetwilly@yahoogroups.com, "Alexandra"
wrote:

>
> I won't go through them all, so mainly I'll list high points, my
> favourite parts and potential bugs.
>
> Rooms 0-6 are all extreme eye candy and despite the lack of
challenge
> it's enjoyable to play anyway.
>
> Room 7 - I love the skyline, colours and the overall atmosphere. The
> choppers are a nice touch.

- And I like how the pingiun moves to the left and returns ))

> Room 8 - When I saw the screenshot I was trying to think of a way
you
> could make the lift go down the shaft, but since this doesn't happen
> I'm guessing it's almost impossible - especially on the diagonal.
>
> Room 9 - Yes! The lift goes up! I think you've perhaps made it
> disappear a bit too early, but I haven't analyzed it too much.

- The lift just goes into the "darkness" (black empty sprites). I
didn't use triggers to show, that this effect can be used not in
JSW64. Yep, it is too big, but these diagonal guardians always move
up and down and I used to make a large black area to hide them
well )))
BTW. The bucket didn't kill you in the first time?

> Room 15 - On the second level, when the bridge is rising to meet
me, I
> can get to the chasm before the bridge does and hover. Maybe you can
> fix this by moving the trigger. Again I'm not dissecting

- Better by incrasing the lift speed...

> RooM 21 - The idea of things calling which you can then step on is
> very inventive.

- Didn't understand what you mean ))

> "THE VENTILATION" - The fan that blows you reminds me of something I
> had in Death TV only this is more elaborate. I was a bit annoyed
when
> I fell into the last fan expecting to be elevated, then having to do
> the room again.

- I wish I had trampolines as a cell-type, but I hadn't. So this
could be fixed only by lowering that fan so that an extra cell row
could be placed on the top of the fan.

> "THE COLD ROOM" - The part where the room transforms is amazing, and
> that technique deserves further study. There's a small bug here I
> think, when I cross the LAST bubble on the coolant river, if I cross
> the hump of the bubble without holding down jump, I seem to die.
This
> may be a new quirky feature involving ramps butted up to eachother
> over fire blocks. I keep wanting to comment on the crispness of the
> graphics!

You're right. Note, that there is no real exit to the honeum chamber.
Portal is situated under the green field, so that it isn't possible
for the player to move up immediately, after appearing in the room,
without collecting a medkit.

> "OLD HONEUM STORAGE CHAMBER" - This is one of my favourites. It's
not
> difficult but it's so fun I was glad I got shot at the top so I
could
> play it again :)

Heh, not really you) Cook Andre shoots. Look at him. When the
werebear appears, Andre takes his gun and shoots (with red ! upon his
head), then, when the werebear is shot down, Andre returns to his
position. I was very proud of this room, because of this feature.

> "RESERVOIR PUMPING STATION" - Another favourite, the gameplay is
again
> really fun without being excessively hard.

> "THE SHAFT" - I think it may be possible to get trapped if you make
a
> wrong choice entering onto this screen, but I don't want to give
> anything away.

Yep )

> I got a little further than that but don't want to go into JSWED too
> much - there was one part a little later, I think the Kong Beast
room,
> with scaffolding on the right as you enter the room and I got an
> infinite death there, so I'm going to start again for the hell of
it.
>
> Really, it's very inspiring. I've been trying to think of a way to
> make a boulder that chases Willy by moving along, then down, and
then
> along again in a set pattern, but I think that would need a trigger
> which was able to modify something other than the next guardian in
the
> list.

Look here:

EXAMPLE:

(a) VANISHING WALL
(b) TRIGGER - HORIZONTAL
(c) VERTICAL
(d) TRIGGER - STOPPER MOVE+DRAW
(e) BLANK
(f) TRIGGER - EUGENE
(g) HORIZONTAL

I have this feature in one of the next rooms.
Rock (g) moves left. And the wall (a) vanishes at the same time. When
the wall is vanished, the rock is triggered (f) to be an engine. When
the rock is at its lowest point - this rock disappears. (some other
trigger (d) puts a "stopper" before this rock). And at this moment
another trigger (b) makes an invisible guardian (c) transform into
another horizontal guardian, that continues to chase Willy again.
Theoretically, the rock can chase Willy in such way a few times
more...
What do you think?

IgoR

 

 

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