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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. |
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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. |
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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 2009 |
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