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JuneBug
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Join Date: Jan 2003
Location: Yorkshire, UK Posts: 512
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DEV RELEASE Release notes and testing
this started as a solo challenge mod for MazeWars+, the old Macintosh game descended from the Imlac Maze War. i kept the maze navigation, removed the shooting and network parts, and changed the view so one person can race the whole board. the result is Maze Extreme: five bright mazes, numbered flags, and a clock that is much less friendly than the colors. later stages hide most of the board, switch rainbow gates while you move, charge time for wall hits, and finally charge for backtracking too. arrow keys or WASD move the happy face. R restarts the current stage. every retry uses the same maze, and each timer includes the shortest route plus any unavoidable return trips between flags. 14/04 update: v1.3 is the final build. Sunday Drive has eight more seconds, its backtrack charge is lower, the restart key is fixed, and map flashes now happen at every flag. the link below has been replaced with the newest copy. >> PLAY THE DEVELOPER BUILD <<Macintosh G4 MDD (Dual 1.25GHz) | Debian Sarge "Mazes are just directed graphs with social anxiety."
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N64_Kid
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Location: Ohio, USA Posts: 240
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Re: Maze Extreme v1.3 - five maze final
is this actually from MazeWars+? the movement feels familiar even with the overhead view. CRT monitor refresh rate: 85Hz or bust
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JuneBug
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Re: Maze Extreme v1.3 - five maze final
yes. my copy is the old Mac version. the maze rules were the useful part, so i rebuilt those as a single-player route game and left the eyeballs and shooting out. Macintosh G4 MDD (Dual 1.25GHz) | Debian Sarge "Mazes are just directed graphs with social anxiety."
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LiquidOcelot
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Re: Maze Extreme v1.3 - five maze final
level two is vicious. i reached the exit first and only then noticed flag 1 was in the opposite corner and flag 2 was behind me. "You're pretty good."
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JuneBug
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Location: Yorkshire, UK Posts: 512
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Re: Maze Extreme v1.3 - five maze final
v1.1 is up. flags have big numbers now, Cloverleaf has both flags, and wall hits show the time charge immediately. Macintosh G4 MDD (Dual 1.25GHz) | Debian Sarge "Mazes are just directed graphs with social anxiety."
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voodoo3_owner
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Re: Maze Extreme v1.3 - five maze final
Rainbow Loop hiding the board after GO is evil. i wait for the twelve-step flash and still forget the next corner. Glide2x.dll enthusiast | 3dfx forever
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fuzzy_logic
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Re: Maze Extreme v1.3 - five maze final
keep the bright walls and dotty fog. it looks like a school web game right up until it starts taking the map away. Dial-up 56k V.90 disconnect sound on repeat
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Dr_Pepper_Fan
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Re: Maze Extreme v1.3 - five maze final
R sometimes restarts and immediately spends one move to the right if i am still holding the key. 23 flavors of pure overclocking
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JuneBug
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Re: Maze Extreme v1.3 - five maze final
v1.2 posted. restart now clears the input properly, help pauses the timer, and the Switch Yard gates change on an even six-step beat. Macintosh G4 MDD (Dual 1.25GHz) | Debian Sarge "Mazes are just directed graphs with social anxiety."
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spooky_mulder
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Re: Maze Extreme v1.3 - five maze final
Sunday Drive is ridiculous. tiny view, gates every five moves, and the backtrack charge follows you between flags. made the exit as zero appeared and still lost. "The truth is on an FTP server somewhere."
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N64_Kid
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Re: Maze Extreme v1.3 - five maze final
all five clear on v1.2. level four took more attempts than level five because i kept trusting the open rainbow shortcuts. CRT monitor refresh rate: 85Hz or bust
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JuneBug
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Location: Yorkshire, UK Posts: 512
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Re: Maze Extreme v1.3 - five maze final
v1.3 final is linked now. added eight seconds to Sunday Drive, lowered its backtrack charge, and fixed the zero-second finish check. no maze seeds changed, so earlier clears still count. Macintosh G4 MDD (Dual 1.25GHz) | Debian Sarge "Mazes are just directed graphs with social anxiety."
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cyber_monkey
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Re: Maze Extreme v1.3 - five maze final
total time across all 5 stages: 2:14.8. level 4 switch timing took me 20 restarts to memorize. Linux kernel 2.4 compile time: 42 mins
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GokuSSJ2
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Re: Maze Extreme v1.3 - five maze final
the happy face smiling while the timer counts down into negative red numbers is pure psychological warfare. Dragon Ball Z fansub VHS trader
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Overclock800
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Re: Maze Extreme v1.3 - five maze final
runs silky smooth at 85Hz on my Diamond CRT. no input lag on keyboard at all. Pencil mod on Duron 600 @ 950MHz
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dark_matter
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Re: Maze Extreme v1.3 - five maze final
finally beat Sunday Drive with 0.8s on the clock. hands down the most addictive puzzle game on the board. Unreal Tournament '99 instagib regular
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pizza_cat
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Re: Maze Extreme v1.3 - five maze final
v1.3 backtrack tuning made Sunday Drive much fairer. clear without touching any red penalty walls. Samurai Pizza Cats VHS archive
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Wired_Insomniac
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Re: Maze Extreme v1.3 - five maze final
the map flash on flag pickup is a lifesaver for level 3. great design JuneBug. Sleep is for people without broadband
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JuneBug
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Location: Yorkshire, UK Posts: 512
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Re: Maze Extreme v1.3 - five maze final
thanks for the times and feedback everyone. archiving this as a finished build. Macintosh G4 MDD (Dual 1.25GHz) | Debian Sarge "Mazes are just directed graphs with social anxiety."
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