Manga
Puzzle 1.1
Shiuming Lai
tries another variation of the sliding puzzle
game theme
Universal Sliding
Puzzle Simulator is probably more like it. This
incarnation of the old children's favourite is a conversion of
an STE game, wrapped in a GEM interface to broaden
its appeal. It also comes from the Lotsa Individual
Files school of game data storage in
that the sounds and each level's pictures are
all easily replaced with other ones, indeed
it includes a picture format convertor
for this very purpose, so it needn't be a Manga
puzzle at all. Make your own sliding puzzle!
![[Screen-shot: Manga Puzzle level 1 in progress]](images/manga2.gif)
However, the
author has decided to include pictures of a
Manga theme, 35 in total in the images directory,
so that should be plentiful playing time for
puzzle fans everywhere, straight out of the
box.
Where this electronic
version beats the real one hands-down is in
the flexibility of settings (yes, game
settings on a sliding puzzle). For varying
difficulty level, the picture can be split into
4 x 4, 5 x 5 or 6 x 6 tiles. Once the picture
is complete, the "missing" tile is
filled in so you get a truly completed picture,
try that on the real thing! A soundtrack is
available, too, in the form of chip music (five
tunes are supplied, in SND format, chosen at
random). Unfortunately this doesn't work properly
for me and I don't see any good reason for it
from a technical point of view
![[Image: Manga Puzzle logo]](images/manga1.gif)
The help documentation
states in the known bug list, "SNDH makes
nasty crashes under multitasking environment"
but it crashes on my CT2 Falcon even in
TOS mode. Under TOS 7.04, enabling the music
option immediately crashes, while in 16 MHz,
TOS 4.04 mode with absolutely nothing but HD
Driver loaded, it starts the chip music and
bombs out to the desktop, still allowing the
game to be started once more. Even on my stock
Mega STE 4 I get this problem and I'm not about
to mess around trying to find out why.
Due to the inherently
simple nature of sliding puzzle games it's incredibly
easy to pick up. Clicking the left mouse button
while pointing at any tile immediately adjacent
to the "missing" tile simply moves
that tile into the space. Clicking anywhere
else tells the computer you've finished (or
think you've finished), at which point the puzzle
is checked and you get a success or failure
sound and the game either progresses to the
next level or you continue respectively.
One control aspect
I like very much, which isn't immediately obvious but
marks the game out to me, is that you don't
have to release the mouse button and click it
again to move the next tile. In terms of game
design that's equivalent to forcing a player
in a scrolling shoot-'em-up to stand still while
firing, simply annoying and so easily avoided.
What it means for this game is you can hold
the mouse button down and drag it along a series
of tiles (either a straight line in a column
or row, or even in snake fashion if you're quick)
and shuffle them along in one swift move, like
spreading a pack of cards on a table. Very slick.
The tile scrolling
option is a neat touch, it literally scrolls
the tiles smoothly, like you would see on the
real thing, instead of just flipping them to
their new positions. It's directly tied to CPU
clock speed though and this has funny side effects.
In 16-colour mode on a normal Falcon it's perfect.
In the same mode on an accelerated machine like
a CT2, they scroll so fast they look like they're
being flipped. In any case, if you increase
the colour mode, the scrolling leaves "snail
trails" which look like motion blur!
I was last good
at sliding puzzles when I was seven or eight
years old, so haven't yet got past the first
picture (Ahem...) but it appears the
supplied pictures are in 16 colours, as the
first one looks just fine in 16-colour mode. It
would have been easy to lazily throw together
a super-compatible
GEM game with pictures in 16-bit or even 24-bit
colour which are then reduced on-the-fly with
ugly GEM dither patterns to work on lower specification
machines, but the supplied artwork has been
carefully prepared to avoid that from the looks
of it. In this version, 1.1, a random tile
shuffle mode has also been added, and a high
score table which shows best time (but not number
of tile moves, that would be too annoying!).
Update!
I'm playing the game as I write this, and after
completing the top half of a 4 x 4 and shuffling
the bottom remaining seven tiles like mad, I
completed the first level. It gives the option
to save the level position for next time you play,
nice!
![[Screen-shot: Manga Puzzle level 1 completed]](images/manga3.gif)
![[Screen-shot: Manga Puzzle level 2 in progress]](images/manga4.gif)
Overall, Manga
Puzzle is nothing outstanding and neither is
it poor if you like to play this type of game.
There are nice touches but still some glaring
bugs with them that need to be ironed out. Three
stars, as it doesn't cost anything.
shiuming@myatari.net
Verdict
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Name:
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Manga
Puzzle 1.1
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Author:
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Pierre
Tonthat (Rajah Lone)
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Price:
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Freeware
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Requires:
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- 1
MB free RAM.
- Modern
VDI.
- DMA
sound, or equivalent
(for Milan and Hades).
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Pros:
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-
Pick
up and play!
- Decent artwork
supplied.
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Cons:
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-
Rough around the edges.
- Novelty
value quick to wear
off.
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Rating:
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