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Spider

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  1. View File 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 PlΓ­va) Submitter Spider Submitted 01/24/2023 Category Manic Miner [Remakes]  
  2. Version 1.0.2

    97 downloads

    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 PlΓ­va)
  3. Is it a real map ? As in a layout of the game rather than a sprite/bitmap 'map' as above ? The maps topic would be good perhaps ? You can see it covers all versions, its not platform specific. Yes that is worthwhile. I am actually waiting for perms on something else before I put it here even though its in a couple of other places, because the author is around other forums (afaik) but not here so I wanted to see.
  4. I think it is that issue from the description. The pok file , its only a tiny bit of code it could live elsewhere if needed too.
  5. I was going to say it looks like the Amiga version but that is quite hard as its scrolling and you don't get a lot of time to get out of the way of a guardian, even if you know where they are! πŸ™‚ There is a 'flip screen' Amiga version too.
  6. Excellent description Danny. Yes that guardian edit has caught me too. Although not 100% neccessary I do find it helpful to make sure the guardian I am altering is the selected one then use ALT+(number) for it. As you say sometimes you have to try it a few times until it looks OK. I also find moving screens, even just a quick left / right back to the original screen is helpful as it resets their initial positions.
  7. Welcome @Sendy The Endless πŸ™‚ Great to see your projects too!
  8. Sometimes, (perhaps Danny will agree or maybe not) purposely setting ramp or conveyor to water in 'special' rooms with careful cell design can be used to create some quirky intended effects. I recall when doing the (not released yet***) C16 and +4 versions of JSW I accidentally set some cells the same as at the time I was more interested in getting "all the data in correctly laid out" , which resulted in almost a see-saw effect as Willy walked along the floor. πŸ˜„ *** Ask me about this if you want, in a new topic maybe or a PM. πŸ™‚
  9. I recall running that machine in an emulator about 3 years ago and trying a few games, its possible if I found them I did try MM and/or JSW EDIT... Check this >
  10. Can you not position the lower ramp one block to the left or right to see if that works ? See 'Ballroom' vs 'To the Kitchens' to see how they are 'joined' horizontally. πŸ™‚
  11. I concur. πŸ™‚ I'd not 'kept score' on this, but I'm glad to see it. I think it did πŸ™‚
  12. Your post was teleported into your own topic. πŸ™‚
  13. I don't think there will be a ready made list as you said there was not. There is (afaik) at least one or two Amstrad remakes but they use the standard MM game apart from the first cavern or two being edited. Not sure if those would count.
  14. This I find is what can catch 'new to editing' people out. Unlike MM where it does not really effect it given the limitations on what is in each cavern in that game. Agree on a list of what/where, that is what I tend to do because otherwise it can get messy.
  15. Oh I know. πŸ™‚ I just meant one of the 'random' modes, although it would be bad luck to encounter the 'Beam' early on in the game, possible but hopefully not that likely.
  16. That is to be fair a rare situation, I did experience this myself. But generally if the Solar Power is about the 4th or so cavern you enter, you'll probably be OK. There was a change (I think I've not double checked) with that cavern slightly between v2 and v3 as well.
  17. Yes you figured it out, you can see this ramp/conveyor effect in "The Chapel" , its the only ramp in the game that has that effect. If you set fire to be the same as earth or air you'll kill Willy upon entry. Setting other cells the same such as ramp and earth will have odd effects, which could be an advantage in some specially designed rooms. πŸ™‚ I'm not sure on the crash, I rarely use arrows. You do need (I think, I stand to be corrected here) if you add any guardians after the arrow, you must remove the arrow and re-add it, it needs to be the last in the list, that being nothing else after it.
  18. I've never used the 'safe restart' places myself sorry. I think the idea is to place MW in a sane postiion in that screen rather than ontop a guardian or similar. You can't easily set a 'entering position' per room no 😞 A PV would not work and I'd not want to hexedit it in! , if it helps for the changes I make to the 'core' I just use either notepad+ to edit the disassembled code or ZXSpin to make live changes.
  19. Top work πŸ™‚ Thank you. The extra new changes are appreciated.
  20. Try copy paste one room to another (one with guardians to copy from) Now switch to another room, not the one you just pasted, then switch back to the 'new' room. Are the guardians present in the list on the screen under the 'room' ? If so try deleting them. Take a backup first. πŸ™‚
  21. Some of the changes you request are hardcoded in such as Eugene and Kong, with a simple conditional "are we on cavern x ? If so call this routine to do xyz" but as Ligan has said JSWED does allow some of these, I can't recall trying it myself as it was not too hard to tweak the code to do it, but the editor will do what you want I suspect and if not , I'm sure we can help, or try to!
  22. That would of been quite "wallet unfriendly" I think with 128K of RAM, not to mention any specialist chip for the video hardware!
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