Really excited about this!!! Other than the ideas already suggested, the one thing that I always wanted to do on MoG was to know what was to the left of that one screen where the was a path to the left on the upper-left corner but was unreachable (I know, in reality, there is nothing, but still). So, maybe have an easter egg in the game to find out what is behind that room haha (maybe have a room that resembles that one, and with some item combination it's possible to get there ).
No actually, that is the correct name for the baby. It is a joke by Konami since he is a baby. I think in the english version konami spelled it as pamperse.
Santiontanon:
Yeah that is a good idea. I tried that also many a time. That or the one room that makes the castle not symmetrical (but that has been done already); but those are some nice details. By the way Maze of Galious was originally planned to have 11 worlds, with the unused one to have 20 more rooms (left it out because they didn't have enough space). I wonder what and where they would have done that and whether or not that would have anything to do with bringing the son to safety seeing at one point the baby was listed on the inventory screen.
I like it when cartridges can be combined in the old Knami tradition. So Ghost or PoW could unlock extra skills or items?
No actually, that is the correct name for the baby. It is a joke by Konami since he is a baby. I think in the english version konami spelled it as pamperse.
Aha! Thanks
パンパース Panpāsu !
Isn't the baby's name only mentioned in the manual (English version anyway)?
It's translated as 'Pampas' there
(edit: regarding the game (rom): there's no native Japanese language version right?)
I think the name is used once or twice in the actual game: at least when you enter a password. There it says Pamperse.
And if you enter パンパース in image search you will also find all kinds of pampers pictures, some of which having the same kana written on it... It is not a coincidence. It was also translated that in Shalom if I am correct. It could be that the English manual is not 100% consistent, that happened a lot back in the day without spell checkers, etc. Maze of Galious is pretty good with that regard even...
The game is dual language. On a japanese msx it will have the Japanese texts. I think it was the English name (Pamperse) even in the Japanese version (because there was no katakana font in the game).
if you enter パンパース in image search you will also find all kinds of pampers pictures
Yeah, it's literally 'Pampers' in Japanese
The game is dual language. On a japanese msx it will have the Japanese texts.
Are you sure? I get English text all the time (e.g. openMSX FS-A1WSX).
-edit: oh wait, I was only checking the intro text
how things work with the boss passwords or continues
We will save the game on the cartridge, so no need to write down codes. Although codes are cool to share games with other people.
Continue will be automatic, like in "Golvellious". No need to write ZEUS.
And SCC music, to get that Konami feeling Smile
Yeah, we'll go for SCC music.
A more varied soundrack than MoG has would be nice. Maybe different tracks per area of the castle.
The composer agrees. ;-)
Just a single key doesn't feel too challenging. It's almost as if the doors are there just as a decoration then. Maybe multiple key/dor colors instead? Or some doors that open only on a specific direction like KV2?
We'll think something more challenging with keys.
I think it would be nice to make the stones moveable, so you can expand the game with puzzle elements, in which in some levels you need to lay out a passage with stones, filling the gap, and in others to build a ladder, etc.
This request has appeared several times. We'll have it in mind. Personally I don't like it because I find boring moving them as it tends to be slow (like in USAS) and it breaks the fast pace of the game.
beating MoG itself may proof difficult (as our minds tend to cling to the great experience in our youth).
The idea is not creating something better than MoG, that's impossible for the reason you mention. Instead we're trying to do a similar game so the ones like me who enjoied MoG can enjoy something in the same style again.
in the original MoG you hardly needed Aphrodite - I guess most of us played with Popolon entirely;
Yeah. We have created different gameplays and situations in order to prevent this problem.
being able to quickly switch between characters instead of having to go through F1 menu;
Good idea!
perhaps screen 4 with scroll (think Manbow, psychowold etc), or go further like Ys3 did.
The game is done in screen 5, so we can't do scrolling. Anyway, static rooms are easier to memorize, and I'm aware that the MoG2 project includes scrolling.
I never really cared for MoG, tbh. I was more the VK/Usas-guy, and I didn't like the semi transparent MoG sprites. MoG is more like a maze-game while VK and Usas have a more clearly defined path to follow
Although we expect any MSX player to enjoy this sequel, this game is especially done for those who loved MoG and are looking forward to find something similar. Exploring an open world is just one of the strong points of MoG, and will in this sequel.
- If you die, have the other player have to do something difficult having to save him from the underworld, instead of easily buy it off
That's an interesting question: what to do when one of the heroes die.
IMHO, what most players will do is to reload the game, it's much easier than doing something to bring him/her back from death. Using long passwords made MoG unconfortable to keep saving the game. However, with a save system, players will save it more often, and reloading the game will be more likely.
Right now, as one hero dies, it goes to Game Over + F5 continue -> start from the first room with all inventory.
Make the descriptions of items not obvious what items do. That was part of the charm of MOG
I just had a look at the original manual, and you're right. Some items have a not obvios description. We will try to do something similar. (descriptions appear in the inventory itself)
the one thing that I always wanted to do on MoG was to know what was to the left of that one screen where the was a path to the left on the upper-left corner but was unreachable (I know, in reality, there is nothing, but still). So, maybe have an easter egg in the game to find out what is behind that room haha (maybe have a room that resembles that one, and with some item combination it's possible to get there Wink ).
Yeah, I'm pretty sure we all tried to reach that gap. I like the idea of an easter egg about it.
I like it when cartridges can be combined in the old Knami tradition. So Ghost or PoW could unlock extra skills or items?
We'll try to add special stuff when combined with other cartridges :-)
Pampas and Selene, sons of Popolon and Aphrodite
Oops! My fault. It's "children of Popolon and Aphrodite". Just fixed it on the blog. Thanks!
naming the game "Pampas" puts Selene in a disfavored position from the outset?
Good point. "Pampas" is the temporary name we're using instead of "a sequel of the Maze of Galious". Some sort of "working name". We still have to find a suitable name for the game.
Of course, any idea will be very welcomed. It just can't have the word "Galious" on it, as Galious was defeated long ago in MoG and MoG2 and does not appear in this sequel.
Personally I don't like it because I find boring moving them as it tends to be slow (like in USAS) and it breaks the fast pace of the game.
No, this is fun!
And I didn't mean USAS, but rather something like The Castle. Besides, I am not for the game to consist entirely of such levels, only some key levels. For example, some artifact, which is hidden in a cairn of stones, in which some stones need to be destroyed, and some to move away, otherwise when you try to take the artifact "by force", the stones fall on you and crush you.
I actually hate block puzzles and I was happy they're not in MoG. Block puzzles demotivate me for my exploring. It's something that also demotivated me to play MJTT and Ushas a bit. And La-Mulana.