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Cavern Quest was a platformer I made that was inspired by seeing Downland. I saw Downland on a C-64 at a friend's place. Some direct inspirations are the red/blue keys, and the notion that there are inaccessible areas on the current screen you are on, that must be accessed later in the game. At the very top you can see the start is the top-left, where the final level rush to get back to the start is the top-center to the top-right -- I recall even at the time I designed this that this "last level" section was a poor design, but it at least captured the concept. I had this designed entirely on graph paper; what you see is a single sheet, for a single room. 320x200 resolution in 16-color Tandy mode, with the tiles being 8x8 in size. I had a dozen or more sheets of paper that showcased a large cavern area, and the sheets did not line up exactly, much like Downland's levels did not. I don't believe I still have these sheets, which is unfortunate, since I could actually program the platformer for real today, whereas with GW-BASIC it was just a fantasy. (CORRECTION: I went home for Xmas 2021 and found the ORIGINAL designs! Woohoo!) In the design you can see several elements: doors act like blocks you can travel through if you have the key, thus the lower-right door sitting in the way of the jump. The player would be able to jump 2 blocks high. The player would slide down uncontrollably on slopes, but could climb stairs. The oil can would kill you (this must be inspired from Donkey Kong, stage 2). The yellow dots are mines; unsure how I expected the player to disable them. There are guns that shoot bullets, presumably not lasers. Unsure what the pads on the ceiling and floor are. (EDIT: with the designs I found include animation of the character and the floor & ceiling tiles, along with the names. These were spring boards, as far as I can tell!) I presume the ladder in the center of the bricks indicates a secret passage is to be found. All in all, this is pretty awesome for a kid (myself) to have designed, and I am fairly proud of this. It even showcases the programming talent to randomly display the tiles on-screen without any random artifacts (no rows/column "finish" before others, and there is no delay to fill in the remaining last few tiles). Also the graphics were kind of neat I thought. I'd love to play this. I've recently been reminded of the old TI--99/4A software company, Moonbeam Software. They had very cool ads and colorful visuals back in the day. One of the games is called Cavern Quest. You can play it online here: https://www.ti99iuc.it/web/index.php?... You can download it here: http://www.99er.net/download2/index.p... Too much of a coincidence perhaps? But also, I was very much into the Sierra Quest series at the time (Space Quest, King's Quest, Police Quest, Hero's Quest), and I was enthralled by the Computer Monsters' game, Escape From Monster Caverns. So that's another possibility. My playlists: -------------------- Voxel: https://youtu.be/watch?v=XCVWEuhCCDM&... Road: https://youtu.be/watch?v=ck5ALX11YU4&... Ray Casting 3D: https://youtu.be/watch?v=zjswXUTMP2o&... Side-Scroll Shmup: https://youtu.be/watch?v=fF4X8zN-Raw&... MonoGame Tutorial: • Arena Shmup Demo #1 - Tiled Arena, Pl... My websites: --------------------- my GitHub: https://github.com/JDoucette my company: http://xona.com my Blog: http://thefirstpixel.com