Jump to content
Jet Set Willy & Manic Miner Community

Spider

Moderator
  • Posts

    5,166
  • Joined

  • Last visited

Everything posted by Spider

  1. If the above do not play, two .zips in .mp4 format are here: jsw_orig.zip jsw_new.zip
  2. Although the specifics of this are discussed elsewhere on this site, A couple of short exploration video's of the original BBC Micro release by C.Robson and the updated 2021 version by T.Lobster, which he went to a fair bit of time and trouble to make it look and feel more "ZX Like" Should be noted I did not play too hard on these. I did run emulation at about x1.5 speed however the video may not play back at that. Please note that the sound out of sync is down to the emulator, the raw .avi also suffers with this sadly. The mansion does almost perfectly mirror the ZX version, a few sprites are different however the game is "all there" as such, complete with some of the quirks of the original. Original
  3. If the above do not play, two .zips in .mp4 format are here: mm_orig.zip mm_new.zip
  4. A couple of short video's of the original BBC Micro release by D.Coathupe and the updated 2021 version by T.Lobster. Should be noted I did not play too hard on these. I did run emulation at about x1.5 speed however the video may not play back at that. Please note that the sound out of sync is down to the emulator, the raw .avi also suffers with this sadly. Original
  5. Specific to BBC version of JSW1 and 2 , I was aware of this a long time ago as there are some other differences however (as far as I'm aware) with the standard map layout these are the only versions where you can exit right from Generator back to Priest's Hole. In theory that could mean you could avoid climbing East Wall base, however in practise you'd need get the Front Door item and the conveyor you cannot jump bypass easily. Yes the game does start at 7pm and yes each item seems to count as 10 for some reason. At least in the version I tested. It is still an interesting quirk. Attached is a short < 3Mb video of this , both inline and as a .zip as some browers may not allow its playback. Note the sound does go out of sync unfortunately. This is an emulator issue I think rather than an raw .avi to .mp4 conversion concern as other emulators do not do this. back_forth.zip
  6. I had noticed this but never to be 100% honest gave it a lot of thought as to why. A few backgrounds of the same room are different too, for instance "To the Kitchens , Main Stairway" is blue in JSW1 and black in JSW2. To be honest it looks better in black for that room. Indeed the mini (very mini) JSW I prepared for "Woot!" a few years back, I purposely changed the cell colours and brightness to match JSW2 in the appropriate rooms, including the minor variations in the cell designs. I don't know if its related in any way to the Amstrad version, I mean if it was ported over.
  7. Thanks Danny 🙂 Always nice to get a short update on what you've added/amended to your site.
  8. I view that with a strange mixture of horror and fascination at the same time. 🙂 , I say that in a positive context.
  9. Thanks. 🙂 It was fun even though I did not participate in the later stages too much, just looking at the replies for the images was great.
  10. I'm not sure why its not included in that. Perhaps when they update it as it was from 2012 they might include it. 🙂
  11. That would include me! 🙂
  12. It would be possible for the Sam quite easily, well relatively. Take a look at the Sam version of Manic Miner to see how it kept the original layout but with updated graphics: More info on the Sam version if you're interested can be found here The '81 version of JSW may have to be a very cut down one, possibly like the BBC version of JSW2 minus the 'Space' screens (the mansion is small on this variant, the tape based one anyway, there are two versions of JSW2 for this)
  13. That is a good point, and something I had (somehow) overlooked. 🙂 However I'd expect a 'full run' to generate 28000 to 35000 typically. The idea of the extra life does make sense. I suppose it -is- possible that is after completion if say caverns were completed without too much air remaining (less bonus) and maybe not sending Kong to his doom twice. Hmm. 🙂
  14. I did think (at one point) R.T did do graphic design too possibly for some other Software Project titles, as well as the actual 'drawings' but I do not think that matters if they did or not. 🙂
  15. Looks good to me! 🙂 I do not see any immediate relevance in the scores however. They are not a div/mod of each other nor are they of any ZX particular value.
  16. Welcome @Trolmite It is a good piece of coding to do that on the '81 I too like Danny am not aware of a version of JSW for this machine either sorry. Its similar in a way in that there is an Oric Atmos and Sam Coupe version of Manic Miner but neither of these platforms has JSW, and both are capable of doing it.
  17. Thank you. 🙂 The Tynesoft branded variants (for the Acorn platforms) share the same cassette inlay design too. For a moment I though they were different but I'm mistaken having looked at one now. Now I look more closely I can see you're 100% right with the boot design, no need to look further. EDIT... My "avatar" on here is what I found for the Electron version of JSW2 floppy disc, although the BBC version did not feature this at all and I'm still not 100% sure if it was not a 'home user' who made said logo , similar to how now there are several absolutely excellent loading screens for Manic Miner for the Spectrum.
  18. That's a nice piece of memorabilia to keep I think. I am about 90% sure I've seen that card design / artwork before, possibly in Sinclair Programs (a good magazine at the time but a bit late really unfortunately) as the 'cartoon styling' does quite closely match their score charts one, at least in the remnants of one issue I still have. I keep thinking I may of seen this also in competitions but I think that may of not been a seasonal card. Regardless, its a nice item. 🙂
  19. POKE 35339 , 058 POKE 35340 , 222 POKE 35341 , 128 POKE 35342 , 024 POKE 35343 , 010
  20. I'd probably speculate some of the suppliers who are now not may still supply if you ask nicely, maybe. For designs there's the gridded ones if that's your thing. I did these with the vague idea of getting some 5x5mm coloured plastic blocks, superglue and well... https://jswmm.co.uk/files/file/157-characters/ Each image is 770px x 1282px and each 'block' is 30px x 30px square with a 2px grid around it.
  21. Excellent. 🙂 I've not been here much the past two weeks sorry. I'll see if I can rustle a couple of things up at the weekend.
  22. My random guesses, generated by my internal neural network 😮 😄 1: 2: 3 : 4 : 5 :
  23. I concur, thanks. Appreciate the time/efforts gone into this. Regarding JSW2 specific rooms, yes that could be fun! 🙂 As they are "less well known" and some are a bit more obscure in their descriptors too.
  24. I've not re-read the whole topic (sorry) however I did find with a regular but modified 48K game 'engine' there was one instance that said "unused" or similar and using it turned it into a mutlicolour guardian. I've not tried to duplicate this again. EDIT... I see now from the file in the earlier post in the topic, it shows colour cycling in the editor but not in the game. Clarified that.
  25. Ah OK. Yes "each to their own" I'd probably not use it for direct mapping myself but it is nice to have it there. What I tend to do is for smaller games, apply immunity completely and freeze the guardians in their initial places with a couple of code changes, then take a screenshot, moving from room to room. Once I have them all I edit out MW/JSW from the pictures and assemble them that way. It is tedious and Pavero has a better tool for this but for the few occasions I've needed to do it, its "good enough for me"
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.