Way back in 2005, when everyone (apart from Adam, maybe ) was sure that Jetpack 2 would never see the light of day, an internet acquaintance told me he wanted to make some kind of Jetpack remake - written in QBasic, pure DOS, probably SVGA resolution and scrolling screens (i.e. bigger levels), and stuff like that. Naturally I was thrilled and I was willing to contribute with sounds and music (and maybe also code, I don't remember). I never saw a working demo or even a proof of concept, but I've written a few patterns of music. I even emailed Adam back then whether he'd be okay with such a remake.
Long story short: Another Jetpack clone that was never finished, but I guess I've never released the (by today's standards not really good) music I made for the game, so here it is, 9 years later. https://sagagames.de...etpackMusic.zip
I used a few instruments recorded from the OPL sound chip, probably because it sounded cool or as a homage to Jetpack's original sounds, and some one from my synth and some other modules.
This contains several songs in one module. One player that can detect this and play all songs in a row is XMPlay.
Posted by Saga Musix
on 17 October 2013 - 01:08 PM
Bugs: - Falling from great heights leads to a looped grunting sound. - Pressing z + ctrl at the same time doesn't seem to give me a boost anymore, even though the tutorial note claims so. I think it is required to jump slightly before using the jetpack. - I somehow managed to make the background music stop after dying. I managed to resume the game while the death sequence was still playing, so this might be related. - Got some flying batbot to not fly around anymore (stuck in a level corner), maybe related to me dying in that level.
Suggestions: - The level preview overlays on the mission pack maps are a bit hard to get rid off, especially when trying to just use it with a mouse. If a level is locked, it should be possible to close the overlay by clicking it. Clicking on the surrounding map space should maybe also move the map around like when using cursor keys - right now the movement is rather slow when using the mouse. - Have a clearly visible indicator whether a level has been finished on the overview map. - Achievements should maybe clickable or at least have a mouseover text to describe them - at least on the level finish screen.
Level comments: - Gemstone City might be too difficult for a beginner if they ran through the fuel zappers, only to realize that they forgot to pick up a gem. Might be worth to provide a few more extra jetpacks or a fuel charger. This level also becomes unsolvable when dying after the marble ball has been set off.
Editor comments: - After playing the game for a while and returning to the editor, it shows the last played level from the mission pack, but gives me error #1009 constantly so I can't start editing. - In the "for release" folder, only two (plus a bonus level which showed up there with one of the previous updates but which I think wasn't meant for this release) of my previously nine levels show up, probably because the others weren't using the cave tileset? - All other folders are empty.
Posted by Saga Musix
on 23 September 2012 - 12:03 PM
Especially for level decoration, it is sometimes desirable to place a tile close to the level border. However, it seems like the level editor restricts the placement that every tile is completely visible in the level. This limitation can be circumvented by rotating the level by one block, placing the tile off-grid close to the (now moved) level border and shifting it back again. This works perfectly, you get a half-visible tile and nothing seems to break. I wish this was possible without having to rotate the level all the time.