Subject: Re: [stella] Jumpman gets a go! From: Rob <kudla@xxxxxxxxx> Date: Mon, 12 Feb 2001 00:05:54 -0500 |
At 06:36 PM 2/11/01 -0800, Glenn Saunders wrote: >Realistically speaking, I think the Supercharger is the most practical >format for a Jumpman/Lode Runner type game (what's the difference between >Jumpman and Lode Runner anyway? I've only ever played Lode Runner). Jumpman is more arcade-style and Lode Runner more strategic. In Lode Runner you run around a mineshaft with ladders, digging holes Space Panic style to kill the men chasing you in order to reach a goal, with the only variation in play being level design. I don't even think it kept score, though I know there was an arcade version which probably did. In Jumpman you're running around a bunch of disembodied girders with ladders, chains and ropes, defusing (touching) bombs before the bonus runs out and you're faced with a different gimmick (falling bombs, disappearing floors, etc.) on each level. It's a slightly more complicated game, but not as crafty. It had the greater effect on me, though, since I've been constantly playing Gameboy Donkey Kong lately which is almost a Jumpman rip-off (run and jump game with 100 progressively more puzzle-oriented screens involving collecting items and a new gimmick on every level.) >The only problem with that is you can't make carts. If you wanted >something physical it would have to be on CD and then you'd be limited to >99 levels. A level editor, however, could be done on the PC side which 99 loads, not 99 levels. I think a Lode Runner game for the 2600 (if it could be done) could fit a couple levels into each load. Done on the Supercharger, I think you could probably do two Jumpman levels per load too. But the Commodore versions I remember only had something like 50 levels (Lode Runner) and 30 levels (Jumpman) anyway. Rob kudla@xxxxxxxxx ... http://kudla.org/raindog ... Rob - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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