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Manic Miner by Software Projects + BUG-BYTE

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#11 davidbenko

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Posted 22 September 2017 - 11:41 PM

Fantastic work. May I ask a quick question? I remember there being an object collection noise when I used to play this on my real spectrum back in the 80s, but I've never heard it on any emulator. I assumed this was some subtle hardware feature that was not emulated properly, but here you seem to have restored it. Was I right in thinking this noise was not emulated properly or did I have a different version of manic miner back then. Thank you!



#12 IRF

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Posted 23 September 2017 - 07:57 AM

Fantastic work. May I ask a quick question? I remember there being an object collection noise when I used to play this on my real spectrum back in the 80s, but I've never heard it on any emulator. I assumed this was some subtle hardware feature that was not emulated properly, but here you seem to have restored it. Was I right in thinking this noise was not emulated properly or did I have a different version of manic miner back then. Thank you!


Are you sure you aren't thinking of Jet Set Willy, David? The original Manic Miner code doesn't contain an item-collection noise.

Edited by IRF, 23 September 2017 - 07:58 AM.


#13 Spider

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Posted 23 September 2017 - 02:43 PM

Welcome David. :)

 

IRF is quite correct there is no 'item collect' sound on MM, there is on JSW, both on the Spectrum platform.

 

On other platforms, there is a noise on the BBC, C64 and Amstrad versions I had to hand to verify. I could not get the Dragon one to load (currently) to check that.


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#14 davidbenko

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Posted 25 September 2017 - 12:42 PM

Welcome David. :)

 

IRF is quite correct there is no 'item collect' sound on MM, there is on JSW, both on the Spectrum platform.

 

On other platforms, there is a noise on the BBC, C64 and Amstrad versions I had to hand to verify. I could not get the Dragon one to load (currently) to check that.

 

 

Are you sure you aren't thinking of Jet Set Willy, David? The original Manic Miner code doesn't contain an item-collection noise.

 

Thank you so much for these replies. Well, that explains everything, I wonder what other solid childhood memories I have that are slightly, but significantly wrong. I do have a mint speccy 48k issue heading my way from ebay and my original MM casette tape waiting to test just to make sure;) I'm so sure it that darn sound was there! Off for a bit of Pacmanicminerman in the meantime.



#15 davidbenko

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Posted 07 March 2018 - 10:43 PM

Just wanting to say thank you again for this brilliant rewrite. It’s my go to version now.

#16 jetsetdanny

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Posted 07 August 2018 - 05:40 AM

Once again, this version is really great stuff! It is an outstanding coding achievement, as far I'm concerned. The fact that both versions of MM coexist in the same file, the additions: the effect when Willy gets killed, the Intermission screen, the Game Over screen, the icons, the cheat menu, the enriched title screen - all of these are extremely impressive. Huge congratulations, Norman Sword!  :thumbsup:

 

I have played the game to completion today (BB version). 

 

I have some questions.

 

Am I right in thinking that the change between the BB and SP versions occurs either after the scrolling message has stopped scrolling and the attract mode kicks in (there is a preview of the rooms), or after the Game Over screen? In other words, you cannot switch between the BB and SP versions in mid-game? (i.e., in fact, you cannot switch before them at all 'actively', you can only wait for the other one to 'take over'). Please note this is not criticism at all, just a question aimed at establishing whether I have missed something (like an 'active switch') or not.

 

What does the 'toolkit' icon - which appears when you press 3 when the cheat menu is active - do? Or what function does it symbolise? I couldn't identify any particular effect it has.

 

I appreciate the '1' key being a switch which changes the style of jumping and movement, but - to be quite honest - I don't see any change in Willy's movement whether the corresponding icon is on or off. Is it just me? Am I missing something obvious here?

 

In any case, once again a big thank you and congratulations on this amazing file!  :) 



#17 Norman Sword

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Posted 15 August 2018 - 07:16 AM

 

I have some questions.

 

 Am I right in thinking that the change between the BB and SP versions occurs either after the scrolling message has stopped scrolling and the attract mode kicks in (there is a preview of the rooms), or after the Game Over screen? In other words, you cannot switch between the BB and SP versions in mid-game? (i.e., in fact, you cannot switch before them at all 'actively', you can only wait for the other one to 'take over'). Please note this is not criticism at all, just a question aimed at establishing whether I have missed something (like an 'active switch') or not.

 

What does the 'toolkit' icon - which appears when you press 3 when the cheat menu is active - do? Or what function does it symbolise? I couldn't identify any particular effect it has.

 

I appreciate the '1' key being a switch which changes the style of jumping and movement, but - to be quite honest - I don't see any change in Willy's movement whether the corresponding icon is on or off. Is it just me? Am I missing something obvious here?

 

 

1) Differing Versions -- The game cycles every main (Title) screen display, between Bug Bytes and Software Projects version. The animated display on the main (Title)  screen (near the house) shows the sprite from the version that will play. There is no option to switch mid game.

***NOTE*** the differing versions are swapped on the Title screen, If a version is displayed and you want the other version. Then start the game, and the abort back to the Title screen. The versions will have been swapped.

 

 

2) Toolkit -- The toolkit will rebuild collapsing floors when active. When the toolkit icon is displayed pressing "9" will rebuild all collapsed floors. Needed when you have collapsed all the floors and have no way of returning. Pressing "9" rebuilds the floors to enable escape. This is mainly needed when the medical kit is used and he has managed to get stuck somewhere.

 

3) Alternate movement -- In manic miner to jump and turn around at the same time requires Willy to do a standing jump.

e.g. the sequence from jumping right and holding down the jump key and then trying to turn around.

Normal Manic miner movement     -   Jump right  - static vertical jump - jump left.

The alternate style of movement removes the static jump. Willy will  do the sequence of  - jump right - jump left   (no static jump)

This also happens when walking and turning around. the difference between the two is one frame of movement. The alternate version enables willy to turn around faster.

This change was introduced to enable faster movement response. It is subtle but if you are aware of the change it enables faster response when turning, which can be the difference between life and death.

 

 

 

Easter egg- When the credits screen is displayed. Hold down "1" and tap enter.


Edited by Norman Sword, 15 August 2018 - 07:51 AM.


#18 Spider

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Posted 15 August 2018 - 04:25 PM

I like the 'Easter Egg' :D


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#19 jetsetdanny

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Posted 19 August 2018 - 10:30 PM

Thanks a lot for your replies, Norman Sword!  :thumbsup:



#20 IRF

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Posted 30 August 2018 - 08:19 AM

I appreciate the '1' key being a switch which changes the style of jumping and movement, but - to be quite honest - I don't see any change in Willy's movement whether the corresponding icon is on or off. Is it just me? Am I missing something obvious here?

 

 

Norman has already answered this point, but I would just add that the 'alternative movement regime' is similar to what you get in JSW2.  And I believe that it was implemented by changing a couple of values in the 'Left-Right Movement lookup table' [which is at #8421 in JSW; #8408 in MM].


I like the 'Easter Egg' :D

 

I couldn't figure out what the Easter Egg is??







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