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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 the
> 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.

Good :) It's good to get this feedback. I think these two elements are
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,
> 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.

I agree that it's made your relaying of experiences to me difficult
(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 wait
> 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.

I'll look into that, and change the latter if I feel a change should
be made.

> The bubbles that are the Water-cells in this and other rooms would
> 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).

That sounds like a good idea.

> [49] "water world": A beautifully-constructed room, with the way
> 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?

Completely.

> [50] "water world": There seems to be no way out of this room: a
> 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.

You bet your life it's 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 keep
> stopping and starting on its path? It's a remarkable effect!

The Diagonal Guardian Bug (explained in my last reply).

Sendy

 

 

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