DescriptionSupaplex 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 and Zonks 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
Part of the Following Groups
|Man, was it addictive - but I FINALLY completed all levels||DOS||Karin Carroll (3)|
|Probably the game I spent most time with of all games!||DOS||Erwin Bergervoet (301)|
|One of the most addictive games to grace the PC.||DOS||Tomer Gabel (4361)|
|Amiga Action||Amiga||Nov, 1991||84 out of 100||84|
|GameHippo.com||DOS||Oct 11, 1999||8 out of 10||80|
|ASM (Aktueller Software Markt)||Amiga||Feb, 1992||7 out of 12||58|
|Amiga Joker||Amiga||Dec, 1991||39 out of 100||39|
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TriviaThe game was originally designed to run on XT/AT machines (before the days of the 286 even). The speed was supposed to be 35 frames per second, which was achieved because the game waited for the vertical refresh (monitor update) which is 70 frames per second in VGA, but the game calculations were slow enough to make the game wait for two retraces.
Since the game was mostly popular on 286 and higher machines, almost everyone played (and plays!) the game at twice the intended speed.
Herman Perk disassembled the code and updated it to make the speed variable, resulting in the first SpeedFix. This was later extended to enable hidden features in the game and fix some bugs.