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Spider

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  • Birthday 07/02/1974

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  1. I remember this with "Outrun" The original home market Japanese version had the tracks in a different order and I also think the game was slightly harder even with the dip switches set for easy. That version is not too easy to find but it is around, actually although off topic there's an improved version released a few years ago (denied you have to build it apparently, I did try it once it worked) which has a working demo mode (in freeplay) and various options such as mph/kph , score saving and (the reason for mentioning) the option to switch to the original track layout.
  2. I was about to post a very short 'change' piece of text but I see I'm late, I might as well post it anyway:
  3. Spider

    TV mention

    I have to think "if you were disappointed you didn't try to play for long enough"
  4. Spider

    Interesting loader

    It is quite impressive. 🙂 I am slightly reminded of either the C64 or Amiga loaders , pretty sure the former when they had turboloaders added (otherwise it would be a mass wait) they sometimes had full colour screen stripes , or the Amiga sometimes did this during boot but that might of been something like zerovirus testing.
  5. Spider

    Interesting loader

    Not JSWMM related. As seen on Spectrum Computing here It starts around 2:10 as there's some chat before and the first one didn't work. Clever to think to have the whole screen mimic the border initially. I have no idea what the game is like , never tried it. 🙂
  6. 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.
  7. 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.
  8. 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.
  9. 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  
  10. Version 1.0.0

    37 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!
  11. 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.
  12. 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:
  13. 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.
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