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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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