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Woolly Jumper (Special Edition)   [2012]

Woolly Jumper (Special Edition) Released by :
The New Dimension [web]

Release Date :
12 February 2012

Type :
C64 Game

AKA :
Sheepoid 2

User rating:awaiting 8 votes (3 left)   See votestatistics

Credits :
Code .... Richard of Blazon, People of Liberty, Psytronik Software, Scene World Magazine, The New Dimension
Graphics .... Richard of Blazon, People of Liberty, Psytronik Software, Scene World Magazine, The New Dimension
  STE'86
  Wile Coyote
Design .... Wile Coyote
Loader .... Martin Piper
Test .... Richard of Blazon, People of Liberty, Psytronik Software, Scene World Magazine, The New Dimension

Download :

Look for downloads on external sites:
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Production Info
Submitted by Richard on 13 February 2012
Only works 100% on PAL machines.
Production Info
Submitted by Wile Coyote on 12 February 2012
I got involved with Woolly Jumper after Richard Bayliss approached me and asked if I would be interested in creating graphics for a 16k game. Richards request was straight forward enough: 1x sheep, some enemy sprites and some blocks. It sounded like fun, so I agreed.

Once the 16k game was completed, work commenced on the 64k version. As well as an additional 8 levels, game play was tweaked, along with various other adjustments. The 64k version contains a more satisfactory end sequence. Level music too was upgraded from a single tune, which became monotonous, to 4 different tunes depending on the mood of the level. If I had my way, there would have been 16 different tunes, but that was probably asking too much. Unlike the 16k game, the 64k game allows the water to move at a faster speed to the rest of the screen.


Woolly Jumper 64k
The backgrounds were created using ARKITEC by Jason Gold. Getting to grips with the editor was far from fun. I persisted with it, and did my best to create 4x4 blocks, and generate 16 levels from a single character set. No easy task.

To help with ideas for backgrounds, I came up with the concept that the levels were not real, but the fragmented thoughts of a sheep deep in sleep - a combination of snippets based on the sheep’s day to day life experiences, the sheep’s fears. This is also my excuse for the blocky-ness of the levels. To some degree I figured the blocky-ness might go some way to giving the game its own identity.

The biggest satisfaction for me came while creating the snow level. There were very few free chars remaining, and the idea came up to revisit a previous level and set it during winter time. After studying various pictures of snow, I set about placing white pixels onto copies of characters from a previous level. It felt like human ray tracing - imagining how snow might fall, build up, and create shadow. Obviously it would have been amazing to have snow falling, and the water appear as ice. A line had to be drawn somewhere. Another idea was to have the Sheep slip n'slide during the snow level. More work for Richard ;D

I am pleased Richard made an effort, and added the Rocket at the end of each level. He really did not want to, as 16k is quite limiting, and the Rocket concept was a bit of an extravagance. For me it was an important game play mechanic. A reward for the player. Players need rewards :D

Visually the only aspect of Woolly Jumper that bugs me, is the Sheep's collision with platforms. The Sheep appears to sink into characters, rather than be positioned on top of. I cannot criticize Richard, as I know nothing about programming.

While I am credited with Design:
Richard came up with the name Woolly Jumper.
I came up with the tag line Sheep In Mind Space.

Richard came up with the concept: An auto scroll platform game.
To me this seemed original, as I do not recall playing an auto scroll platform game. It is an interesting game play mechanic. With little time to think, the player is forced to act fast.

In true hard as nails Arcade tradition, it was my idea to re start a level from the beginning, should the player die. This is one of the reasons for the levels being as short as they are. It also keeps the levels interesting, rather than long and boring.
The final reason for the short level design: The game needed to squeeze into 16k ;D

The collision design had an effect on the level design. As you might notice, there are no walls during Woolly Jumper. Without vertical collision it makes the game easier to play.

I have played many arcade games. Space Invaders and Kung Fu Master are two game that spring to mind while playing Woolly Jumper. It might have something to do with the single bullet limitation, something Space Invaders is synonymous with, and the jumping midgets from Kung Fu Master. During Woolly Jumper there's times when the only way out of a tight corner is to jump and fire at the same time.
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