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using Manic Miner and Jet Set Willy game engines
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Message: 5551
Author: Alexandra
Date: 22/02/2006
Subject: Re: Ultimate Manic Miner: Andrew's first impressions
> One downside of UMM (and, I guess, of JSW64) is the uncertainty.I attribute this more to that fact that Igor was deliberately
> Because there are so many cell-classes, it's hard to know what to
> expect in terms of cell-behaviour, whether something is a guardian
> or not, whether it is stand-onable or not.
stretching the medium about as far as it can go. Consistency can be
maintained even in [ mode of JSW64, it is just somewhat limiting. And
I was killed by much less scenery in UMM than in, say, MvsB.
Wondering what is going to kill you is also a patent part of 8-bit
platform games, I can remember playing Odd Job Eddie back in the 80's
and wondering if certain tiles would kill me (I didn't pick up that
all the deadly blocks are cyan, and all the solid objects are yellow
back then).
UMM also involves a small amount of trial and error in it's gameplay,
making it a little like Rick Dangerous in places (hence my idea about
the boulder chasing you). Normally I'm against trial and error but in
this kind of frantic and chaotic game it's somehow forgivable. I'm
even tempted to use a little myself.
> The other downside of UMM is the lack of items, most of which seemThat's an idea I've been toying with myself, though this can be
> to be hidden inside portals, or to be extra-life items (not
> necessary to fulfill the ending-condition if the sole aim is to
> escape?). So I guess I'll miss the joy of being able to tick off
> rooms as I clear them of items.
partially rectified by having a lot of doors which open upon
collection of the items. You could even have the door and some of the
items in a Promised Land to break the challenge up.
> > "THE COLD ROOM" - There's a small bug here I think, when I crossIt's weird how Willy reacts to adjacent ropes. I might try making a
> > 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 each other over fire
> > blocks.
>
> In the explanation that follows, when I refer to Willy being in a
> column, I mean the LEFT cell-column of his sprite.
>
> ---||||
> .....>.
> .......
> ../\/\.
> ***
> ABCDEFG
>
> Willy gets killed if he walks from column D to column C without
> holding jump.
>
> This is because the / ramp in column E is trying to dump him down
> onto the Fire-cells, while the \ ramp in column D is trying to pull
> him up.
>
> Ramp D takes precedence in terms of the pixel-row at which Willy is
> drawn, but Ramp E takes precedence in terms of moving him down a
> cell-row when he walks off the left edge of the / ramp in column E.
>
> It doesn't happen when Willy walks from column F to column E because
> there's no / ramp in column G.
room full of alternating ramps to see if any puzzle potential is apparent.
As a side note, although I should be preparing Manic Person for
release, I have been designing my own central character sprite for use
in certain future games, she's turned out pretty good, but I might
need to post a demo of her and ask advice from the artists on how best
to tweak her. She's almost perfect, but I'm not sure if something
could be marginally improved.
The artists in the group have also inspired me to start going through
DeathTV 64 and improve the graphics any way I can see how, which has
yielded some nice results :)
Sendy
