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Message: 5610

Author: Igor Makovsky

Date: 28/02/2006

Subject: Re: Drinkin' Madras through a straw (big)

 

--- In manicminerandjetsetwilly@yahoogroups.com, dm_boozefreek
wrote:

>
> >When my next will be released, its structure, probably, will be
> right
> >what've you described (lots of new graphics like UMM and free game
> >structure like Frosya). You know I think, that ZXHEROES is just
> right
> >what we're talking about: free gameplay and lots of graphics.
Pity,
> >only 28 rooms. =))
> >
> >IgoR
>
> I hear the words in my head, yes I hear them.........Special
> Edition :) It may not be your thing, in fact it's not really mine
but
> SE'ing The DrUnKeN mAsTeR!!! made me feel like I'd finally finished
a
> game I couldn't due to restrictions at the time. Imagine what you
> could do to ZX Heroes with JSW 64. It's only 28 rooms so you could
> potentially use any JSW 64 variant to improve it. Of course that
is
> if you have the time or the erge to actually do it :)

- If I will create a sequel to the ZX HEROES, I will make a fully
sequel, a new, not updating this one. It's a good idea, making the
game popular from the beginning. As people said to me privately (I
have *A LOT* of people in icq after releasin UMM), that ZX HEROES was
a bit like a HIT among ZX fans. I even didn't know that.

> After all I
> still intend to SE "The Down and Out Trilogy" (sorry for mentioning
> it yet again), which although I love and gave my JSW all to at the
> time is slowly and sadly becoming a milestone instead of a legacy.
> Personally I think I've far surpassed it but I still base most of
my
> JSW projects on being better than it (which I think I may have
> succeeded in doing, but then again it's a matter opinion).
>
>
> Daniel wrote:
>
> > All this not to mention the graphics department, where
> > it's next to impossible to compete with professional artists :-( .
>
> I'm not a professional artist although I could have been I chose not
> to make a hobby a chore. Plus I think a lot of what is taught in art
> class is pretentious (no offense to anyone)...

It counts on a current artist.

..., I personally prefer
> straightforward graphic design which is what I casually called
myself
> about 7 years ago. But I haven't drawn or painted a real image for
> about 5 years. Just sketches doodles and bits for JSW, but to be
> honest I'm happy doing that :) Sprites are important to look nice
but
> a crap sprite can be made really good in the way it's animated, just
> as a really good sprite can be made crap in the way it's animated.
> Pros and cons they all weigh up and finding balance is the key.
>
> Also about chat I don't think the group should have chat as it
would
> damage the message archive insanely. But I did suggest it via
another
> medium just for the sake of discussing the secrets of UMM (or any
> game with any author) without ruining it for those who haven't
> played/gotten far on a game that has been released.

I suppose, that we can discuss UMM right in the club. Put "Spoiler
warning" at the beginning at the message to let know those, who
haven't finished my game yet, that we discuss its rooms in the
message.

> I think that maybe UMM has had a bit of a grilling...

- What means "grilling"?

..., but everyone is
> entitled to their opinions so fair play. Personally I don't think a
> wide knowledge of quirky features is required, there's literally
only
> 7 rooms or so that really depend on them.

- I've put a Quirky Feature right in the first room of the gameplay,
to let all those Dunnys know, that this game isn't for them.

> But I will agree that I
> thought the air supply was a little unforgiving,

- In the ruining mine, there is not enough time to think, to my mind)

> but I also thought it
> added to the challenge to an extent.

- Yep, the second enemy in the game appears to be time )

> Doesn't bother me I finished the
> game pretty quickly, and I enjoyed playing it (still haven't found
the
> secret room)

- Gee.. look at the upper-right screenshot and find yourself there...
and relax! )

> Also I'm sure anything that was undesirable in the first
> version of UMM to some people could be corrected in the second
> release.

Now I don't think it is needed. When I was creating UMM I thought
mostly of people in the club. I realized, that people outside it will
play it too, but, in fact, I was making it for you, club members. You
seem not to have problems finishing it. Plus my game have some
tributes, that only you will understand and nobody else ). So I don't
think I will create a simple version of the game for common ZX fans...

> Igor even said so himself before he released it.

Forget it )

> Dunny wrote
>
> > So the first thing you lot do when a new MM/JSW game is released
is
> > reach for the snapshot button? Or the POKEs sheet?
>
> Not me!

Say no to POKEs, but say YES to "Save as... " button, as for me ))

> > Crikey, how would you lot have gotten through any of the games
back
> > in the day? :-)
>
> I haven't been able to straighten my keyboard fingers since 1991
> hahaha!

Some of them I've passed without any pokes, some - didn't, so I've
used POKEs. I've tried to finish JSW with infinitive lives, but attic
bug made it impossible.

An interesting fact from my childhood. (Why I don't trust ZX
games a bit). I once played a game "Tai Chi Tortoise" (you can find a
tribute to it in ZX Heroes, under the Dizzy room). It is something
like action, together with quest. I've played it for hours and hours,
even years, but I couldn't get out from the first six screens. All
exits seemed to be closed and my jumping ability was poor enough. So
I've tried to use every item in every room for thousand times. I
didn't give up. I thought of that game as of the real treasure. I
realized, that if I give up - then I will say that the designer of
TCT is clever then me. I was around 12 that time I couldn't do it. A
few years later, I entered WOS and downloaded TCT from there. And
what I've seen there? There were new holes in the walls, all doors
unlocked and many new items to use... the game I was playing in my
childhood appeared to be something like a Demo-version, without any
mentioning of it! So I agreed not to trust ZX games very much and I
like to use MAGIC button, that makes me sure, that I can always
return from the point of no return.
Plus I hate games with no password. Rockfall was one of such games (A
very nice Boulder Dash clone). It had 28 rooms, that must all be
saved without exiting the game. In 12 years I've cracked it basic
loader and made it possible to begin with any room you wish.

> I miss the days of only paying a couple of quid for a game that
could
> last months, as adversed to spending 45 quid on a game that you
finish
> 3 hours after you get it home.
>
> Cheers
>
> DrUnKeN mAsTeR!!!
>


IgoR

 

 

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