+therealbountybob Posted August 12, 2011 Share Posted August 12, 2011 So were currently playing DK Jr in the HSC... some observations and discussion points any thoughts on the character movements - are they in blocks rather than pixel by pixel due to keeping the code small? getting the game out quickly? so the chars interact with the ropes more easily maybe? Would more moveable positions have meant more char sets etc ?: There are lots of cosmetic things in DK Jr that could have been improved; e.g. can't see the crocs behind the fruit - falling things have rope graphic even if not on rope etc... Coders spend ages improving these 'cosmetic' things in other games, but here we have a game that is very addictive nontheless, as the gameplay, varieties of screens, plus incremental difficulty makes it a winner. Maybe more coders could take note of this and save themselves a lot of time Quote Link to comment Share on other sites More sharing options...
Tempest Posted August 12, 2011 Share Posted August 12, 2011 I read a memo somewhere that the programmer was behind schedule on the project and offered to 'speed things up' if they got paid more. The memo recommended firing the program after the project was done. I also think I read that the programmer originally wanted to do it in FORTH but the game was too slow. I might be confusing that part with a different game though, I'll have to look for those memos again. If Landon Dyer pops up on AA again he can shed some light on it. Tempest Quote Link to comment Share on other sites More sharing options...
oky2000 Posted August 13, 2011 Share Posted August 13, 2011 I also use to play it a lot as a kid and I love it. I think its a great conversion! The Commodore 64 also did not ever get this port so that is extra cool! Soon.......... Quote Link to comment Share on other sites More sharing options...
Fres Posted August 14, 2011 Share Posted August 14, 2011 I read a memo somewhere that the programmer was behind schedule on the project and offered to 'speed things up' if they got paid more. The memo recommended firing the program after the project was done. I also think I read that the programmer originally wanted to do it in FORTH but the game was too slow. I might be confusing that part with a different game though, I'll have to look for those memos again. If Landon Dyer pops up on AA again he can shed some light on it. Tempest I sort of remember reading that, but I was thinking it was a different game that she (the programmer) was working on. Quote Link to comment Share on other sites More sharing options...
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