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Message: 6078

Author: andrewbroad

Date: 07/03/2007

Subject: Re: Goodnite Luddite and its unborn sequel

 

Daniel wrote:

>
>> But time is tight, because I completed Goodnite Luddite on my real
>> Spectrum in between nine and ten JSW-hours, then set the start-time
>> to 14:00 to give you ten JSW-hours! (snip)
>
> Time is not tight if you play saving and loading snapshots, or
> using the Rollback feature in ZX SPIN, and know where to go and
> what to do. I finished "GL" with a toilet time of 17.03, i.e. in
> just over three JSW-hours.

Well done! I have never played Goodnite Luddite on an emulator (sadly
my routine of playing a MM/JSW game every Sunday has been stalled by
tennis- and other distractions), so I haven't even come close to such
a toilet-time.


> On a personal preference note - I am not very fond of rooms where
> the difficulty is increased by the visual difficulty of not seeing
> well (because of the choice of colours for the protagonist and the
> background). I prefer very difficult rooms but with good visibility.

I believe black is by far the best background-colour for MM/JSW,
although some variety is necessary for a good atmosphere (unlike
JSW II and JSW III). I've tended to go for too /much/ variety of
background-colour in the past. The original MM and JSW are probably
just about right.


> Otherwise, I was particularly impressed by the invalid arrows
> creating moving platforms. This was first developed by Sendy
> in "strangel", wasn't it? (I haven't played it yet). They certainly
> deserve to be used again in other games.

We Pretty has a simple example of an invalid arrow creating a hole
through which you can fall ("T HEF A U LT Y LI N E" [47]),
but _strangel_ certainly took invalid-arrow technology to a new level!

Party Willy has a few examples too.


> And I look forward to the third game of the Kari Krisnikova
> trilogy, whenever you decide to create it, Andrew!

I wanted to release 3.AFRIKAAN in December 2005, to follow
1.WE PRETTY in December 1999 and 2.GOODNITE LUDDITE in December 2002.

But since that didn't happen, and my priorities have changed, I'm not
setting any release-dates for Afrikaan or any of my other MM/JSW
projects at this time.

Afrikaan the game isn't even started yet (apart from the Lifts-patch
and the vertical-conveyors patch, both of which are under
construction), but I have 53 "definitely" room-ideas and 34+n "maybe"
room-ideas (where n is the number of rooms in a maze of twisty little
passages).

Room-ideas include:
* TEMPLE OF THE FAITHLESS
* LETHARGIC APARTHEID
* POSTAL INTERPRETATION
* THE MAYOR'S ASCENSION
* CHYSAUSTER VILLAGE
* NEANDERTHALB
* TRANSIT OF VENUS
* SEND YOUR COLOUR-BLAZING GLASS
* SLOVAK ATTACK
* GROT P'DIABLE
* ESSENCE OF WASP

I have written the first diary-entry, and an 11K text-file of ideas
for the story. But the story is anything but coherent - just a bunch
of dreams, disconnected plotlines, character-names, and a struggle
between good and evil. It is more likely to be a journey than set in
a fixed place à la Goodnite Luddite. For me, the story is just as
important as the game.

Afrikaan may well be my "Contamination" - the long-awaited sequel
that doesn't arrive for years and years, while the fans' hopes fade.
Which fits the outer story perfectly, of course.

When I reach another era of my life in which I find myself devoting
copious time to MM/JSW editing, my first priority will be the
continuation of AMJT (era: the time between major tennis-tournaments).

I also have three minor MM/JSW projects up my sleeve (two of them are
Titbits; I would classify the third as a Released Game if I ever
gamma-released it, but although I'm five rooms into it, it's unlikely
that I would ever finish it).

--
Dr. Andrew Broad
http://geocities.com/andrewbroad/
http://geocities.com/andrewbroad/spectrum/
http://geocities.com/andrewbroad/spectrum/willy/
http://geocities.com/andrewbroad/spectrum/download/

 

 

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