is a puzzle game reminiscent of Boulder Dash
. The player controls the red Pac Man
looking character called Murphy. The objective is to reach the exit, which is only opened when a certain number of Infotrons
are collected (usually all in the level). The setting is inside of a computer, therefore some computer terminology describes elements found in the levels. This includes destructible RAM chips, indestructible hardware, utility disks (which are explosives), terminals, and ports (one or two way gates). The most common enemy is a zonk, a rock which falls and rolls downwards, and explodes if it comes in contact with some, but not all other game elements. One of the most common enemies are a scissor looking enemy called snik snak
which always moves in a predictable pattern.
Some levels feature gravity, where Murphy will fall down if he stands still, and has nothing beneath him. Other elements have fixed rules, such as Infotrons
always falls down, while RAM and hardware always stays put. There are 111 levels in total, and up to three of these may temporarily be skipped to advance. The game allows several profiles so that players may use the same computer with their own progression.
- "Think!" -- Amiga working title
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Here is the background story of Supaplex told by Michael Stopp, the brains behind the game with Philip Jespersen --from Mr. Stopp's homepage (http://www.eye.ch/~stopp/index.html):
In the age of the Commodore 64 there was a game called 'Boulder Dash'. Me and my
schoolfriend Philip Jespersen adored it. We also adored the capabilities of Commodore's
Amiga. But unfortunately we couldn't play 'Boulder Dash' anymore. In summer 1988 we
stopped the mourning and decided to make our own Amiga-version, at that time called
'Think!'. We added a number of new elements and gravitation. And we decided that
there should be a lot of levels: 111 (but it still had to fit on a floppy disk!).
Since Philip did the programming somebody had to construct the levels...guess who!
The first 50 levels or so weren't too difficult, but there was still a long way to go;
so this kept me on my toe for the next months. But what was even worse, was the fact
that you had to play all those levels, to see if they were possible. Every little
change of code meant that you had to play them all over again. And there were constant
changes... With 100 or more levels this meant playing to the point where it became
difficult to distinguish between game and reality (you'd always feel as if there was
a pair of scissors chasing you...). Eventually the game was finished and we had the
silly idea that we might try to earn money with it. Surprisingly, the guys of Digital
Integration thought the same and so they bought it from us. Due to a trademark conflict,
it had to be renamed. That's how it became Supaplex.