rdfs:comment
| - DDA stands for Don't Do Anything. DDA maps are designed for passive entertainment, rather than playability. In these maps, the movement of the ninja is controlled not by the player, but by the tileset and objects like bounceblocks, launchpads, doors, and thwumps. An often used but sometimes frowned upon technique is gold delay. The true challenge of a DDA is to make the ninja just miss the various traps and enemies; creating a hair-raising spectacle.
|
abstract
| - DDA stands for Don't Do Anything. DDA maps are designed for passive entertainment, rather than playability. In these maps, the movement of the ninja is controlled not by the player, but by the tileset and objects like bounceblocks, launchpads, doors, and thwumps. An often used but sometimes frowned upon technique is gold delay. The construction of a DDA usually takes a lot of time. In return for the time spent on making them, good DDAs have become quite popular, for example: Tattletale by nevermore, The Improbability Drive by formica and Truman Sleeps by Wizard2 have all been well-received on NUMA. Some DDAs such as Thriller by Sendy exploit a well-known glitch (called cheating death), which makes the ninja invulnerable. DDAs using this glitch must be played in debug mode to work properly, not in Userlevels. Some variants of DDAs are called hold right DDAs or hold left DDAs, and as the name suggests, instead of doing nothing, you have to just continously hold on to the right or left buttons to make it work. Some really special DDAs are "three-way", which means it can function as DDA, hold-left DDA, or hold-right DDA. Obviously, this takes a LOT of effort to create. Incredibly, Maximo's Michelle Five'fer and Clifty's On route 666 work in five and six directions, respectively. The true challenge of a DDA is to make the ninja just miss the various traps and enemies; creating a hair-raising spectacle.
|