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| RICK DANGEROUS 2 |
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| Published | ||||||
| November 1990 | ||||||
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| Micro Style | ||||||
| Developer | ||||||
| Core Design | ||||||
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| My Role | ||||||||
| Atari ST | Programming, Graphics and Design | |||||||
| Commodore Amiga | Programming, Graphics and Design | |||||||
| Commodore 64 | Graphics and Design | |||||||
| Sinclair Spectrum | Graphics and Design | |||||||
| Amstrad CPC464 | Graphics and Design | |||||||
| PC | Graphics and Design |
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The decision to make a sequel to Rick Dangerous
must have had something to do with the fact that the original game
topped the UK Gallup charts in the Summer of 1989. So, when asked to
revisit Rick a great many of the original team were assembled and we set
about the task of following up what was, for some, a classic. |
The Forests of Vegetablia |
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As is the case with most sequels, getting the
game done was so much easier and with the original Rick to reference and
improve on everyone set to work with a clear plan. The mission
statements clearly were 'if it isn't broken, don't fix it' and 'if it
was annoying the first time around, then let's not do that again'. Out
went annoying jumps, in came the ability to slide dynamite and fly hover
scooters. Rick's very simple Gun, Stick and Dynamite gameplay remained
virtually unchanged. |
The Atomic Mud Mines |
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The major system that needed lots of addressing
was the trap system. In the original this was a very primitive affair
indeed - we had a sprite linked to a movement table, an animation table
and a box that could be placed somewhere on the screen. The box could be
poked with a stick, shot at or exploded with dynamite setting the trap
into motion. The second time around, Dave Pridmore was given the task of
creating a fully functional editor and a trap system based on a list of
requirements we had compiled. This included the ability for traps to be
set into motion and be interrupted, to change behaviour midway through
their movement and to cascade and trigger each other. In the end that
system so unbelievably flexible (read: complicated) that when it came to
actually converting the code to work on our given format we had to sit
with Dave and convert it from the original Z80 code as a literal
line-by-line copy. |
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One thing worth mentioning was that the game
ended with Rick leaping into a teleporter to head home, but the design
document featured this, as yet, never realised note: |
| Additional Credits | ||||||||
| Terry Lloyd | Design and Background Graphics | |||||||
| Dave 'Ken' Pridmore | Utilities, Music, Amstrad and Spectrum Programming | |||||||
| Chris 'Egon' Long | Commodore 64 Coding (and Sprite 'Smelphing' Utility) | |||||||
| Bob 'Goth' Churchill | Level Design |
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| TEXT © SIMONPHIPPS 2005 |
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