My idea for a future complete list of JSW room names is the following: if a tool (such as JSWED) allowed to dump the names of the rooms into, say a text file, with one click, I would go game by game, loading them into that tool and dumping the room names. Then I would merge all the text files into one huge text file and I would save it in MS Word format, where I would make necessary corrections and additions. The end result would be a working MS Office file for me (to easily add future updates) and a PDF file for publication, the same way Chronology is done.
Andy, I believe it's a joke - read the comments . I've come across it before. I've been trying to find an earlier reference to it now, but I can't. In any case, I don't believe such a game has ever existed .
The Italian version, called 'La miniera' ('The Mine'), was released on the Italian Load 'n' Run tape 10 in November 1984.
The Spanish version, called 'Minero loco' ('Crazy Miner'), was released on the Spanish Load 'n' Run tape 1_04 in May 1985.
Both versions feature modified loading screens (in the original MM style), modified title screens and full translations throughout the game. The Spanish disk version features also an introductory screen with the following text (diacritical characters are not present in the text on the Spectrum, and the text is all capitalised):
"MINERO LOCO LOAD'N'RUN '85
Haz andar y saltar a nuestro minero protagonista por las veinte cavernas letales. Dentro de cada una de las cuales encontrarás: objetos animados e inanimados no destelleantes que deberás evitar, y objetos inanimados destelleantes que nuestro minero tendrá que ir recogiendo. A partir del momento en que ya no quede ninguno de estos, se iluminará la entrada hacia otra caverna a la que habrá que dirigirse rápidamente, puesto que el tiempo de permanencia en cada una de ellas, está limitado por las reservas de aire.
Pulsa una tecla para continuar"
"Make our miner protagonist walk and jump through the twenty lethal caverns. Within each of which you will find: animated and inanimate non-flashing objects that you must avoid, and inanimate flashing objects that our miner will have to collect. From the moment when none of these is left, the entrance to another cavern will light up which you will have to go to quickly, since the time of permanence in each of them is limited by the air supply.
Press a key to continue"
It is followed by another screen which says:
"Cuántos mineros quieres? (Max 32) Si no tienes suficientes, pon 0 y serás inmortal!
Cuántos mineros? (Max. 32)"
"How many miners do you want? (Max 32) If you don't have enough, press 0 and you will be immortal!
The Spanish version on the tape appears to be buggy. It features an additional screen which says, "Loading .Z80 emulator snapshot" and this is probably the cause of the problem. After loading, the game doesn't go to the title screen, but to the first cavern, where Willy jumps repeatedly without the player being able to control it (apart from turning right and left). As far as I can tell, this is because the Kempston joystick indicator at #8459 is turned on. It can be turned off by inserting POKE 8459,00 (33881,0), or by quitting the game by pressing SHIFT and SPACE together. The game still won't run quite as it should, though, because it displays 8 spare lives and has inifinite lives turned on.
The disk version works well. The TAP file of the 'disk version' made available for download here was probably converted from it. It is the same file that Andrew Broad used to host on his website (it is still available for download on its archival version), which he received from Philip Bee (as explained on his list of MM/JSW games), who must be the author of the convertion to TAP format.
There is also another Italian version of Manic Miner, apparently older than the one by Load 'n' Run, because going back to 1983 (according to the information given in the game file itself). It is called 'Miniera magica' ('Magic Mine') and it is by Nuova NEWEL di F.M. & A.Gnesutta. It also features a modifed loading screen (MM-style), a modified title screen and Italian translations throughout the game. The room names are different from the ones in 'La miniera'. The name of the protagonist is also different: while in 'La miniera' it is 'Jack il Curioso', in 'Miniera magica' it is 'Pippo il Minatore'.
'Miniera magica' features an additional introductory screen which reads (all text is capitalised on the Spectrum, apart from the question on the bottom of the screen),
'Inserisci un numero che corrisponde agli omini che avrai a disposizione. Attenzione che il numero non deve superare 32. Nel caso 32 omini non ti bastino scrivi "0" e sarai inmortale!
Nel caso tu voglia accedere alle caverne successive alla prima premi nell' ordine i numeri : 6 0 3 1 7 8 9. Premi poi un po' di tasti a caso
Quanti omini vuoi? (MAX. 32)"
"Enter a number that matches the men you will have available. Be careful that the number must not exceed 32. In case 32 men are not enough, write "0" and you will be immortal! In case you want to access the successive caverns at once, then input the numbers:
6 0 3 1 7 8 9.
Then press a few random keys
How many men do you want? (MAX 32)"
Choosing more than 16 "men" messes up the lower part of the spare-lives display, of course.
It should be noted that back in 2004 Darkman (aka Nigel Bland) compiled a set of six Italian variants of JSW and MM, including 'La miniera' and 'Miniera magica', and sent them to Andrew Broad, who made them available for download (along with two other non-Italian files) on his website. Darkman retrieved them from the Italian Project on the Tipshop site.
Eight files are available for download here, including TAP and TZX versions of all variants. Enjoy!
And thank you for Version K3. It is much appreciated .
Another question: I would like to add your game to the list of JSW games on JSW Central. Would you agree that a new category should be created for it, as the changes introduced are so numerous that they make it hard to consider it a game using the original Jet Set Willy (JSW48) game engine?
If this is the case, would you have any suggestions for the name of game category? So far the list embraces the following ones: I. Manic Miner (MM), II. Jet Set Willy (JSW48), III. Jet Set Willy II, IV. Jet Set Willy 128 (JSW128) and V. Jet Set Willy 64 (JSW64). It would be good to differentiate the name of your game engine from the already existing Jet Set Willy 128 (JSW128). Any ideas?
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!
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!
It is called JSW 128 V?? simply because When I looked at the amount of editing that has/had occurred on Matthews original file. I noticed that the vast majority had stuck to the limitation of 64 rooms as designed by Matthew.
Some brave soles had managed to add a hand full of rooms onto the 64 original. As far as I was aware no one had edited JSW to improve on 74 rooms. The figure 74 was an arbitrary figure set as a benchmark to beat.
I take it you mean in 48K (modified game engines which use 128K have up to 256 rooms), and not re-coded the way "Jet Set Willy II" is?
I just need to point out that "Henry's Hoard", which fulfils the above criteria, has 75 playable rooms .
I am not aware of any game using (mostly) the original game engine which has 74 rooms. Did you have any particular one in mind when you set the benchmark?
Is there a database of room names used though out all the different Jet Set Willy games?
So, say if I wanted to identify a Jet Set Willy game from the name of a room, could I do it?
There is no such database TTBOMK.
For quite a while now I've been thinking of creating one and hosting it on JSW Central. I hope I will be able to do it one day, but it's a rather distant future, at the moment, as my spare time is very short and will probably remain so in the next couple of years. There are also the individual pages for all games to do first.
However, I will get there one day, hopefully. I launched JSW Central some ten years after first mentioning the idea, so there .
Now, your discovery of new (or perhaps forgotten, is it?) JSW games is really thrilling . Congratulations on it, and the obvious question arises: When will we be able to download these games from TZX Vault?
Oh, I can see there was an update in April this year, and "There is some more good news in the pipeline hopefully". I'm looking forward to it!