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Member Since 07 Mar 2015
Offline Last Active Sep 22 2017 06:34 AM

#7155 JSW As Manufacturer (probably) intended .. kind of...

Posted by jetsetdanny on 20 September 2017 - 08:04 PM

Apparently this happens because frames 1 and 3 of the rightward animation are always used, and in the case of Willy they are exactly the same as far as graphics go (only moved within the 16-per-16-pixels sprite space), while in the case of the flying pig they are visibly different (wings up - wings down).


So I guess you're right that Willy's running ability could be improved, although I couldn't suggest an exact solution at this moment.

#7154 An Enhanced Teleport Routine for JSW

Posted by jetsetdanny on 20 September 2017 - 07:51 PM

Good stuff, Ian! Congratulations on creating this solution  :) .

#7137 Setting a rope's horizontal position by pixel

Posted by jetsetdanny on 18 September 2017 - 06:17 PM

Thanks for the disassembly, Ian, it's much appreciated!  :)

#7123 Post #4000

Posted by jetsetdanny on 18 September 2017 - 10:40 AM

I believe - based on information by Ian in a PM - that Andy published post #7000 on 15th September 2017. Please correct me if I'm wrong  :) . If I'm right, congratulations on passing another milestone, Andy!  :D

#7122 A Manic Miner 'Special Guardians' test file (JSW64 engine)

Posted by jetsetdanny on 18 September 2017 - 09:18 AM

*Novelties*, did you mean?


As well as introducing some of the new guardian variants, I would suggest any Hacklevel13 should also tidy up the game engine where known bugs occur (such as the two bugs that you fixed, following John's advice, in the 30 Years Quiz).


Other things could be added, such as the patch which makes sure that Willy always starts a game facing right (in animation frame 0).


No, I meant "novelty", referring to Hacklevel 13, in singular.


Yes, certainly there seems to be more than enough stuff to warrant introducing a new Hacklevel :).


I am not sure if John Elliott has been following this thread and whether or not he would agree, and - more importantly - whether or not he would be willing and able time-wise to do something about it. I wonder if it would be appropriate to ask him directly?

#7121 A Manic Miner 'Special Guardians' test file (JSW64 engine)

Posted by jetsetdanny on 18 September 2017 - 09:01 AM

Did you see the effect if Willy heads straight for the Offy item without stopping? (The timing of the wall collapsing means that the 'Eugene' drops to the bottom, trapping Willy.)


Yes, I had to play the room several times to get the timing right to escape  ;) .

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#7113 Setting a rope's horizontal position by pixel

Posted by jetsetdanny on 17 September 2017 - 04:39 PM

Ian, these new inventions are fantastic! I really like them  :)

#7110 A Manic Miner 'Special Guardians' test file (JSW64 engine)

Posted by jetsetdanny on 17 September 2017 - 04:31 PM

Great stuff, Ian!  :D


It would merit to be called HL13 as far as I'm concerned. Perhaps John Elliott would be willing to update JSWED to introduce such a novelty?


Attached is a test recording with the collection of the item in "Off Licence". The "Eugene" stays up on top of the screen after the collection (it goes down when Willy re-enters the room).

Attached Files

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#7108 The TRS Code

Posted by jetsetdanny on 17 September 2017 - 03:48 PM

Thanks for this interesting info, Norman Sword!

#6967 Jsw2 C64 Version

Posted by jetsetdanny on 03 September 2017 - 07:37 PM

Welcome to the forum, Zoomerlon! It's cool that you've found your way here  :D .


It certainly sounds like a piece of classical music, but I've no idea what it is. I am sure others will know, though :).

#6898 Some Manic Miner Remake

Posted by jetsetdanny on 19 August 2017 - 03:11 PM

Thanks a lot for all the info, Ligan! :)


My latest comments below are in green.



I'm a little confused about that part in parentheses, as I haven't changed the tune.


I probably thought the tune was modified because I played the game in ZX Spin, and this particular emulator does have sound issues - the title screen tune seemed incomplete, hence I thought it had been altered. Nothing to worry about, it's SPIN's problem only :) .



 - As for credits, I'd prefer to be credited as "LiganTM" (not a trademark, it's just my username on some other websites).


That's what I will use for credits, thanks.



 - This is the first (and only) place where I've shown the game, however before calling it a gamma-release, I'd like to tweak some things in it (nothing gameplay changing, so your walkthrough will still be 100% accurate)


Okay, so the date of your first release here will be listed in Chronology (whenever I update it) as "beta release" (I think this will correspond to the actual situation faithfully), and I AM LOOKING FORWARD TO THE GAMMA RELEASE!  :D


Lastly, to answer the last question, I have tried making a few remakes in the past, but most of them have nothing worthy in them. :/


I don't know about your past efforts, but judging by "Manic Miner Hard", your future efforts (if you undertake them) will be a delight to the players :).


Thanks again for all the info, Ligan, I look forward to the gamma release of the game, and if you need any assistance with the final tweaks, I am sure that the friendly folks here will be able and pleased to provide it :).


#6877 Some Manic Miner Remake

Posted by jetsetdanny on 14 August 2017 - 10:50 PM

Thanks, Andy! :) .

#6874 Some Manic Miner Remake

Posted by jetsetdanny on 13 August 2017 - 11:32 PM

As mentioned in my post above, I completed the game yesterday. It was a great pleasure to play it, because it is full of very smart arrangements of blocks (Cells), which make the way to complete many of the rooms not obvious at all. I mean, it is not immediately apparent which route the player should take, and when you just "dive into" a room without any reflection and try to solve it as you go, you find that you can't do it this way and you have to go back to the start of the room (which I was able to do thanks to using the Rollback feature in the ZX Spin emulator) and take another route. I really appreciated various arrangements which made me go back and think again about which route to take :). This is a great asset of the game, IMO, which makes it technically much more interesting than some of the other, earlier MM remakes mentioned in this thread. Some modifications to sprites and item shapes (and the title screen tune) are also good.


The recording of my walkthrough can now be downloaded from the RZX Archive or viewed on its YouTube channel. However, I would strongly encourage everyone to play the game themselves first, before watching the recording, as it's really a lot of fun :). The game is more challenging than many other MM remakes, but at the same time not as hard as "Manic Scribbler", which I believe to be the hardest MM game ever created, or most of Andrew Broad's MM games.


So Ligan, congratulations on this fine creation!  :D (if it is indeed your work, as I believe it to be). I would like to add the game to the list of MM games on my JSW Central website and so I have some questions in order to make the information which will be placed there as correct as possible:


- Is it OK to quote the name of the game as "Manic Miner Hard" (which would be my preference), or should it be just "MM Hard" (or perhaps "MMHard", as in the name of the Z80 file you uploaded)?


- Could you please kindly confirm that you are the author of "Manic Miner Hard"? If so, would you like to be credited with anything else other than "Ligan"? (such as your real name or whatever else you prefer). If not, could you please let us know who the author is?


- I believe that in Chronology I should mention 6th August 2017 as the date of the gamma-release of the game. Is this correct? Has the game been released somewhere else before here by any chance?


I guess that would be all as far as JSW Central is concerned. I just want to say once again that I really enjoyed playing your game, that it was a lovely surprise to see this game appear out of the blue, and that I look forward to any further MM or JSW redesigns you may create. Is there any chance this will actually happen? :)

#6873 Some Manic Miner Remake

Posted by jetsetdanny on 12 August 2017 - 04:46 PM

Truly great stuff, Ligan!  :D I have just completed the game and I loved it  :) . I'll write more about it soon, when time permits.

#6870 Good Games for Today's Kids?

Posted by jetsetdanny on 11 August 2017 - 08:37 PM

From my personal playing experience + imagining what today's kids might like / find acceptable, I would support "Bomb Jack" (played using a joystick, though, not the keyboard) and I would add "Jumping Jack" (played using the keyboard), both having fantastic gameplay which I think makes their "poor" graphics irrelevent.


In a similar vein, perhaps "Frogger" could do the trick, too? Plus one of these games (I can't remember the name right now, I think there must have been various versions) where you have a moving platform at the bottom and there is a ball or something which bounces off it and goes up and destroys blocks up there, and then comes back downwards, and you have to be there at the right place to make it bounce back up again.


Another of my favourites of the 1980s, with a fantastic gameplay for me, was "Paperboy" (or "Paper Boy", I can't remember the spelling off the top of my head). However, I'm not sure if the graphics would not put them off, taking today's standards into account.


Another thought (slightly blasphemous!) would be to use some of the PC remakes of the 1980s classics. They wouldn't convey the full flavour of the originals (loading from tape, etc.), but they might showcase some of the old games with graphics and sound more accessible to the young generation...