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Member Since 11 Apr 2014
Offline Last Active Jun 25 2019 12:26 PM

#10451 Free space and code optimisation in Manic Miner

Posted by Spider on 11 December 2018 - 10:41 AM

Does sound quite uniquely different. :) It does make the 'harsh' tones stand out more though but that's expected (not a negative thing) just they are more apparent now.

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#10432 [File] Manic Miner (Cheat Versions) BBC Micro

Posted by Spider on 07 December 2018 - 07:14 AM

Thanks, Andy! :)

Welcome. :)


The immunity version does not offer any options as such. The level select one as above does not offer anything other than a level select, entering during game load as indicated in this pic:




Naturally, invalid values are not accepted.

#10419 [File] Manic Miner (Cheat Versions) BBC Micro

Posted by Spider on 04 December 2018 - 05:37 PM

The above was updated to include a much better description and also a newer, separate version which provides the ability to select a starting cavern very easily. :)

#10408 C16 Version

Posted by Spider on 02 December 2018 - 10:35 AM

Thank you. :) :) The information is appreciated and welcome.

#10373 [File] Manic Miner Updated

Posted by Spider on 21 November 2018 - 01:02 PM

Andy, I think this part of the game's description:


5. To make the game a bit more initially friendly, Willy starts with seven lives instead of three however:


is incorrect.


I believe it should say, "Willy starts with eight lives instead of three", since there are seven spare lives, while normally there are only two spare lives. If you count the "currently used" life as one, altogether there are eight of them.

Good point! :)


Please feel free to update the descriptor to reflect this, or I can do it later today if needed.

#10347 Suggested new MM feature

Posted by Spider on 17 November 2018 - 01:00 PM

Thinking again, this would be 'more work' on MM than JSW if for instance the cavern had already both vertical and horizontal guardians in use as there would not be any easily available definition to use, but I can see how it would work in JSW easily enough...

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#10346 Suggested new MM feature

Posted by Spider on 17 November 2018 - 12:45 PM

Are you referring to the 'forcefields'?  Variations on them can be created using standard guardians that have fixed boundaries, with 'slow' animation settings, and most of the animation frames left blank.  The non-blank animation frame appears once in every 16 time frames, so Willy has to carefully time his pass through the gap where the forcefield appears.

:D Yes.


I think I've overlooked the obvious here of using a guardian for it, the thought never occured to me!  :blush:


Then again, the same as I almost did with the 'flagpole' in the (as yet unfinished) port for another platform variant, the one with the diagonal guardian ;)

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#10344 Suggested new MM feature

Posted by Spider on 17 November 2018 - 12:18 PM

Or possibly for JSW as well ? I'm thinking Spectrum platform for adding this obviously...


A few levels are different on the BBC Micro version, unfortunately the demo does not extend to show all the levels. To cut a long story short here: Manually altering the code on this to do that can cause a crash. A bit of tweaking (thanks billcarr2005 on their forum) with the debugger allowed me to change the cavern start to be able to view them properly without having to play though the entire game.


Two video's are provided:


The Meteor Storm (replaces Solar Power Generator)


The Final Barrier (completely different layout to most other versions)


The primary reason for this topic is in both of these caverns you can see what appears to be an 'electrical discharge' effect which turns on / off. Contact with it is fatal as expected. Although the "The Meteor Storm" has four of them, "The Final Barrier" uses two of them to better effect.


Please take a moment to watch the short video's to demonstrate these, both are < 30 seconds in length:


Attached File  Final_Barrier.avi   2.46MB   63 downloads Attached File  Meteor_Storm.avi   1.86MB   60 downloads


Note these have sound but its slightly out of sync, so it may be prudent to turn the volume down or off temporarily.


Any thoughts ? :)

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#10337 Pokes (non ZX versions)

Posted by Spider on 14 November 2018 - 03:55 PM

Amstrad CPC:


POKE &713E , &00 = Fall Any Height


POKE &79C1 , &00 + POKE &79C2 , &00 + POKE &79C3 , &00 = Portal Always Active!

#10332 New MM version for the Atari ST (preview)

Posted by Spider on 13 November 2018 - 04:04 PM

I had chance to play this Sunday evening, once I'd figured out the very strange way disk images are accepted in Steem (its not explained that well in the emulator readme, or I missed it!) and got a suitable TOS for it as the higher version one did not play nice. :) , none of that is related to the game however.


The game plays quite nicely, it has the feel of the SamCoupe version to it in that the movement is more fluid than the Amstrad/Spectrum versions. I sent you a PM reply about the text (you have that already)


The sound is very good and I like the effects of the Portal too.


The air supply decrements quite slowly although this may or may not be a concern.


There are some interesting novelties too such as Willy dancing on the title page with his erm 'partner' as well as the arcade style left/right to enter a name into a high score table. A+ for this addition! The cavern design particularly the 'pac man' wall effect is also excellent.


The only real concern I had in my short playtesting time (so far) was the boot takes a while to initially start to descend on the Game Over page. :)


Summary is this is so far an excellent piece of work imo. :thumbsup:


I'm attaching a few screenshots too!


Steem__00002.gif Steem__00003.gif Steem__00004.gif Steem__00005.gif Steem__00006.gif Steem__00007.gif


Finally a few screenshots I took 'mid play' :)


Steem__00008.jpg Steem__00011.jpg Steem__00012.jpg


Proof in the pudding as they say with my Hi-Score, unfortunately emulation did not pause in Eugene so I lost a life taking a screenshot!



#10326 Opening Walls in JSW64

Posted by Spider on 11 November 2018 - 09:47 AM

The solution is so obvious when I saw it. :blush: I stayed on the righthand side of the wall and then tried various tricks to jump/land safely, with a vague idea of passing his head through a cell. Come to think of it I'm not quite sure how well those kind of 'quirks' are in JSW64 / JSW128 if at all...


The extra fire cell is about where I would of placed it too, to prevent an 'unintended escape' :)

#10325 New MM version for the Atari ST (preview)

Posted by Spider on 11 November 2018 - 09:45 AM

looking forward to hear what you think :)

btw i am working on the Solar beam right now, do you remember how much it accelerated the air speed, is it by x4

Yes it by default removes four "units" of air:




Any more than four is quite difficult, sometimes just two can be if the player is a bit slow to manoeuvre around

#10315 Opening Walls in JSW64

Posted by Spider on 10 November 2018 - 08:22 PM

That's quite good. The change is very easy to see.



Regarding the small challenge: I was not able to survive the jump down after the wall had gone, despite trying!


I suspect the correct method may involve a quirky manoeuvre, possibly by allowing his head to pass into a solid cell :unsure:


However I managed to *ahem* cheat my way out ;) I don't (think) this was intended escape route as its possible in both versions ? , one extra fire cell could prevent this though. Attaching two very small .rzx's of the escape, the 'fixed version' one is slightly quicker...


Attached File  Unfixed_Escape.rzx   31.27KB   48 downloads Attached File  Fixed_Escape.rzx   29.65KB   47 downloads

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#10312 New MM version for the Atari ST (preview)

Posted by Spider on 09 November 2018 - 10:56 AM

Many thx keep updating my progress here :)
Np, i could nor reg using a user name, or FB login, only twitter work. it keep saying that the math result was wrong.

I fixed the math results, although they did "pass" when I tried them, but I could see a potential problem especially for those for whom English is not their primary language. :)


This time there's no doubt as its not shown. I registered correctly with a normal combination, FB and TW register can be slightly off sometimes but its due to external factors unfortunately, I might actually disable those. At least you're here now! :thumbsup:


you can download a beta for the ST here
found i but in the warehouse, the path of one of the monster

Downloaded. :) :) Will try it out later today all being well.

#10306 New MM version for the Atari ST (preview)

Posted by Spider on 07 November 2018 - 11:16 AM

That looks very good indeed! :) :) Will follow progress, thank you for sharing the information with us!


Am sorry to hear you have had issues actually registering here, I do plan a change on this actually at some near point to hopefully simplify it a little bit.