The Secret of Monkey Island
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While not being generally an adventure/quest type player, I’ve played Simon the Sorcerer 1 and 2 pretty extensively back in the day and loved the atmosphere and humor. I never played any Monkey Island games (shame on me), but from a first glance it looks like it can be very similar, and I might enjoy it as well. Probably need to set up the Talkie Edition first…
Well, you can still click a unit’s avatar in the sidebar to immediately select that unit, or you can shift-click a unit to deselect it (remove it from the group). This simplifies the separation of ‘healthy’ vs ‘wounded’ units a bit.
The general strategies against the AI seem to be:
1) Build your base while defending against attacks using tactically placed melee units with archers behind them (combine with towers if you wish).
2) Build 2-3 groups of super-tough units and send them to destroy the enemy bases bit by bit.
On land I’d mostly use Ogres / Ogre Mages (Knights / Paladins). If the enemy has fliers, then also include some trolls / archers in the group.
On sea maps I would use groups of destroyers, or juggernauts/battleships once they are available. One word of advise, though – always have a couple of destroyers accompanying your heavy ships in the event of being attacked by fliers – battleships/juggernauts cannot attack air!
Once air units are available, everything else becomes kinda useless – groups of dragons / gryphons can pretty much take out everything the AI throws at you.
I must admit I only ever played Warcraft with the “on screen” cheat that shows the entire map. I felt like I do not want to play “hide-n-seek” with the AI, preferring to play “chess” instead. The AI does not explore; it always knows the location of your base and sends the units directly to it.
The AI also does not really manage resources; its economy is simpler – as long as it has peons/peasants collecting gold/lumber it can create new units. If you kill all of its peasants and destroy the town hall – it will never build more units and never send any more to attack you, so you can safely gather your forces until you are ready to destroy them. This is true per individual player color – if playing against multiple AI “players” each of them has its own economy.
There is also a bug where for whatever reason all AI players simply stop creating troops and attacking your base. I haven’t figured out how its triggered, but saving/reloading can either trigger it or “release” it.
Yes, the fast scroll is a known bag on fast CPUs. It’s a good thing DOSBox lets us control it. 🙂
I’m quite happy that I managed to snatch a cheap copy of the Warcraft Battle Chess years ago. Can’t beat those big boxes with all the manuals for the original games included!
To be honest, I did not have much more problems with the average flying head compared to the average bird-headed guard. In both fights, I often take damage, but deal more than I take. Timing is usually enough… The only really hard ones (that deal 3-4 points of damage in a single bite) are those that guard the life-extending potions in the second and third ruins levels, but they are optional.
I have never known any version of PoP1 or PoP2 to be speed-sensitive, but to be sure I played it as extensively as I could today through DOSBox as well as on my K6-II “real hardware” system, and found no differences.
However, I have a possible explanation – have you by chance been playing the “initial release”? This is the one where cheats are activated using “prince makinit” and if you press Alt+V it just says “Prince of Persia 2” without a version number?
If so, then this might be the problem – I’ve played this version a bit today, and found that I am much more likely to miss running jumps in this one compared to the newer “1.0”/”1.1″, and also the goblin heads may have been out-of-alignment more frequently (although I’m not 100% sure on that one).
So it looks like they really did fix some subtle bugs (in addition to the obvious ones) in the final releases.
So, I finished my own playthrough of PoP2, to refresh my memory, and can say the following things:
* The running jump timing was not as terrible as I remembered. Sure it is still easier to miss than in PoP1, but I found that it rarely happened to me if I concentrated on the jump.
* I noticed what Pix mentioned about the goblin heads not always stopping at the same distance from you, making them impossible to hit. However, I observed that the first time they hit you and push you back, this is reset, and now they will be at the correct distance (you are still responsible for the timing, though). So you may sometimes be forced to lose some health (up to 4 bottles for some of the heads!), but generally you can still defeat them, without bothering with stopping at the correct tile.
* Versions 1.0 and 1.1 (but not the initial release) have a bug that if you save in the second caves level, then load the game, cutscenes will not be playing for the rest of the game. This has the side-effect that the countdown will not start (it is triggered by the tree cutscene after the second cave level, or if you die in it), so you have infinite time! Unfortunately, also the horse sequence will not show, so you will have a wrong palette at the beginning of the first temple level (saving and reloading fixes this).
* As far as the levels themselves go, I managed to get through most of them without saving/reloading, or at most with one mistake. Exceptions are the first and third temple levels, where I had to refresh my memory a lot to do everything right. The third temple level is particularly terrible. It has at least 5-6 different spots where a single mistake (which requires foreknowledge) will make the level unwinnable.
>> I think the only essential potion is the feather falling
>> one without which you cannot finish that one level.
Even that is not essential, if you have at least two hitpoints left. You can just hang down from the ledge and drop; this makes it a two-storey drop, so you only lose a single hitpoint. 😀