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  2. I don't suppose you know offhand the frame rates for JSW2FF and JSW2+ ? , I seem to think the latter was faster than the former but the former was (best guess) around 18 frames per sec.
  3. FOR jsw 2024 - Taking 16 (real) seconds to display a game clock minute. Allows for a quick and easy calculation for the framing rate of JSW 2024. Each displayed minute the game cycles 256 frames of display/animation. So every second the game displays 256/16 frames of animation. ---- update rate 16 frames a second MJSW fast displays 10 game MIN in 110 sec or 1 game min in 11 sec - so the framing rate is upped to around 23 frames (at fast speed) and mjsw SLOW displays 3 game MIN in 65 sec or 1 game min in 21.6 sec - so framing rate is slowed to around 11 frames (at slow speed) MJSW at slow speed was set to roughly the originals games speed so JSW Original around 11 frames per sec JSW 2024 around 16 frames per sec MJSW (fast) around 23 frames per sec -of course MJSW can be played at any one of 16 speeds ranging from the super fast down to the slow original speed.
  4. Ah of course, makes sense, I remember the original game does not use real-time.
  5. Sorry its "in game" time not "real time" 🙂 It is around 15-16 seconds in "real time" for each "in game" minute , giving roughly 30-35 minutes "real time" to play. I tested this timing on Top Landing, it will likely be faster if there's less going on in the room and slower in rooms with more guardians.
  6. Andy, Was playing your 40th version with 2 hour time limit tonight, on my Next, but it's way less than 2 hours in reality to finish the game, you get under an hour in reality, am I missing something, or is it the Next? I am using mode 0 vga on the Next so these are the most accurate timings. Probably me I know!
  7. Pixel Stonk. I've joined this forum simply to offer my thanks for making this amazing title available. It's incredible. I've only scratched the surface. I feel really privileged to have found this. I can't believe more people aren't talking about it. I'm working on my mansion map currently. Thanks so much. You, sir, are a legend.
  8. Earlier
  9. Thank you for this release, Andy! 👍 I certainly will (using Rollback), but it will probably have to wait until its turn comes for a 'proper' recording of mine to be placed on JSW Central with a video on the JSW Central YouTube channel. I am short of spare time nowadays and proceed with my JSW activities according to a plan I have. I look forward to playing "JSW - 2024" whenever its time comes, though 🙂 .
  10. Forgot to add (I don't see a need to add it to the descriptor) the item counter decrements so you know how many you've got left. There was no particular reason for 150 , other than 200 seemed a bit too many for a 'normal' game and 100 was not quite enough to allow for the 'double bottle' items. Perhaps those who complete this will be willing to post their best times upon game completion. A screenshot at completion (at the toilet) would be an idea too, to add.
  11. Andy, Top work as ever, thank you!
  12. View File JSW - 2024 2024 marked the 40th anniversary of Jet Set Willy. 🏆 Initially I had planned on something a lot more elaborate to celebrate this however for various reasons I decided a standard game with a few simple changes would fit nicely. There is a time limit of two hours game playing time enforced. If Willy runs out of time (at 12:00AM), the game is over! This is indicated with the game freezing and the word 'time' flashing for a few seconds, leaving the player in no doubt what has happened. There are 150 items to collect. Care was taken to place these mostly sensibly without detracting from the original game feeling. Also, some item shapes per room have changed, the main reason being at least one item shape looks like two bottles, so if and when Willy collects one of these it will count as two in his collection. The main loop was modified (thanks N.S for your guidance) giving a reasonable speed boost during play. Other changes and small fixes include: The four original bug fixes were applied with the change of not having an invisible item in The Hall. The rope top height was altered to prevent Willy leaving via the top of the room when he is not intended to. Aborting the game displays the Game Over page before returning to the title screen. The pause bug was remedied by preventing the game auto-pausing By default on starting a new game, the in-game tune is switched off. Enabling it will be respected so that starting a new game will remember the players choice. The status area was altered slightly, namely the room descriptor was moved down one row, room names were centred and the lives remaining were moved along one block. The usual text flicker back to 000 objects / time on losing a life or entering a room was altered to prevent this being so visible. Some internal changes to sprite location, mainly concatenating them hence no gaps between. Title screen tune changed a little bit (in-game music used) and in-game music from re-release version (MM in game tune) There is one additional room that is accessible but its not necessary to visit it. This was done as a way of avoiding a 'teleport' effect , the alternative as seen in the 2015 bug fixed version required some earth tiles adding which I wanted to avoid. Lastly, it is quite possible within the time limit to complete the game. I have played a few times and averaged around 10 to 15 minutes game time remaining without really rushing around. I hope my small celebratory 2024 JSW version is welcomed! Submitter Spider Submitted 12/12/2024 Category JSWMM Releases  
  13. Version 1.0.0

    22 downloads

    2024 marked the 40th anniversary of Jet Set Willy. 🏆 Initially I had planned on something a lot more elaborate to celebrate this however for various reasons I decided a standard game with a few simple changes would fit nicely. There is a time limit of two hours game playing time enforced. If Willy runs out of time (at 12:00AM), the game is over! This is indicated with the game freezing and the word 'time' flashing for a few seconds, leaving the player in no doubt what has happened. There are 150 items to collect. Care was taken to place these mostly sensibly without detracting from the original game feeling. Also, some item shapes per room have changed, the main reason being at least one item shape looks like two bottles, so if and when Willy collects one of these it will count as two in his collection. The main loop was modified (thanks N.S for your guidance) giving a reasonable speed boost during play. Other changes and small fixes include: The four original bug fixes were applied with the change of not having an invisible item in The Hall. The rope top height was altered to prevent Willy leaving via the top of the room when he is not intended to. Aborting the game displays the Game Over page before returning to the title screen. The pause bug was remedied by preventing the game auto-pausing By default on starting a new game, the in-game tune is switched off. Enabling it will be respected so that starting a new game will remember the players choice. The status area was altered slightly, namely the room descriptor was moved down one row, room names were centred and the lives remaining were moved along one block. The usual text flicker back to 000 objects / time on losing a life or entering a room was altered to prevent this being so visible. Some internal changes to sprite location, mainly concatenating them hence no gaps between. Title screen tune changed a little bit (in-game music used) and in-game music from re-release version (MM in game tune) Upon reaching Master Bedroom and landing on the bed, the bug whereby Willy could get stuck has been rectified. There is one additional room that is accessible but its not necessary to visit it. This was done as a way of avoiding a 'teleport' effect , the alternative as seen in the 2015 bug fixed version required some earth tiles adding which I wanted to avoid. Lastly, it is quite possible within the time limit to complete the game. I have played a few times and averaged around 10 to 15 minutes game time remaining without really rushing around. I hope my small celebratory 2024 JSW version is welcomed!
  14. Here is what I have so far. Almost there... Might be able to finish it next weekend. All the screens are done. Just got to tidy things up a bit and make the title screen etc.
  15. I think showing it after all keys collected is a sensible idea, that way the player is not jumping randomly into something that's invisible. 🙂 Plus for the first time they play that cavern they'll not be able to judge the best routes to the Portal if its time or guardian critical.
  16. What do folks think of Cavern 16 with title "Die Roboter kommen" in Manic Miner 2? That's the one with the hidden keys and the hidden portal with 2 fake portals. It also has fake keys. I think the fake keys and hidden keys are kind of fun but the hidden portal is a little much as you have to be prepared to die to find it where it is placed. I decided to keep it hidden until all the keys are collected and then let it flash but heavily ghosted so you may or may not notice it initially. I know that is not exactly a spectrum feature but I think the hidden portal concept is interesting but cruel where it is placed at least on that level.
  17. Thank you for every visit you pay to the JSW Central YouTube channel! 😁 And for coding "Manic Miner 2" in Scratch! 🙂
  18. Currently I am remaking Manic Miner 2 (schultze version) in Scratch using the engine I created before. Not that I think that is the best game or anything but (it does reuse a lot of the graphics which is a big pain point so helps me) and it does abuse the MM engine quite a lot with jumping through screens every which way, jumping through walls to get keys, infinite falls, paper only blocks etc, etc. I've got the first 13 levels working so far. Questioning my sanity along the way but its also quite fun to try to figure out how to recreate some of the behaviour. So @jetsetdanny, if you are wondering why that walkthrough video on youtube is getting all the views recently, that would be me I guess. haha.
  19. Well, one thing is for sure. This version of Jet Set Willy is brilliant. The music is great and some of the artwork is amazing. Very cool.
  20. You've got a brilliant son!!! 😁
  21. Awesome! Looking forward to trying this out. My 8 year found Jet Set Willy for the first time yesterday and he was playing it on the laptop while I was working. He was playing a Javascript emulator version that he found. I was highly amused.
  22. "Willy Meets The Beatles" is a 2012 JSW game by Simon D. Lee (TechnicianSi), with music created by Paolo Arus (DarkHorace). This excellent tribute to the legendary band of the 1960s was originally released in January 2012, in TZX and Z80 format, followed by a bug-fixed revision in April 2012. Unfortunately, the last officially released bug-fixed revision still contained one critical bug that went unnoticed for over a decade, even though an RZX recording of the game was published by Pavel Plíva (Pavero) on the RZX Archive immediately after the revision's release (incidentally, this recording features an unnecessary loss of life in "Candlestick Park" [28]). The issue occurred with the right exit from the room "End of an Era" (59), where the toilet run begins. This exit was mistakenly set to loop back to the same room. As a result, during the toilet run, Willy would repeatedly re-enter the room on the left after exiting on the right, instead of proceeding to the intended final room, "Free as a Bird" (60). This room was clearly meant to serve as the ending, as evidenced by its content — "The End" and "Thank You For Playing" — and by Simon's comment on WoS, where he referred to "Free as a Bird" as "the final screen". I discovered this problem after completing the game and recording an RZX walkthrough for my JSW Central YouTube channel. When I worked on updating the information on the game's page on JSW Central, I suddenly realised Pavel's recording didn't show the correct ending, and then I realised that the last officially released revision of the game had the right-exit-in-Room-59 problem. I have corrected it (by modifying the value at address #ECEA in Memory Bank 6 from #3B to #3C, thus setting the right exit from "End of an Era" to "Free as a Bird") and prepared a bug-fixed version of the game in TZX and Z80 format (both are the original release formats). The fixed version can be downloaded from "Willy Meets The Beatles" page on JSW Central. I also re-recorded the game and made a video of it, which you can see on the JSW Central YouTube channel. I would strongly encourage everyone to play the game, especially if you are fond of The Beatles. It's quite easy in terms of gameplay. It really sticks to the theme and it features excellent music ("Back in the USSR" on the title screen and "Lady Madonna" as the in-game tune), played using SoundTracker. It was the first JSW64 game to utilise this solution. In fact, the game's development inspired John Elliott to release version 2.3.5 of JSWED, which introduced the option to replace Ian Collier's default JSW64 music player with the SoundTracker player by BZYK (Piotr Baczkiewicz).
  23. Can anybody help me with this "garbage sprite" problem I have described above? Here are some more guardian related problems with JSW64. In some rooms when I am adding more guardians by using the Table, it doesn´t add the amount I want but there appears to be 32 sprites then (from 0 to W) and they can´t be deleted. Guardian table selector may also show that there are now either 39 or 40 sprites (!). This has happened months ago, I am not sure, if I have those saved files anymore, as I had to just load the older version and use it to get rid of this bug. Or the amount of guardians will stay as 4, nothing happens when I try to add more by using table, thus making it impossible to make certain rooms, or at least the result is not as good as I want.
  24. Some investigation. Its not (probably) an i386 vs x64 issue. Tested on the following: Windows 7 Professional 32bit Windows 7 Enterprise 64bit Windows XP Professional 64bit I cannot be sure due to issues with virtualisation if the graphic issues I encountered are caused by my test or the file itself. The options setup for graphics mode only appeared in XP which is helpful because at least you can see what to press for 1-6 mode. However I was not able to find an easy to manually edit config file to transfer to the other two to retry them. I should point out my virtualisation setup does have graphic issues anyway. With that said, it played 100% on XP64 , I didn't bother with XP32 as its going to work on that. As to why it refuses W10 and W11 at this moment I've not investigated that far. The varying screensizes are my doing not the game, the window is resizeable. Win 7 32: Win 7 64: Win XP 64:
  25. I considered as that item tile graphic does look like two bottles, making it worth two*** but decided against it. *** Something that was done elsewhere which will appear soon.
  26. Must admit I thought it was too initially. 🙂
  27. You´re welcome. You´re welcome to come back to my game, too, with built-in cheat mode turned on. 🙂 You should see it, when the game has been loaded. 🙂
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