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Vic20 Version - Perils

vic20 perils

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#1 Spider

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Posted 29 August 2014 - 12:53 PM

A Vic20 version was released although it bears hardly any resemblance it seems. Its more like Manic Miner in a way.

 

Currently I'm unable to get it to play nicely so the screenshots and information is limited. There may be more than the seven screens I have managed to assemble. From what I can recall I do not think (I could be wrong) it was not too well received at the time either:

 

Title Screens:

 

perils_title_1.png

 

perils_title_2.png

 

 

In Game Screens:

1.png

 

2.png

 

3.png

 

4.png

 

5.png

 

6.png

 

7.png

 

More information will follow as soon as its available.


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#2 8bit

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Posted 16 May 2015 - 08:13 PM

I bought this back in the day and still have my copy of the original tape.

 

The short, continuous loop of the opening bars to "Stairway to Heaven" almost [almost] killed my liking of the track.

 

Still, for a Vic-20 willy game, it was cool to be able to play it.

 

For the BEST ZX Spectrum conversion to the Vic-20 though, Jet Pac couldn't be beaten.

 

AFAIR, it was only ever officially released on three platforms. 16K Spectrum (also on ROM), BBC Micro and Vic-20.

 

As a conversion from a more powerful system, the Vic version was as near perfect as it could've been, given the limitations of the Vic hardware.

 

AS with the C64 though, Utimate's Beeb conversions SUCKED! The big, chunky, colourful sprites in Jet Pac didn't look as good as the detailed (yet monochrome) sprites of the original Speccy version. Not to mention they missed the pull down to hover mechanic. Ew?!


Edited by 8bit, 16 May 2015 - 08:14 PM.


#3 cbm-warrior

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Posted 02 September 2018 - 07:24 PM

There exits a trained version with 4 cheats … but I can't upload this version here ...


Edited by cbm-warrior, 02 September 2018 - 07:25 PM.


#4 Spider

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Posted 03 September 2018 - 07:51 AM

There exits a trained version with 4 cheats … but I can't upload this version here ...

:) That's good to know.

 

Is there a reason it cannot be uploaded here ? If you would rather not upload it anyway you could just link to it in this topic perhaps ? :)


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#5 Spider

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Posted 10 September 2018 - 10:29 AM

The 'cheat' version is attached. :)

 

This provides options for: Infinite Lives , Infinite Time , Collision Detection (immunity more or less) as well as choosing the Starting Level:

 

peril_choices.png

 

Attached File  perils of willy cheat version.zip   9.33KB   33 downloads

 

As an aside I used XVic to run this, as it would not behave in WinYape, but that is quite possibly normal, given that a C16 is not a Vic20. :)


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#6 Spider

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Posted 17 September 2018 - 01:31 PM

There was actually a post on Facebook a few days ago in the "Central Cavern" group: A Spectrum version of this is in progress by one of the groups members:

 

Possibly using PGD (not sure, I'm speculating on this part) however I do not have any more details on it just yet aside from an 'in progress / so far' type screenshot:

 

perils_zx.png

 

Viewing said group may yield more information for those interested in keeping up to date with progress on this potentially exciting project. It may well fix some of the small issues present in the original Vic version without destroying the original gameplay too. I'm relatively confident on what I have seen so far though it will be a good port/conversion. :)


Edited by Spider, 17 September 2018 - 01:34 PM.

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#7 jetsetdanny

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Posted 26 September 2018 - 03:31 AM

I have no idea why anyone designing a JSW game would use PGD rather than JSWED*. Having said that, I've never used PGD so far, so I can't really say that it's not good. It's just that JSWED and the original game engine are so good (and the extended JSW128 and JSW64 game engines even better), that I can't imagine that anything else could match them.

 

*The only exception being: a project aimed at recreating the original JSW as closely as possible, but using a different game engine - just for the heck of it (as it'll most probably be inferior to the original). I might actually have a go at it myself one day (in a distant future, when I have more spare time).

 

Please note that I'm not suggesting that the person who is carrying out the project is not using PGD - I have no info about it. And - whatever game engine and design tool he or she is using - it's GREAT that a ZX Spectrum version of "The Perils of Willy" is being created :thumbsup: - and I look forward very much indeed to playing it!  :)



#8 Norman Sword

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Posted 27 September 2018 - 08:16 AM

The spectrum playing area and hence the editing area of jsw on the spectrum is 32 tiles wide by 16 tiles high,
The perils of willy uses the Vic 20 screen which is 22 tiles wide and 23 tiles high. (this can be changed).

Just the fact that the vic 20 game perils of willy has more than 16 tiles in height makes a conversion to the spectrum a non event using the existing clones of jsw on the spectrum. I am ignoring the tile aspect ratio, and the problems with the width. 

If the screens are remapped to use only 16 tiles in height, then it is not a rewrite onto the spectrum, but a re-design based on the Perils of Willy, which is not the same.

The Perils of Willy has a set of known bugs that are used to progress in the later levels. These bugs might be present in JSW on the spectrum, but if they are not then a copy has to remap the screen and change the movement of the game, and hope that it bears resemblance to the original.  

Easier to start again- how about using PGD?



#9 Spider

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Posted 27 September 2018 - 09:02 AM



Easier to start again- how about using PGD?

That was actually my plan. :) When time eventually (next year probably) permitted... I have not had chance yet to sit down with PGD to properly try it out.

 

Problem is PGD is also 16 tiles in height.

 

The conversion would not be an erm 'exact science' anyway I think given the factors you mentioned, more 'as near as sensibly and practically possible' to the original, hopefully without too many bugs being 'converted' either.

 

As someone else has this is in progress, I'd assume perhaps PGD or Boriel maybe is being used, I can simply wait to see how their project progresses. :)

 

EDIT... A "grid" pic from the example game "Space Hopper" during play to illustrate the screen:

 

pgd_example_grid.png

 

 


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#10 Norman Sword

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Posted 27 September 2018 - 03:59 PM

Interested in how this would look if written in the manor I would write it.

File included. written over three hours.

I have no intention of writing this game, and was more interested in the speed aspect of adding a big chunk of extra screen.
Possible to increase speed with stack copy. Perhaps I should alter this code to see what a stack copy would do.


The screen mapping is the same height as perils and the width would be mapped as 1.5 blocks per original block. Would still need platforms jiggling about.

 

Again I will state I have no interest in writing this. 

 

1st file "pow.tap" uses LDI
2nd file "Pow Stack 2.tap" uses Stack copy -  can move left right.
3rd file "Power.tap" uses a block save and stack copy

 

Attached Thumbnails

  • power.png

Attached Files


Edited by Norman Sword, 29 September 2018 - 12:25 PM.





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