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Spider

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Files posted by Spider

  1. JSW KCE (Key Code Edition)

    Following a discussion here about the JSW engine pausing after a life loss or other suitable delay to allow the player to re-adjust themselves, I decided just for fun to re-instate the key code protection request upon a life loss.
    It will accept any code as I'm not cruel enough to demand the player enter the correct code.
    The game was also much cut down to only a few rooms, 7 in total are present but only 6 of them are needed to complete the game and the other one is inaccessible without cheating.
    The .zip contains:
    The game file in regular .tap format, the game code is compressed slightly.
    A map file, not that it would really be needed!
    An .rzx playback although @jetsetdannyhas a much more efficient one, this was not included in the files as it was not part of the .zip released in the topic.
    A brief readme detailing the changes to the game itself.

    32 downloads

    Updated

  2. Thoroughly Modern Willy

    Thoroughly Modern Willy v0.02
    --------------------------------
    (April 23rd spectrumcomputing.co.uk minigame competition)
    Whilst sorting through boxes in an attempt to tidy up the attic, Willy stumbled across some machinery left by the previous owner, Dr Jones. As he investigated further, he knocked a switch over and the machinery started to hum into life. Before Willy can say 'Quirkafleeg' there is a blinding light...
    As his sight returns, Willy determines he is no longer in the attic. He's been flung into the future - space year 2018 to be precise. Willy proceeds to do what he's always done when faced with a tight spot - collect all the flashing objects - strewn across six screens - and hope for the best!
    Some hints for getting by in the future:
    - Switches can change the layout of a room and make areas safe or unsafe.
    - It's unwise to move around in the dark.
    - Willy's box moving skills are still useful in the future.
    Credits:
    Code: Bob Fossil
    Graphics: Matthew Smith (Manic Miner / Jet Set Willy), Steven Kerry and Terry Lloyd (Auf Wiedersehen Monty)
     
    The download .zip includes:
    the game file in .tap format
    a readme text file
    two .scr files of the game
    a map (from maps.speccy.cz)
    a .pok file (from Spider)
    an .rzx (by Pavel Plíva)

    71 downloads

    Updated

  3. Characters

    A small set of six characters:
    Miner Willy on the Barrel
    Miner Willy on the Plinth
    Jet Set Willy on the Barrel
    Jet Set Willy on the Plinth
    Maria on the Barrel
    Maria on the Plinth
     
    All images are the same size (total 770px x 1282px) ,  each 'block' being 30px square with a 2px grid to help easily determine where each one starts and ends.
    I did not create mirror images as that is easy enough to do and also subjective to if both the character and/or the object (Plinth/Barrel) should also be mirrored or not.
     
    These may be suitable for printing out or perhaps via craftwork, creating a model of your own. Enjoy! 🙂

    18 downloads

    Submitted

  4. JSW Fixer

    JSW Fixer
    A small tool written in Basic by 'Iceman' in 2010 to provide some bug fixes changes to JSW. No game file is included you must supply your own
    Part of the "CSSCGC" aka "BloodBaz - within compilation "CSSCGC Crap Games Competition 2010"
     
     

    15 downloads

    Submitted

  5. JSW Utility for Dragon 32/64

    A small patch file for the Dragon 32/64 version of Jet Set Willy
    Written in 1985 by Paul Burgin
    There is a single option choice of:
    Extra lives , Infinite lives or Immunity
     
    The supplied .zip contains a standard .cas file for the Dragon. This should be loaded first then once options are chosen you're prompted to load in JSW
     
     

    10 downloads

    Updated

  6. MM Utility for Dragon 32/64

    A small patch file for the Dragon 32/64 version of Manic Miner
    Written in 1997 by Paul Burgin
    Several options are presented with either a Y/N prompt or numerical input:
    Infinite lives
    Number of lives
    Continue facility
    Starting level
     
    The supplied .zip contains a standard .cas file for the Dragon. This should be loaded first then once options are chosen you're prompted to load in MM
     

    12 downloads

    Updated

  7. Manic Miner - Two Chance Challenge

    A small variation on the original.
    Two lives are provided per cavern.
    How far can you honestly get without rollbacks or any cheating ? 🙂
     
    Note 1 : Although there is a small piece of patch code in the loader to try to ensure the main loader works in later Spectrum models, it may be best to load in 48K mode on these machines.
    Note 2 : There is a very simple 'anti tamper' check present but rather than punish the player, it will simply remove the detected cheat.
     
    Otherwise, enjoy.

    63 downloads

    Submitted

  8. Manic Miner - Primo

    A port of Manic Miner for the Primo computer.
    The game very closely follows the original Spectrum version albeit in monochrome, all caverns are present and it looks and plays very closely to the original in general.
    The code appears to be based on the Bug-Byte version and the original authors attribution remains intact too.
    The two game files are inside a .zip for convenience. They are identical aside from their format, being a .ptp and a .pri file respectively.
     
    Thank you to @pgyuri for bringing this variant to our attention. 🙂
     

    22 downloads

    Submitted

  9. Manic Miner Electron 2021

    This is the Acorn Electron version of Manic Miner, written by "0xC0DE" and built from Toby Lobster's greatly updated Manic Miner for the BBC Micro ( you can find that here )
    To quote the coder of this version, " 0xC0DE "
     
    The files attached here are two .zips:
    One containing four game files and two readme files, the original GitHub readme.md and a shortened plain text .txt of the same. Inside this zip are also the game files themselves, consisting of two tape .uef and two disc .ssd images, one for emulators and one for real machines.
    The other .zip file contains the screenshots used here, for convenience.
    The game controls are:
    Z = Left
    X = Right
    RETURN = Jump
    DELETE/COPY = Pause / Un-pause
    Q/S = Music off / Music on
    ESCAPE = End game
     
    Attributions:
    Original (ZX) game by Matthew Smith
    Initial BBC Micro release by D.J.Coathupe
    Updated 2021 BBC Micro release by Tony Lobster
    This Electron version presented here by 0xC0DE

    51 downloads

    Updated

  10. Jet Set Willy Mono Plus

    JSW Mono Plus
    A small expansion on the existing 'JSW Mono' variant offering a choice of colours!
    The download consists of a .tap tape file and a small 'tech notes' text file covering a few details of interest.
     
    Although the patch to set 'JSW Mono' is readily available from John Elliott's site (home of the brilliant JSWED tool) and  it is indeed quite possible to find a prebuilt game file with it applied from other sites, both with and without bug fixes it is by it's nature slightly limited in what colours are permitted.
    Monochrome does not always have to mean white text on black paper!
     
    Upon loading the player is presented with a neat and tidy menu offering a range of suggested presets, selectable by a letter key:
    White ink with black paper
    White ink with black paper and bright enabled (This is the original 'JSW Mono patch' effect output when applied to the game engine)
    The above options are also offered in inverse! That being white paper with black ink, again available with or without bright.
    A basic 'green screen' choice is available, limited to green ink on black paper but with the option of bright enabled or not. Thought was given to offering an 'amber' choice too as 'back in the day' there were amber 'mono' monitors around as well as the more common green-screen and black-white ones. Unfortunately it was felt that the Spectrum's yellow was not really quite adequate enough to pass itself off as an amber mono display, so the option of a preset for this is not initially offered however, read on about choices...

    To allow further visual entertainment, the player may select their own preference for desired ink , paper , bright and (if they insist!) flash options. A basic sanity check is applied to prevent the player choosing the same value for paper and ink and a further check to confirm they really do want flash enabled. Upon completion of picking the colour options the text for the custom option is displayed in those colours.
    Please refer to screenshots of the menu, it was written to be self-explanatory as far as sensibly possible.
    The player may at this stage change their mind and pick a default value or re-enter a choice of custom values.
     
    When happy pressing the 'R' key will execute the game code, this is necessary even if one of the pre-defined choices is selected. A basic check is present to ensure an option has been chosen before the 'R' key will function as no option is selected by default. The currently "active choice" is shown by the menu letter control key being set to flash. Again please take a look at the screenshots.
    We hope you enjoy this small expansion tweak to the existing 'JSW Mono' !

    64 downloads

    Updated

  11. Manic Miner - DarkLight Modification

    An interesting twist to a regular Manic Miner game!
     
    Miner Willy can only 'see' what his lamp would conventionally light, making the game much much harder to play.
     
    Both BB and SP variants are included in individual zip files (as .tzx tape format) as well as the authors instructions with patch file to allow this change to be applied to third party games too.
     
    The .tzx's are 'ready to play' complete with loader. A small change to the original loading screen was applied too, in essence the attribution text present in the SP variant loading screen is applied to the BB version as well as the removal of the 'flash' effect from the screen itself.
     
    Enjoy!

    290 downloads

    Updated

  12. MM2020 Special Edition

    Manic Miner 2020 - Special Edition
     
    This small eight cavern mini game is dedicated to all essential workers in any industry or sector who are continuing to keep things moving during these highly unprecedented times of the 2020 lockdown. We say "Thank You"
    The game engine itself is slightly modified from standard, the main changes of note being:
     
    The caverns themselves are identical in layout of guardians and cells to the original except they are mirrored versions!
    There is approximately a 30 seconds air grace period upon entering each cavern
    If the air supply should for some reason actually run out during play the game will continue without loss of a life
    The bonus for making Kong fall into the Portal is increased
    Pressing Break during play to abort the same will unlike the default Manic Miner update the highscore
     
    The caverns to play are as follows:
    Eugene's Lair
    Miner Willy meets the Kong Beast
    Wacky Amoebatrons
    Attack of the Mutant Telephones
    Ore Refinery
    Skylab Landing Bay
    The Warehouse
    Solar Power Generator
    Should perhaps also be noted that both Kong and Amoebatron's screens in the original game are used twice, here the versions used are the second appearance of each as these variants are a fraction more difficult.
    We will keep a top-x record of players scores too:
     
    :1st: - 41842 - jetsetdanny
    :2nd: - 40173 - Spider
    :3rd: - 36281 - MtM
    4th -
    5th -
     
    Thank you , and enjoy! 🙂

    246 downloads

    Updated

  13. Manic Miner - The Big Bonus Edition

    Manic Miner - The Big Bonus Edition
     
    This is a very simple modification of Manic Miner to provide a higher score compared to a standard version. In addition to this, a few small minor (miner?) changes were also made to improve the game a fraction. Care was taken in what changes were made to avoid an insane score value being obtainable.
    The 'score changes' performed were as follows:
     
    1. Item Collection: Changed to 1,000 points per item from its default of 100.
    2. Air Bonus: Changed to 10 from its default of 1 per air unit remaining upon cavern completion.
    3. Kong Bonus: Changed to 1,000 from its default of 100 per block the Kong Beast falls.
    4. Extra life: Changed to award an extra life at 100,000 points instead of its default of 10,000 points. This was necessary to prevent an excess of extra lives being awarded!
     
    ***********************************************
    Update December 2019 by Ian Rushforth
     
    A Cheat Mode has been added, which is activated by the BASIC loader if the player presses '$' during loading. i.e. the 'SYMBOL SHIFT' and '4' keys simultaneously. The game then enters 'Mega Bonus' mode, allowing the player to accrue even higher scores than in the 'standard' Big Bonus Edition! (Each of the four 'score changes' listed in bullet points 1-4 above are scaled up by an extra factor of 10.)
     
    The 'High Score/Score' row, which is printed at the bottom of the screen during play, is rearranged for the Mega Bonus Edition to allow for higher scores to be accommodated - it is now quite possible to reach a score of a million points!
     
    A 'bug/flaw/imperfection' in the original 'Manic Miner' has been addressed - it used to be the case that if you exceeded the previous High Score during a game, then the High Score was updated 'behind the scenes' at the beginning of execution of the 'Game Over' routine, but the new High Score could not be viewed on the screen until the next game had begun. In this version, once you attain a new High Score during a game, then as soon as that game ends the new High Score is printed onto the 'Game Over' screen just as the 'Boot of Doom' begins to descend!
     
    Finally, a couple of visual glitches from the original game were fixed. More technical details can be found in the 'Readme' .txt file which accompanies the game.
     
    ***********************************************

    172 downloads

    Updated

  14. Manic Miner: A ten-cavern challenge

    The initial idea of this game was to take a different twist on the release of the "Manic Miner - Hi-Score Challenge" game, which, although was reasonably successful in itself, did have some quite limiting factors, namely being forced to either POKE or reload to change the cavern, which meant multiple cavern completion times were not possible.
     
    With this in mind, Andy decided to make a cut-down version of “Manic Miner”, featuring a mere ten caverns. For the sake of traditionalism the first and last caverns, (those obviously being “Central Cavern” and “The Final Barrier”) were kept.
    It was decided to simply create two other, new versions of it based on what we had, so we would have a total of three games. The new ones being an ”easy” version and a ”hard” version. The thoughts here were to make the ”easy” version a little bit more player- friendly than the original and the hard version slightly more trouble for the player.
    More details of the changes and details between each version amongst other things are in the readme file.
    The download .zip contains a standard .tap file of the game as well as a more detailed readme.txt file
    We hope you enjoy this game as much as we did putting it together and look forward to seeing your high-scores, reading any comments and/or feedback on it. We feel it is an interesting slight twist to the original in offering the choice of skill levels to play at.

    114 downloads

    Updated

  15. Jet Set Willy 25-100

    The initial idea of this small game occurred to Andy one boring weekend afternoon. It was to make a mini "25 items and 25 rooms" variant of JSW, but after trying this out, in reality it did not seem that much fun. Thoughts then turned to have a grand total of 100 items spread around 25 modified rooms. This involved much demolition and rebuilding of Willy's original mansion to accomplish sensibly!
     
    Some of the conventional paths to reach certain items are slightly altered, although the game room layouts are (broadly speaking at least) not too far from the original game.
     
    The download .zip contains a standard .tap file of the game as well as a more detailed readme.txt file
     
    We hope you enjoy this game as much as we did putting it together and look forward to reading any comments and/or feedback on it.

    101 downloads

    Updated

  16. JSW Fixer

    A simple small file to load before the main JSW tape. It provides the following fixes to the standard game:
     
    1. The second keypad code is always accepted
    2. The invalid arrow in The Attic is rectified
    3. The impossible Fire Cell in the Conservatory Roof is removed
    4. The single Earth Cell in Banyan's Tree's trunk is replaced with an Air Cell
    5. The air ink for Swimming Pool is changed to allow Willy to collect the item by himself
    6. The top distance on ropes was reduced preventing Willy from accidentally jumping up where it was not intended
    7. The interface1 pause lockup is fixed
    8. The hidden First Landing item was moved to The Hall and given a shape borrowed from West Wing Roof
     
    It should be noted this is intended for a standard game, its effects on third party variants of JSW is unpredictable.

    6 downloads

    Updated

  17. Jet Set Willy - Mildly Patched

    JSW1 for the Spectrum with a few mild patches present.
     
    Care was taken to avoid over-doing any fixes with a few exceptions. The intention being to try to retain reasonable originality but taking a mild twist on the regular '4 poke' fix:
     
    1. The Basic loader was slightly altered (see screenshot) , the embedded codes for the flashing and colour blocks were replaced with their instruction counterparts. Care was taken to ensure the ordering was kept the same. The 'crash' poke was left intact but the real floating point value was changed from 23613 to 16384, thus ensuring the 'crash' poke did not have any effect as it was now just setting the first byte in the screen memory to 0 harmlessly. The combi-screenshot shows both original with 'exposed' embedded values and the 'replacement' one. Viewing them in 128K Basic they look about the same, the change is only really apparent in 48K Basic mode, however they function identically with the exception of not crashing if Break is pressed.
     
    2. The keypad routine was left intact however rather than change the first JPZ or the second JPZ to just a JP (to always pass the keycode) the reset the machine instruction was changed to start the game instead by just changing 00000 to 34762. This way if both key code entries fail, the code falls though to the 'reset' line but its now going to jump to the title screen instead. This also preserves both calls to the keypad code too, so that both instruction strings are seen.
     
    3. As per the official bug fix, the fire cell was removed from the Conservatory Roof. Viewing this screen on both JSW2 and on JSW1 and JSW2 on several other platforms, there is a mild variation in how it is fixed on those, generally it involves removal of one more fire cell but in this case, the single cell removal (although not perfect by any means) was felt sufficient.
     
    4. As per the official bug fix, the earth cell in Banyan Tree was changed to a water cell. There are other fixes to this such as modifying the tree 'trunk' and/or the lower 'roots' area however these are a bit too much for a mild bug fix, so the official fix was felt best.
     
    5. The self collecting item in Swimming pool, there are various ways to fix this however a fractionally different approach was taken. The most common one is to set the ink to 5 (cyan) however in this case it was set to 4 (green) as this may be a more suitable colour given Orangery is above, aka: a 'Vines' effect and that screen is mostly green too
     
    6. The invisible object in First landing, although the official 'fix' moves it, unless further action is taken it is still invisible and it is quite possible to miss it if you are jumping to avoid an arrow. Rather than give it shape/form it was easier to simply remove it from the game.
     
    7. The double object on the beach, there are two ways of looking at this. Previously splitting it into two and moving one further to the left so Willy is forced to use the water 'conveyor' seemed ideal however this file is meant to be a mild fix so the best approach here was merely to set it to be just one object not two.
     
    8. The pause bug caused by the presence of an Interface1, as per Skoolkids bug fix this was rectified by changing the IN A © to IN A (254) , along with a single NOP for the inactivity counter as well. This does not prevent pause it merely means the game will not auto-pause, the same as if the in-game music is playing.
     
    9. The ability for Willy to leap from the top of a rope where he is not intended to such as Beach , On The Roof were rectified by changing his height comparator from 12 up to 15. This usually prevents him climbing high enough to be able to 'jump top exit' while on a rope.
     
    10. Thought was given to the guardian halo effect, as well as corrupted conveyors although their fixes involve potentially putting some code into the unused areas, the same as the bug that effects Under The Roof if you happen to fall off. The latter two quirks were ignored and the former 'halo' ones were fixed by simply turning off the bright effect on the few effected sprites.
     
    11. The infamous 'attic bug' was rectified using the official method of setting its co-ordinates correctly as this is the most sensible and efficient fix.
     
    12. The incorrect animation counter for the Monk/Priest in Chapel as well as the saw in Cuckoo's Nest were fixed by setting them from 03 to 07 and setting their correct starting frames so they animate as intended and do not move 'backwards'
     
    13. Unlucky for some ? The slightly annoying effect of the time and item count temporarily flashing back to 000 and 07:00am was rectified by changing their initial display values to be a blank space, leaving the colon intact. This means that they temporarily flick out and back in again however this seems indefinitely preferable to having them appear to have the incorrect values displayed albeit temporarily. There is a small article in our Articles system describing this in detail.
     
    14. Finally, the existing bugs/quirks such as jumping from the top of Dr Jones and Watch Tower as well as Esmerelda are left in, as they were in the original file, along with the TRS-Dos code at the end of the file.
     
    Enjoy!

    80 downloads

    Updated

  18. Manic Miner - Highscore Challenge

    We are pleased to introduce a fun variant of Manic Miner, a 'High Score Challenge' The object is very simple, just obtain the maximum possible score for a cavern! The idea was inspired from a topic on the WOS forum a while ago.
     
    Upon loading, you will be presented with a menu list of the standard caverns, simply press A to T to select one. This will then become the starting (and only) cavern to play. The caverns are completely unaltered from the standard game, as are the scoring counts.
     
    Upon completion of a cavern once all the air has been removed, the game will purposely freeze. At this point you can make a note of your score. To restart the cavern at this point simply press BREAK (Caps+Shift)
     
    The game is provided as both a conventional .tap tape file as well as a .z80 snapshot image.
     
    Please feel free to tell us your best scores and we will update the rankings below!
     
    Please note the following very minor changes were necessary to the game engine itself to facilitate:
    There are infinite lives provided
    A loss of life will cause both the cavern to be reset as normal as well as the score
    The "Teleporter" (603179) function is disabled
    There is no demo mode as such, as there is nothing really to 'demo'
    As noted above, once a cavern is complete the game will freeze until BREAK is pressed
    If you wish to change the cavern it will be necessary to either reload the snapshot or do a POKE 34274 , x , with x being 0 to 19 for the cavern choice.
     
    Enjoy! 😄
     
    The order in which players who achieved the same score are mentioned shows who achieved this score first.
     
    Central Cavern
    :1st: - 1724 - Pgyuri, jetsetdanny & crem's algorithm
    :2nd: - 1722 - Woody
    :3rd: - 1721 - crunchy_frog & geoff
     
    The Cold Room
    :1st: - 1975 - Pgyuri, JianYang,  crem's algorithm & jetsetdanny
    :2nd: - 1965 - Woody
    :3rd: - 1953 - Spider
     
    The Menagerie
    :1st: - 1904 - crem's algorithm & jetsetdanny
    :2nd: - 1903 - Pgyuri
    :3rd: - 1900 - JianYang
     
    Abandoned Uranium Workings
    :1st: - 1854 - Pgyuri, jetsetdanny & crem's algorithm
    :2nd: - 1852 - crunchy_frog
    :3rd: - 1851 - JianYang
     
    Eugene's Lair
    :1st: - 1748 - Pgyuri, jetsetdanny, crem's algorithm & JianYang
    :2nd: - 1559 - Spider
    :3rd: - 1195 - crem
     
    Processing Plant
    :1st: - 1821 - jetsetdanny & crem's algorithm
    :2nd:  - 1820 - Pgyuri
    :3rd: - 1814 - JianYang
     
    The Vat
    :1st: - 1825 - jetsetdanny, mzx, JianYang & crem's algorithm
    :2nd: - 1824 - crunchy_frog
    :3rd: - 1684 - Spider
     
    Miner Willy meets the Kong Beast
    :1st: - 4047 - jetsetdanny, Pgyuri & crem's algorithm
    :2nd: - 4042 - JianYang
    :3rd: - 3927 - crunchy_frog
     
    Wacky Amoebatrons
    :1st: - 1376 - crem's algorithm & jetsetdanny
    :2nd: - 1345 - Pgyuri
    :3rd: - 1335 - JianYang
     
    The Endorian Forest
    :1st: - 1841 - DigitalDuck
    :2nd: - 1840 - crem's algorithm & jetsetdanny
    :3rd: - 1834 - Pgyuri
     
    Attack of the Mutant Telephones
    :1st: - 1749 - crem's algorithm & jetsetdanny
    :2nd: - 1720 - Pgyuri
    :3rd: - 1719 - mzx
     
    Return of the Alien Kong Beast
    :1st: - 4276 - jetsetdanny & crem's algorithm
    :2nd: - 4275 - Pgyuri
    :3rd: - 4244 - JianYang
     
    Ore Refinery
    :1st: - 1866 - jetsetdanny, JianYang & crem's algorithm
    :2nd: - 1722 - crunchy_frog
    :3rd: - 1650 - mzx
     
    Skylab Landing Bay
    :1st: - 1808 - jetsetdanny & crem's algorithm
    :2nd: - 1806 - JianYang
    :3rd: - 1790 - Pgyuri
     
    The Bank
    :1st: - 1709 - Pgyuri, JianYang, jetsetdanny & crem's algorithm
    :2nd: - 1679 - mzx
    :3rd: - 1668 - Spider
     
    The Sixteenth Cavern
    :1st: - 1830 - jetsetdanny, JianYang & crem's algorithm
    :2nd: - 1814 - Pgyuri
    :3rd: - 1510 - Spider
     
    The Warehouse
    :1st: - 1951 - crem's algorithm, IRF & jetsetdanny
    :2nd: - 1909 - JianYang
    :3rd: - 1907 - crunchy_frog 
     
    Amoebatron's Revenge
    :1st: - 1314 - Pgyuri, jetsetdanny & crem's algorithm
    :2nd: - 1228 - JianYang
    :3rd: - 1174 - Spider
     
    Solar Power Generator
    :1st: - 1137 - crem's algorithm & jetsetdanny
    :2nd: - 0862 - JianYang
    :3rd: - 0821 - crunchy_frog
     
    The Final Barrier
    :1st: - 1776 - Pgyuri, jetsetdanny & crem's algorithm
    :2nd: - 1774 - JianYang
    :3rd: - 1767 - Spider

    144 downloads

    Updated

  19. Jet Set 40-40

    'Jet Set 40-40' is a redesign of Matthew Smith's classic ZX Spectrum 48K game 'Jet Set Willy' with a few interesting and unique features!
     
    The layout of 'Jet Set 40-40' is very similar to that of the original 'Jet Set Willy', so those who have played the original will feel 'at home' immediately.
     
    The number of rooms has been reduced to 40 and there is only one item per room. However:
     
    The player has to collect four complete sets of items; once the last item of one set has been collected, the items of the next set will appear. The difficulty of the game will increase with each consecutive set of items, as more and more guardians emerge to threaten Willy's progress through his mansion and its surroundings!
     
    The player is offered a choice of rooms in which they can start the game. An option of playing without some of the most extreme challenges can also be chosen.
     
    We hope you will enjoy this 'quadruple quadragesimal' challenge!

    482 downloads

    Updated

  20. La casa di Jack / La casa de Jack

    These are slightly modified Italian and Spanish versions of JSW with full Italian / Spanish text translations throughout. They were both released by Load 'n' Run.
     
    The Italian version, called 'La casa di Jack', was released on the Italian Load 'n' Run tape 11 in December 1984. There is no visible personal credit in this version.
     
    The Spanish version, called 'La casa de Jack', was released on the Spanish Load 'n' Run tape 1_02 in March 1985. It was created by Juancho Mart

    140 downloads

    Updated

  21. JSW Keypad Trimmer

    A simple Basic program to remove the Keypad data completely from the JSW game code. Load in your game code, load the 'trimmer', run it and save the game code afterwards.
     
    Two versions are provided:
     
    1. The basic keypad only version. This replaces the long pointless startup routine with a much shorter (32 bytes vs 10 bytes) and removes the following:
     
    The keypad messages "Enter code at grid location etc" - 64 bytes starting 34187
    The keypad reading/display routines - 156 bytes starting 34463
    The keypad graphics and attributes - 255 bytes starting 39680
    The codes themselves - 178 bytes starting 40448
     
    Note this does not remove (most) of the 'garbage data' sat in the sprite editing area as its not all stritcly keypad related. For that see (2) below...
     
    2. The slightly extended version. This does not remove any 'unused routines' , it merely expands slightly on the above as some random data is present in the sprite area, this will remove it too. See the screenshot of the before/after for this. It is not recommended to use this one on a third party game before checking said areas have not already been recycled for sprite or other data however it is recommended to use this on a standard game before editing it. To clarify this, as well as the above the following are also emptied:
     
    Source remnant - 64 bytes starting 39936
    Data remnant - 333 bytes starting 40627
    Data remnant - 1152 bytes starting 42624

    9 downloads

    Updated

  22. JSW - The Attic Bug

    The well known 'Attic Bug' , less commonly known as a "bad program bug" back in the day has been quite well documented on various sites over the years however apart from a small test file submitted here a while ago and a selection of screenshots not a great deal else was provided.
     
    The cause is relatively simple: A misplaced arrow which then overwrites various sections of game code, it damages the guardian entity bytes for the following rooms:

    Room 01: The Bridge Room 06: Entrance to Hades Room 08: Inside the MegaTrunk Room 12: Tree Top Room 13: Out on a limb Room 14: Rescue Esmerelda Room 15: I'm sure I've seen this before Room 16: We must perform a Quirkafleeg Room 23: The Kitchen Room 24: West of Kitchen Room 26: East Wall Base Room 27: The Chapel Room 38: Priest's Hole
     
    One of the best detailed but 'easy to read' descriptions is the one provided by SkoolKid in his excellent disassembly here of the JSW game.
     
    This submission contains a standard JSW game (with keypad bypass) although all the keypad routines, data and unused code is still present.
     
    To assist in the exploration of the mansion, a few small 'helper' tweaks were necessary otherwise an instant IDS would occur upon entering certain screens, Kitchen and East Wall Base for example would trigger this due to the damaged guardians.
    Immunity to arrows, guardians, fire cells and long falls Infinite lives 'Writetyper' enabled

    The starting location has been set to The Attic to ensure the 'bug' is triggered more or less immediately. If you would like to reset this back to normal (after starting the game once) then its simply POKE 34795,33 applied via your emulator/multiface.
     

    It is hoped this small submission will allow those still curious about the effects of this to be able to explore the mansion and see it in action as it progresses in relative safety, at least until the corruption becomes too heavy and/or the game itself crashes completely.
     
    Interestingly the effects do seem to vary a little bit each time it is played although this is likely due to differing player routes and / or the amount of time spent on a room. You'll note various odd effects such as invalid characters appearing the description and clock, sometimes these are permanent and will not clear upon starting a fresh game. A reset would be needed in this case.
     
    Although it is stating the obvious but please bear in mind this is merely a test file: I would strongly not recommend attempting to recycle it or use it for building a game from.
     
    Enjoy the potential mayhem! :)

    34 downloads

    Updated

  23. Char Set Collection

    A large selection (more than 60**) of various character sets for the Spectrum.
     
    The file includes a quick 'viewer / loader / saver' I put together to make it very easy to pick out the set you require. Please examine the small random selection included in the screenshots for examples.
     
    Simply load and run the program then following the onscreen instructions press 'L' to load the next set or 'S' to save the current set. An option to change the background colours was also added (press 'C' to do this) as sometimes it is best to view a set in a variety of different paper colours as some work best on lighter background and some are more suited to darker colours.
     
    Enjoy!
     
    ** Note: There is a slight possibility of a duplicate or two however similar 'designed' sets do look quite similar with just minor variations.

    12 downloads

    Updated

  24. Manic Miner ZX81

    This is a port of the ZX81 version of Manic Miner back to the Spectrum, written by Russell Marks in 2003. The 'original' ZX81 version was authored by Alex Martinik around 1984 and is available here as per the 'original' the actual in-game language is Czechoslovakian.
     
    Note this does actually require a 128K Spectrum to run.
     
    The authors notes and documentation read as follows:

    60 downloads

    Submitted

  25. JetSet Willy 2 (C16)

    JetSet Willy 2 'Final Frontier' for the Commodore C16 and Plus/4. Written by Ian Davison and published by Tynesoft in 1986 under licence from Software Projects.
     
    The game is very unusual in that it actually consists of four separate games, each is a 'section' of Willy's mansion and the space station areas. The idea being (with the tape file version at least) you complete one section and you are prompted to load in the next. There is however nothing to stop you loading in for example section 3 to play just that.
     
    Most of the mansion is present with the exception of the "top row" such as "On the roof" and beyond. The Attic and Emergency Generator are present as is Holt Road, The Sewer and The Beach area. Regarding the 'space station' area most of the rooms are present however the Teleporters are non functional as you would expect.
     
    Both tape and disc versions are provided, the disc version has been purposely split into four files one for each section to make it easy on an emulator to load in the required one without having to resort to entering disc commands manually.
     
    There was a map available however I decided to split this into four individual slightly larger maps, once again one for each section. This makes it far easier on the eye to examine the area of interest. I have also included the original map by Reuben Cornwall.
     
    The same as the C16 and Plus/4 versions of JSW1 there are no ropes and no arrows. Given the slightly odd behaviour of ropes in the C64 version of JSW1 and JSW2, this may not actually be a bad thing although the lack of arrows is slightly disappointing.
     
    The game plays very well indeed. There is no scrolling message on the title screen simply the game title and author name. The room layouts do closely mimic the other major versions as do most of the sprite choices. The 'stairs' are a traditional line instead of 'squares' too. The lower screen area with the status has a border around it almost mimicking the Amstrad version in this respect.
     
    A final point of interest is the object count: It counts down with "Items to collect: x" as far as I am aware this is the only original commercial release of a JSW game that does this.
     
    Enjoy!

    74 downloads

    Updated

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