4th March - 11th March 2012
I have been enhancing too many SEUCK games, but I just can't really help myself when a good looking SEUCK arrives, I can't resist to touch it. Yet again, I have done it again. I really should have done more to Up in the Air this week, but this SEUCK really surprised me :)
Anthony Burns created a new game using the Sideways SEUCK mod called "The Huntress of Midgard", and the concept of the game was inspired by the nineties classic game, Shadow of the Beast, a classic arcade adventure which was by Ocean software and Psygnosis. So then what's the game all about? Well it is a continuation of Magess of Midgard. The villages of Midgard are in trouble by new forces of evil. The creatures of Morrigan. They are searching for the missing pieces of the holy talisman, so that they can run Midgard under their power. The Queen, Malexia sends in the Huntress of Midgard. She's out on a quest in which is to collect all three pieces of the holy talisman and bring peace back to Midgard. This is just a brief story as Anthony made a large story in the instructions file.
After taking a look at Anthony's game I was very impressed with the idea which he came up with. So the first thing that I did was composing some music for the game.
After I loaded the game in I noticed a trick not used in a SEUCK game before (Wondering if this was possible). The main player was split into 2 players, but you had to use both joysticks to move the object. To improve this situation in the game, I added a POKE into the M/C monitor to set up the correct stop positions for both player 1 and player 2, then bolted them both together using another POKE. Both player 1 and player 2 sprites could move about at the same time. I programmed some additional in game routines, in which would allow the player die (both players at the same time). How was this trick done? Well, I searched for the player getting hit routine, added a subroutine that would detect it and also added a routine where the collision with character 0 would kill the player instantly (Then disabled that after respawn.) The trick worked quite well, but I still had a problem with the player's starting positions. The legs were out of place at times. To solve this problem, I added a routine that would scan the death position of the player (Like I did with Action Def) and reposition the player sprites at exactly the same place where they were killed. This trick worked :).
Other programming that was implemented into the game was the removal of one of the scores. I programmed my own mock scoring system, which then gets stored on to the SEUCK scoring system. Also I added a routine in which the player could pick up bottles of potion or a piece of the talisman and award 1000 points. If 4 bottles were picked up, I made the side borders turn grey, prompting the player to use the smart bomb trick. Then I added a routine which detects the RETURN/ENTER key to activate the smart bomb trick (Which Jon Wells helped me with last year when I was working on SEUDS 2). To give the effect, I added a flashing border as well. I also added a routine that would fix the raster position, to iron out the top screen flicker, but it caused problems for the sprite positions. It moved the pixels up by one. So I left the raster position hack out.
The game has a brand new front end, get ready/game over/well done/end sequences, but for part 2 a correct pass code would need to be entered to see Anthony's excellent end sequence. Now for the final mastering. :) DONE!
Huntress of Midgard is available to download to you C64 at: The New Dimension