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using Manic Miner and Jet Set Willy game engines
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Message: 5932
Author: Alexandra
Date: 13/10/2006
Subject: Re: Death TV v0.3... Andrew's first playtest
> I didn't feel any need at all to use emulator-acceleration in theGood :) It's good to get this feedback. I think these two elements are
> rooms that I've played so far, and I also found it easier to predict
> cell-behaviour than in the other JSW64 games that I have criticised
> on this point, with the exception of the patterned Air-cells.
important for a pleasant player-experience in JSW64.
Of course, I think it's difficult to get 'perfect information' in
platform game level design, and ambiguous elements are a valid part of
computer games in general.
> What I don't like is that many rooms have the same title,I agree that it's made your relaying of experiences to me difficult
> e.g. "water world". This is what made it so important to get the
> RoomNo patch working for this game, because I like to tick off the
> rooms on a printout of room-numbers and room-names as I clear each
> room of items.
(and I appreciate the effort you've gone through), but the final
version should definately have homogenous room-names for the most part.
> [48] "water world": The red umbrella is slow and tedious to waitI'll look into that, and change the latter if I feel a change should
> for as you cross the bottom of the screen in both directions; I
> suggest either speeding it up or changing its start-position so that
> you don't have to wait.
be made.
> The bubbles that are the Water-cells in this and other rooms wouldThat sounds like a good idea.
> look more attractive to me if they were perfectly round, like the
> ones in Jet Set Dizzy's "Bubble" [10] (Files/Broadsoft/js_dizzy.zip).
> [49] "water world": A beautifully-constructed room, with the wayCompletely.
> you have to stop on the conveyor to collect the bottom-right item
> without losing a life, the well-aligned jumps you have to make
> (including the two required to jump over the yellow crab), and good
> use of the fall-without-dying POKE.
> I take it the switches are purely aesthetic, and unrelated to
> the problem I'm facing in the next room?
> [50] "water world": There seems to be no way out of this room: aYou bet your life it's not Maria-completable :)
> guardian blocks the left-edge, you can't go down because of Fire-
> cells in the top row (which also means you have to sacrifice two
> lives to collect all the items), and if you go back into [49], you
> are faced with a Fire-cell at head-height which cannot be jumped. I
> therefore find this game to be not Maria-completable.
I actually completely overlooked the fire cells at the top preventing
your descent from this room. However, I don't think the room below
exists yet anyway, since the room that used to be there was scrapped.
> [62] "water world": How did you get the cyan penguin to keepThe Diagonal Guardian Bug (explained in my last reply).
> stopping and starting on its path? It's a remarkable effect!
Sendy
