I was going to post today as I could not find ( ! ) an emulator I could use for this . I had the same problem looking for an Atom one too, although there were a few floating about none of them appeared to want to be nice.
The JSW idea does have a lot of merit. The Amiga version (I've not seen the ST one that I can recall) does do this too, although to such a degree it is almost impossible to get out of the way of guardians as you don't 'see' them before they are nearly on you! As long as there's sufficient 'free space area' (think Skooldaze perhaps) then it would work very well indeed.
1. The 'workspace' used by the above pok files is actually the same as it is well within the dead-space area, blanked out with a repeating 00/FF pattern on the SP version and containing source code on the BB version. It also sits well outside the boundary limits for a third party character set/font too.
2. The 'mm_gfx_fix_bb' file is -only- for the Bug-Byte version!
3. The 'mm_gfx_fix_sp' file is for the Software Projects version -and- the VentaMatic (Spanish release) -and- the M.A.D (Mastertronic) releases.
Might want to consider the inclusion of Tarantula (I could not see it?) on your other games page. Appears to be based on Roller Coaster ( ! ) , I did post about this on WOS a while back but have discovered something else too (well, rediscovered) so I plan a topic on SpecComputing with more info this time.
EDIT... Initial findings and basic details are here on the Spectrum Computing forum but this relates to 'clones that are not'
The 'holding page' did feature a small one in the lower corner as it was a 'free host' as did the temporary forum, the reason being they would not permit commercial software on their free package for some reason.
We would like to apologise for the extended site outage.
Although it was known there would be short temporary loss of the forum, I had anticipated somewhere between two to at most ten days. Given the short 'offline' time vs the relatively low traffic volume I elected to not mass mail members (who had chosen to receive site emails) to inform them of this as a message would of been displayed indicating the expected 'return' date.
Unfortunately fate threw a hand or two into it, due to various issues completely outside of my control it extended well beyond that! Although there were other factors at play here, a donation from a member who wishes to remain anonymous greatly expedited the restoration process somewhat too. It is only right to mention this (thank you!)
Once it was realised the delay would be a bit longer than originally planned, a temporary forum was setup while this one was 'on vacation' for members to use if needed but it was not really required it seemed.
We were offline for just over three weeks!
It is possible the DNS may take a little bit of time to propagate fully, so some occasional temporary oddness might be experienced (broken images mainly) however these issues will automatically correct themselves within at most a day or so usually.
As I promised per the 'holding page' no data has been lost, it is all still here.
Well done! I have updated the table to reflect this, although you were already at 1st position for that cavern with a previous score of 1701
The easy variant does allow a shorter route in some caverns, in particular in Kong you can safely fall the distance from the middle/left platform to the floor and in Eugene you can fall off the end of the conveyor, neither is possible in Fair/Hard modes or the regular game. The extra fall height (it is not fall 'any' height, just allows a little bit more) in theory could shave a second or three off the cavern completion time. Combined with the small air-grace period too, a higher score than normally would be possible should be achievable.
Hard mode, I do agree its not that much more difficult than Fair mode, aside from some slightly changed guardian speeds and a few more hazards scattered around.