Scuba Dive

One of my fave games. Very original. One of the best from the early years, definitely. The difficulty of searching oxygen bottles in the depth labyrinths, the giant octopus,... a great game!
Your opinions?
Post edited by JuanF. Ramirez on
Comments
You're kidding right? Just swim back up to the surface behind the boat and paddle up to it. Done!
There's a good atmosphere in the game and it manages to be both relaxing and tense at the same time. The darkness of the sea and the (very) sparse sound effects only add to this.
The time I got past the first octopus and into the lower caverns is one of my earliest speccy memories.
Very good animation on the sea-life too and well-judged difficulty offers an exploration or points gathering approach. Do you go after that giant pearl/chest or try and track down that oxygen tank you saw just off screen? Can you get back up to the boat in time to deposit your treasure or will you get too greedy and 'pop' out of existence? When you get knocked unconscious by the giant clam will you be able to recover before the squid finished you off?
Will you get back up to the boat with pockets full of treasure and stupidly bang your head on the hull? :-(
Mmmmm... Hannah Smith :D
I wonder whatever happened to her.
What's the object of the game? Collect everything?
Objective? High score I think like a lot of earlier games.
I mean how do you finish a level?
The same way you finish a level in Elite or Flight Simulation, i.e. you don't.
The whole point of the game is just to explore and collect.
And I don't even remember what it was that I disliked about it. Maybe I should go check it out to make sure I still don't like it.
I used to be like that with cider. Nowadays I don't wake up in a hedge ;)
And here is why:
I don't like "Thrust" type games ... even though there is no gravity at play in this game, I just don't care for the way the controls work. Sure it's "wonderful" to zip around in empty areas and it's somewhat easy to manage getting around the wildlife.
Also, I don't care for how the collision detection works. It seems to me to be very unforgiving, and I never seem to get it right when I've grabbed something slimy from a shell (or elsewhere). I think I'm miles away from the landscape but then WHAMMO death out of nowhere, apparently because I touched a pixel far away, while re-orienting myself (away from the shell/etc) ... frustration level is just too high for me on this one.
But I agree it's definitely a nice looking game (for those who are able to enjoy it). And there are obviously enough people who do enjoy it, at least according to this thread.
Sorry, I'm just one of those people who can't get used to the controls+collision detection.
Oh yeah, don't just swim headlong into the rocks or try and turn around 360 when you've got a pearl... that's a sure way to popsville. You gotta play the game with deft maneuverability.
Totally fab and one of the Speccy's golden greats.
Still playable, still fun, still atmospheric, this game and many others are why Durrell where one of my favourite software houses.
...+1 here!
I don't see the problem with the control system, I'm not sure what other movement options there could be, surely directional movement wouldn't work in this case?
I don't have a problem with the collision detection either, I actually like the way you have to be careful when picking the pearls from the clams. After a bit of practice it's quite easy to do, it's just about getting the angle right.
Found it quite creepy & atmospheric as you get deeper too - played it recently and still think it's great!
hmm, I was looking at pavero's maps, and there seems 4 levels, then I guess pavero used 4 different run, and the map always generated from scratch every time.
It gets my vote.
Or, in my case, substitute "deft" with "daft" :p
I'm guessing you were actually looking at Laddermans' map, and the 4 levels are based on the skill level, higher skill level making the play-area a little bit larger.
+1 because sweet recalls. One of the (very) few games I've managed to beat you :p