I agree it's a great game, but it's not "smart" either. It's more like a combination of graphic adventure ("find item A to pass through obstacle B, then items C and D to pass through obstacle E, etc") and action game (avoid enemies when they appear).
Sorry, I see the distinction, my mistake. I can't think of any Speccy games that suit your description and haven't been mentioned. Brian Bloodaxe does require some planning (for example you only get a limited number of bullets in the gun, you have to judge what things to destroy with the bombs, and using the objects-float-in-the-air-where-you-drop-them game mechanic you can build staircases/platforms to otherwise out of reach areas. But Retrobrothers already mentioned it (the cheating git!).
For the speccy Automania was a pretty good take on the platform game
In Automania there's no thinking at all. Collect car parts from one screen in whatever order you want, carry each one to the other screen, jump over enemies along the way.
Not what you're asking for, I know, but in games where you get a points bonus based on how quickly you complete the level, then if you're using an emulator (or a real Spectrum but with a Multiface or other snapshot based hardware) then you can play the same level as often as you like, refining your pre-chosen on-screen route, to get the highest score on that particular screen.
So with games like Manic Miner, and Chuckie Egg (both of which award you points according to how quickly you complete a level, and have no random components to render the idea pointless), you can pre-plan the quickest way to complete a given screen, and then see if you can find a quicker route to do so.
There is Tarramex... worldofspectrum.org/infoseekid.cgi?id=0005195
It's very heavily puzzle based, needs a decent effort to figure everything out, and is a fairly entertaining game. I remember completing it as a kid and feeling really chuffed with myself :D
There's also Dizzy - have you completed all the Dizzy games?
So with games like Manic Miner, and Chuckie Egg (both of which award you points according to how quickly you complete a level, and have no random components to render the idea pointless
Isn't the Solar Power Generator random? It certainly seemed like it when I did a run through with snapshots a couple of years ago.
There is Tarramex... worldofspectrum.org/infoseekid.cgi?id=0005195
It's very heavily puzzle based, needs a decent effort to figure everything out, and is a fairly entertaining game. I remember completing it as a kid and feeling really chuffed with myself :D
There's also Dizzy - have you completed all the Dizzy games?
These are all graphic adventures.
In a previous post I provided the rationale to distinguish between smart platform games and graphic adventures. I believe this rationale matches our common sense. Dizzy is obviously a graphic adventure, Frank'n'Stein obviously isn't.
So with games like Manic Miner, and Chuckie Egg (both of which award you points according to how quickly you complete a level, and have no random components to render the idea pointless
Isn't the Solar Power Generator random? It certainly seemed like it when I did a run through with snapshots a couple of years ago.
Nope. The beam changes direction when it hits the mirrors on the nasties. And since they're predictable, so is the whole screen.
Ralph on Alpha2 which was on 16/48
(and I guess therefore also add Colin the Cleaner from good old Harry S. Price )
I don't think this is a smart game. Once you learn the "illogical rule" that the hero can easily walk upstairs, but dies if attempting to walk a single step downstairs, then solving all levels become trivial.
In Bubble Frenzy, each level requires a different strategy to win, that is not immediately obvious at the start. If you make a wrong move, you will dig a hole that will block your own access to the next teleporter. Thus you need to plan your path carefully... although the fast action doesn't give you much time to do it.
I wonder if 'Bounty Bob Strikes Back' qualifies... it's a platformer and easy levels could be solved with brute force, but later on things get tricky, and you need to plan an effective route or you'll just fail... which platforms to walk over and when, when to grab an item and which enemies to kill with it, how to walk over all the platforms without getting stranded. Damn it's an infuriating game but I keep coming back to it, much like Frank'n'stein.
In Bubble Frenzy, each level requires a different strategy to win, that is not immediately obvious at the start. If you make a wrong move, you will dig a hole that will block your own access to the next teleporter. Thus you need to plan your path carefully... although the fast action doesn't give you much time to do it.
I haven't played Bubble Frency much but if there are foes who follow the player you may end up in a mess of aisled platforms so you'd better plan what and when you break with your hammer.
Gabriele Amore has another interesting game mechanic in Albert the Wolf, where you can build your own path by laying bricks in mid air. I don't recall why controls of this game failed for me.
This seems to be a pure action game, based on making tricky jumps.
If you can collect those "magic sparkles" in any arbitrary order, then it doesn't quality as graphic adventure either, just platform-action.
Perhaps I'm missing something?
There's actually a little less action than one would think, every room is like a slow puzzle and you have to methodically plan several steps a head to get in to the right position to achieve what ever you're going for. Pause and plan, execute, pause and plan and so on. It's all about finding a setup that'll work towards your goal. If you make a mistake you'll have to rethink and try to salvage the situation. I think the game is so misunderstood because, perhaps, most players treat it as a pure action game and just bounce all over the place firing their magic/health all over the place without any real plan. Which is a quick way to get killed. But when you sit down and use some strategy and finally 'solve' a room you'll feel pretty good about yourself.
You can pick up the 'magic sparkles' whenever as they only serve to refill your health and give you the ability to shot. Though figuring out which 'sparkles' to leave for later is key when planning your route through the castle, and there are several you can take, some harder/easier/quicker etc.
The items you pick up are used for different things; the 'axe' to get through doors, the 'goblet' will allow you to touch the 'hands' without getting your inputs reversed and so on. Which order you pick them up in depends on where you start and how you've planned your route.
Comments
There's hardly any thinking IMHO. You basically need to be quick at digging holes on the ground when an enemy gets too close.
Sorry, I see the distinction, my mistake. I can't think of any Speccy games that suit your description and haven't been mentioned. Brian Bloodaxe does require some planning (for example you only get a limited number of bullets in the gun, you have to judge what things to destroy with the bombs, and using the objects-float-in-the-air-where-you-drop-them game mechanic you can build staircases/platforms to otherwise out of reach areas. But Retrobrothers already mentioned it (the cheating git!).
OK, I checked it. IMHO it's an action game that requires tricky jumps, to be learned by trial and error. It doesn't really require much thinking.
It does require a LOT of swearing!
In Automania there's no thinking at all. Collect car parts from one screen in whatever order you want, carry each one to the other screen, jump over enemies along the way.
Has anyone mentioned Fran N Stein yet?
JSpeccy-win32-portable
So with games like Manic Miner, and Chuckie Egg (both of which award you points according to how quickly you complete a level, and have no random components to render the idea pointless), you can pre-plan the quickest way to complete a given screen, and then see if you can find a quicker route to do so.
worldofspectrum.org/infoseekid.cgi?id=0005195
It's very heavily puzzle based, needs a decent effort to figure everything out, and is a fairly entertaining game. I remember completing it as a kid and feeling really chuffed with myself :D
There's also Dizzy - have you completed all the Dizzy games?
Isn't the Solar Power Generator random? It certainly seemed like it when I did a run through with snapshots a couple of years ago.
These are all graphic adventures.
In a previous post I provided the rationale to distinguish between smart platform games and graphic adventures. I believe this rationale matches our common sense. Dizzy is obviously a graphic adventure, Frank'n'Stein obviously isn't.
True! But if it was an easy question, I wouldn't have to ask!
So far we have identified quite a few Speccy games in this category:
Frank'n'Stein
El Stompo
Alter Ego 1 / 2
Solomon's Key / Spherical
SIP / Gravibots
And also Braid in modern platforms.
There are a few other games people mentioned in this thread that I didn't check yet, I will reply later. Thanks a lot for all suggestions!
Yes :)
It's a thinking puzzle game with platforms in it.
Sticking with the 'cold' theme - how about Mr Freeze? It's a crap game but perhaps it kind of fills your criteria?
<Clutches at nearest straw> :)
It looks more like a demo, unfortunately the author didn't go beyond the initial idea, but has action as for performing the jumps well and it has a wtf feeling at the start of some levels.
JSpeccy-win32-portable
Ralph on Alpha2 which was on 16/48
(and I guess therefore also add Colin the Cleaner from good old Harry S. Price )
I don't think this is a smart game. Once you learn the "illogical rule" that the hero can easily walk upstairs, but dies if attempting to walk a single step downstairs, then solving all levels become trivial.
This seems to be a pure action game, based on making tricky jumps.
If you can collect those "magic sparkles" in any arbitrary order, then it doesn't quality as graphic adventure either, just platform-action.
Perhaps I'm missing something?
Stormlord also looks like a graphic adventure to me...
Yes!
In Bubble Frenzy, each level requires a different strategy to win, that is not immediately obvious at the start. If you make a wrong move, you will dig a hole that will block your own access to the next teleporter. Thus you need to plan your path carefully... although the fast action doesn't give you much time to do it.
I haven't played Bubble Frency much but if there are foes who follow the player you may end up in a mess of aisled platforms so you'd better plan what and when you break with your hammer.
Gabriele Amore has another interesting game mechanic in Albert the Wolf, where you can build your own path by laying bricks in mid air. I don't recall why controls of this game failed for me.
JSpeccy-win32-portable
https://youtube.com/watch?v=DLCXAqMqp-k
How about Gilligan's Gold?
There's actually a little less action than one would think, every room is like a slow puzzle and you have to methodically plan several steps a head to get in to the right position to achieve what ever you're going for. Pause and plan, execute, pause and plan and so on. It's all about finding a setup that'll work towards your goal. If you make a mistake you'll have to rethink and try to salvage the situation. I think the game is so misunderstood because, perhaps, most players treat it as a pure action game and just bounce all over the place firing their magic/health all over the place without any real plan. Which is a quick way to get killed. But when you sit down and use some strategy and finally 'solve' a room you'll feel pretty good about yourself.
You can pick up the 'magic sparkles' whenever as they only serve to refill your health and give you the ability to shot. Though figuring out which 'sparkles' to leave for later is key when planning your route through the castle, and there are several you can take, some harder/easier/quicker etc.
The items you pick up are used for different things; the 'axe' to get through doors, the 'goblet' will allow you to touch the 'hands' without getting your inputs reversed and so on. Which order you pick them up in depends on where you start and how you've planned your route.
That's my opinion at least. :)
IMHO the route you take in Gilligan's Gold is mostly determined by enemies that move randomly, thus planning an strategy is not much possible.
Chuckie Egg?