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Spider

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  • Birthday 07/02/1974

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  1. 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.
  2. Sorry its "in game" time not "real time" πŸ™‚ 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.
  3. 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.
  4. View File JSW - 2024 2024 marked the 40th anniversary of Jet Set Willy. πŸ† 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  
  5. Version 1.0.0

    22 downloads

    2024 marked the 40th anniversary of Jet Set Willy. πŸ† 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!
  6. 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. πŸ™‚ 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.
  7. 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:
  8. 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.
  9. Must admit I thought it was too initially. πŸ™‚
  10. Merged your post @Gromphedyret into the existing topic for it. I was able to duplicate this on W10 x64 with a different error. Without Direct Play and with various settings. @Gyrominiac do we need an x86 system for this ? πŸ™‚
  11. Not able to check this directly (at the moment) can you right click the exe file and (with W11) more options > Compatibility > Try setting it for XP SP3 At the back of my mind I think its because it won't run directly on an x64 system vs an i386 (32bit) one but I might be mistaken. Will be able to look at this Monday all being well, unless someone else can test before. πŸ™‚
  12. Topic merged into the existing one as requested. πŸ™‚
  13. And a quick demo, no player interaction needed other than to start the game: test_fall.tap Same 'base' as the other two test files, ie: OK for editing for testing not really recommended for building a whole game from. EDIT... Updated very slightly, now Willy has the choice of moving left to collect the single (wine bottle) item from Top Landing or go to rightwards to explore. A little care should be taken with when he grabs the item with regard to the descending razor blade guardian! However if he does lose a life, upon re-materialisation he'll clear it on his automated run.
  14. True, was mainly the realm of text/graphic+text adventures. I know the Magic Knight series did offer save/load (minus Finders Keepers iirc) however if again I am remembering correctly it was not a small save, it was a good couple of minutes. Incidentally there's only one person who managed to complete 'Ted' back then without cheating, somewhere I have a few more details. I suspect it is genuine. What's not often realised about that game is the time limit is exceptionally tight too. FWIW it was a pain with Multiface+tape system too, it is not the kind of thing I did very often, whereas modern things as you say its easy really.
  15. I'll have a look to see if I can find anything suitable over this weekend. πŸ™‚ We did many many moons ago have a specially crafted set of 'seasonal' smilies but since the upgrade they don't seem to want to play anymore. That also was on my todo list.
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