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JSW As Manufacturer (probably) intended .. kind of...


Metalmickey

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It's cool, Mickey, that you are working on redesigning "JSW" in various ways  :) .

 

I haven't playtested your releases in this thread in any way yet. However, I would be happy to playtest and record an RZX walkthrough of the final version. I take it there will be some more changes to the game itself and the loader yet. Please let me know when you upload a version you will consider really final, and I'll have a go at it then  :) .

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Thanks Danny,

As you will have probably gathered from this post this project of mine is simply to attempt to create a version which is as close to what Matt Smith would have done had he had the time to playtest thoroughly, for example, adding a conveyor in Conservatory Roof and replace some of the lost screens that were corrupted with his TRDOS code and of course ironing out every single bug and unintended anomaly whilst making as little change to the screen layouts as is necessary

 

As you can see i released a few playtestables so far but before i release by final release i have decided to wait a while to see if anyone has spotted any problems that i haven't solved or even new ones that i may have inadvertently introduced.

 

hopefully my final product will be as close to as Matt intended without removing too many IDS's no matter how annoying they may be.

 

On the subject of your previous post i think also it's worth remembering that whilst in 1984 we didn't have the benefit of Rollback but we did have the benefit of pressing Shift-Break to re-start the game (that's if the big foot hadn't got to him first) making a mental note of where one went wrong and having another go.

 

If you get time, have a quick look at my latest release, and if there is anything that you think needs tidying up please let me know and i'll include it along with Ian's and Andy's suggestions in my final release. Also have a look at the text doc, i've tried to make it reasonably detailed without going overboard

 

Hopefully by then i will have mastered the art of using the Speedlock loader and introducing a picture. I intend to release a .tap file with 2 versions, the original one which takes you to the keycode entry screen and a second one with the Speedlock loader in place which takes you straight to the screen

Edited by Metalmickey
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Thanks, think i've got to grips with it now, made a few more modifications. See if you can spot them...

 

Hoping this is the final release

 

On top of things that have been discussed previously, I noticed the following  :ph34r: :

 

 

Added an Egg Guardian to Special Branch... Removed a Fire cell from The Treehouse (perhaps to remove a potential IDS when jumping up there from the Rope below?)... Changed the colour of the Earth cells in One Flew Over the Cuckoo's Nest so that they stand out better against the background (looks much better!)

 

 

B)

Edited by IRF
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some good detective work but there is one other alteration i've made .. actually there's two but there's one in particular that i'm quite pleased you've not noticed yet, i did intend it to be a subtle addition   ;)

 

The floor in The Hall uses Water cells (predefined, but previously unused in that room), instead of Earth cells?  I can't see anything else at the moment.  The new 'Hall carpet' isn't that subtle, so I'm guessing that there's something even more subtle somewhere?  :huh:

 

One other thought that I just had, in terms of utilising Matt Smith's original defined-but-unused graphics - I think the item shape from The Kitchen has a more meaningful form (in terms of the game story) than the one from Under the Drive (the former appears to be a champagne flute on its side, the latter seems to just be a random pattern).  Perhaps you could use the Kitchen item shape in The Bunker (instead of the Under the Drive one), or alternatively in Special Branch (replacing the similar shape in there, which doesn't look 'quite right' - the stem seems a bit off-centre)?  It's just an idea though, no biggie.

Edited by IRF
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Yeah i made use of the water cells in The Hall, OK maybe not that subtle but i think it works somehow, 2 reasons why i think this is as Matt Intended:

 firstly it's in keeping with the adjacent Front Door flooring which uses the same cells there, secondly it has the same sort of theme as Ballroom West which has the same flooring arrangement .. i also thought about replacing the cells on the top floor of The Hall but decided in the end i was just over-thinking things

 

With regards to the Items, yeah i've been looking at the odd looking item in The Bunker, not happy about it, it doesn't seem to resemble anything, maybe the graphic got corrupted or he might have just started developing it but hadn't got round to finishing it off. I think the same could be said for the unused item in The Attic which I have placed in OFOTCN .. although there is at least a shape to it .. i might just leave that one as it is .. it goes with the 'they're-coming-to-take-me-away-ha-ha' theme of the room...

 

as these are only minor modifications I've replaced the file in my previous post which also includes the corrected item shape in  Special Branch 

Edited by Metalmickey
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I think the unused item from The Attic is a pair of beer bottles stacked next to each other (on in front of the other, but diagonally offset so you can see both)?

 

Final(?) tweak - the topmost item in The Bunker perhaps looks a bit odd floating in mid-air, without a supporting platform.  (I realise that the items in the adjacent Tree Root are also defying gravity, but at least they're 'wedged' in a corner!)

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