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Spider

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  1. JetSet Willy 2 (Amstrad)

    JetSet Willy 2 aka "The Final Frontier" for the Amstrad CPC range of machines, written by D.P.Rowson & S.Wetherill
     
    Two original tape (.cdt) versions are provided:
     
    V1 is the first original release and has the keypad code. It should be noted this does not run properly on the 6128 machines.
    V2 is the later / re-release version. This is compatible with the 464,664 and 6128. There is no keypad.
     
    I'd recommend using V2 in most cases, although the keypad codes (all seven pages) of them are included in the download if required.
     
    The game is about identical to the Spectrum version, which is no surprise as this version was written first then ported across to the Spectrum. The 'in game' tune is different but the game play is much the same.
     
    The scrolling message reads as follows:

    88 downloads

    Updated

  2. JetSet Willy 2 (Amstrad) Cheat versions

    JetSet Willy 2 "The Final Frontier" for the Amstrad CPC range of machines, complete with cheat options.

    If you are looking for original, unchanged versions please see here for JSW1 and here for JSW2
     
    Two disk (.dsk) images are provided, offering different ranges of cheats. Both images work with the 464,664 and 6128 machines. Both lack the keypad entry system.
     
    Cheat1 is the more basic and offers Infinite lives and / or immunity to moving enemies. There is no protection against fire cells nor against high falls.
     
    Cheat2 is the advanced one, offering a lot more, these are offering during game load:
     
    Infinite lives: Yes/No
    Fall any height: Yes/No
    Nasties kill: Yes/No
    Fire cells kill: Yes/No
     
    In addition to those selectable options, three extra features are provided during gameplay too:
     
    Pressing 1 will disable guardians. Press 2 to re-enable them.
     
    Pressing 3 will disable gravity ( ! ) , pressing 4 will restore it. This feature deserves a little more explaination, simply when you disable gravity, when Willy jumps up he won't fall down and you can move left / right 'mid air' if desired. This is a lot more useful than it sounds as you can simply jump up in a clear space then move across to reach an object.
     
    Finally, pressing keypad 3 will cause Willy to lose a life. This is helpful if you have managed to get stuck somewhere, such as the conveyor on The Yacht for instance. Losing a life will usually return him to a "safe start" position in that screen.
     
    I would recommend using 'cheat2' , 'cheat1' is provided simply for completeness.
     
    Enjoy!

    58 downloads

    Submitted

  3. 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

  4. JetSet Willy 2 (C64)

    JetSet Willy 2 'Final Frontier' for the Commodore C64 written by J.Darnell and S.Birtles
     
    This is an original tape (.tap format) minus any protection system. It is otherwise unaltered.
     
    The game itself plays very well and mimics the Spectrum and Amstrad versions. There are a few extra rooms (an IDS sequence if you jump into the Bathroom toilet) and some names are slightly different too.
     
    The 'game over' sequence is completely different and is not too far off what is seen in Technician Ted (Spectrum and Amstrad versions) , there are three pictures of the 'sequence' in the listing.
     
    The scrolling message reads as follows:

    52 downloads

    Updated

  5. JetSet Willy 2 (C64) Cheat

    JetSet Willy 2 'Final Frontier' for the Commodore C64 written by J.Darnell and S.Birtles. This is a cheat version, based upon the original tape (.T64) file. The cheat author is currently unknown.
     
    If you are looking for an original, unaltered JSW2 please see here instead.
     
    Upon loading the following cheat options are offered:
     
    Unlimited Willy's ? Y/N
    Stop time counter ? Y/N
     
    It should be noted there is no protection against high falls, guardians or fire cells. There is a 'practise' option but it is limited to a single screen typically so it is not quite what it seems.
     
    Controls:
     
    [O] Move Willy left
    [P] Move Willy right
    [F1] Pause game
    [F3] Music on/off
    [space] Jump
    [RS/RES] Restart game

    24 downloads

    Submitted

  6. JetSet Willy 2 (cheat) BBC Micro

    Jetset Willy 2 for the BBC Micro, written by Chris Robson.
     
    The download contains two .ssd disc files, both the 'cut down aka tape version' and the 'full disc' version.
     
    Note these are cheat versions with immunity applied. The author of the cheat/patch is unknown.
     
    The 'disc' version is about 95% identical to the Spectrum version in its layout and most of the familiar rooms are all present and correct. This version features all the mansion too, they are loaded in chunks as you progress through the game.

    24 downloads

    Updated

  7. JetSet Willy 2 Acorn Electron

    JSW 2 for the Acorn Electron. The conversion itself was written by Chris Robson.
     
    This contains three files:
     
    The tape (.uef) as well as both types of disc image (DFS .ssd and ADFS .adf)
     
    The game code is identical however the disc versions include a loading screen too. Given the Electrons memory this version is in effect based on the 'tape' BBC Micro version, which is quite cut down. In summary most of the 'Space' screens are present but very few of the Mansion screens.

    18 downloads

    Submitted

  8. JetSet Willy 2 BBC Micro

    Jetset Willy 2 for the BBC Micro. Written by Chris Robson.
     
    The download contains several files:
     
    1. A tape version as a .uef file , this is commonly referred to as the 'tape' or 'cut down' version
    2. A disc version of the tape version as an .ssd , this is just a .ssd of the .uef above
    3. A disc version of the disc version
     
    That may not make sense but the 'tape' version is very much cut down and a lot of the 'mansion' rooms are absent to make room for the 'space' rooms instead.
     
    The 'disc' version is about 95% identical to the Spectrum version in its layout and most of the familiar rooms are all present and correct. This version features all the mansion too, they are loaded in chunks as you progress through the game.

    32 downloads

    Submitted

  9. JetSet Willy 2 Plus (Amstrad)

    JetSet Willy 2 + , an updated version of JSW1, MM and MM3 by Andrew Cadley.

    Please note this disk image will only work on the 6128Plus machine as it uses some features that are not present on the conventional 6128 machine.

    More colours per screen than the usual Amstrad versions are present, as these run in Mode1 which is typically limited to 4 colours out of a pool of 27. This version does not seem particularly hampered by this limitation despite it appearing to use Mode1, likely a feature of the Plus hardware. The enhancement is greatly appreciated.

    If curious about the screen modes and limitations then the cpcwiki page here is as good as any place to read up.

    It should be noted the normal Amstrad JSW/MM pokes do not work on these versions, likely due to the code being relocated in different memory banks or addresses.

    Upon loading you are presented with a choice of JetSet Willy+ , Manic Miner+ or Manic Miner 3+

    JetSet Willy+ is in reality JSW2 aka "The Final Frontier" , the Amstrad version being written by D.P.Rowson and S.Wetherill

    Manic Miner+ is conventional Manic Miner, again the Amstrad version being written by DP.Rowson and S.Wetherhill

    Manic Miner 3+ is the third party remake of MM aka "Manic Miner 3 - Tales from a parallel universe" , written by Lee Tonks. The Spectrum version can be found here on the World of Spectrum site. As far as I am currently aware MM3 was never ported over to the Amstrad by its original author.

    The games themselves play as well as the originals although as noted they are distinctly more colourful. The screenshots should assist with this. They all share the same scrolling message (see below) and 'JSW' style title screen too.

    Its noted there is no timer / clock counter active in any of the games and in the MM games there is no 'air' supply as such. The JSW style clock is displayed forever locked at 00:00AM. The 'items collected' total also functions in MM indicating they likely share a common core codeblock.

    The only very minor correction I felt had to make was to the disk image loader itself to stop it attempting to autoload a game if an accidental keypress was detected as well as a very over enthusiastic 'timeout and load' effect. I also added a small message to the menu page as well to indicate its compatibility as there is otherwise no indication anywhere of it not being suitable for the other machines and attempting to load it on a conventional 6128 just results in an eventual lockup of the machine.

    I would consider this a 'bug fix' so I have included this 'fixed' disk image as well as the original untouched one. There are no other changes to it at all.

    The versions are clearly marked as to which is which:

    "JSW2 Plus" and "JSW2 Plus Fixed Menu" , both are standard disk (.dsk) images.

    The scrolling message complete with typo's for all the games reads as follows:

    97 downloads

    Updated

  10. JetSet Willy 2007 (Atari) ZX Port

    A JetSet Willy Remake for the 8bit Atari range of machines. This is a port / conversion of the original Spectrum edition.
     
    The game plays very well, the colours are obviously different due to the differing hardware and it features the same 'in game' tune as used in the original "official Tynesoft" JSW release for this machine. For the official original release see here
     
    The quality of the screenshots I've taken is not brilliant however from what I understand this is more an emulation issue as I'm not 100% familiar on its correct configuration for these machines.
     
    The .zip contains a standard .xex file format suitable for most emulators.
     
    The title screen and scrolling message also mimic the Spectrum version, as do the rooms and sprites in general. The scrolling message reads:
     

    Enjoy!

    25 downloads

    Updated

  11. JetSet Willy Acorn Electron

    JSW 1 for the Acorn Electron. The conversion itself was written by Chris Robson.
     
    This contains three files:
     
    The tape (.uef) as well as both types of disc image (DFS .ssd and ADFS .adf)
     
    The game code is identical however the disc versions include a loading screen too. All screens appear present matching the Spectrum/BBC/Amstrad versions.

    46 downloads

    Updated

  12. JetSet Willy BBC Micro

    Jetset Willy for the BBC Micro. This version was written by Chris Robson.
     
    The download contains both a tape (.uef) and disc (.ssd) image. The game code is identical in both.
     
    It closely mirrors the Spectrum version in the map layout, minus the four 'built in' bugs in that version.

    35 downloads

    Submitted

  13. 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

  14. JSW 2015 Bug Fixed Edition

    Here's a jswmm special. :) A bug fixed edition of the original Spectrum version. The following changes were incorporated:
     
    1. Black instead of blue initial loading page, the reason for this is (2) , it still retains the 'beeps' however they are played after the message not before.
     
    2. New loading screen to replaced the 'loading' message present on the normal variants. It is compressed to save much time (down to 1485 bytes from 6912)
     
    3. To further save loading time, the main code was also compressed (reduced from 32768 to 22459 bytes)
     
    4. The decompress routine purposely returns to basic so it's easily savable as a standard 32768,32768 if desired. Also permits easy POKE entering too. Loader (used BlockEdit to display as it did not fit into one Spectrum screen) ignore odd spacing it looks fine in reality:
     
    5. Built a ready-made Microdrive version and a +3 disk image as well. Identical to the tape version except a minor filename change for the disk due to +3DOS limitations.
     
    6. The keypad entry was disabled as it seems superfluous these days.
     
    7. Auto-pause has been disabled to prevent a lock-up when using an Interface 1. You can still pause the game via the usual keys but it will not 'auto pause' , also a patch was applied to prevent said lock-up if the user decides to pause the game for any reason.
     
    8. The code that causes the in-game tune to deteriorate with each loss of life was disabled. Although intentional I've always considered it a bug in some way. I also noted (Thanks Skoolkid) that the length of each note slightly increases too with each life loss.
     
    9. The otherwise invisible and unreachable object in the First Landing was given a form and simply moved down a few characters to enable it to be collected. This 'fix' replaces the official Software Projects fix of moving it to The Hall (where it would still be invisible) , this seems a better fix in some ways as the object is kept on the screen it was intended to be displayed on.
     
    10. The official Software Projects 'fix' for The Banyan Tree was retained. This simply involves changing an earth cell to an air cell so the tree is climbable.
     
    11. The official Software Projects 'fix' for The Attic was also retained with a minor alteration. The staring position of one arrow was altered slightly so that both arrows actually appear and function as was originally intended. Some 'fixes' for this it was noted remove one arrow completely.
     
    12. The minor auto collect bug when Willy enters the Swimming Pool was fixed. There are a few ways of rectifying this however the simple method of simply changing the rope colour to cyan was used. The object form and placement remain unaltered where Matt placed it.
     
    13. The 'double object' on The Beach was split into a single object and the 'extra' one was moved further down the beach into the 'waves'. The thought behind this is that way Willy is forced to use the conveyor to get that object.

    14. The Conservatory Roof bug was fixed. The official Software Projects 'Fix' for this involves removing one fire cell so the object on the far right is just about reachable, however in practise is it almost impossible to collect them all without any life loss. After studying other variants of this screen, a different 'fix' was applied: The fire cells were moved into groups of two, followed by two objects, two more fire cells and finally two objects.
     
    15. The issue where Willy can jump from the top of the Watch Tower (and ending up in The Off Licence as the 'Up' location is not defined) was fixed by simply shortening the ramp one block and moving the conveyor down one block. This fix is simple and it also means Willy cannot jump high enough to leave the screen via the top.
     
    16. The concern where Willy can jump up from Dr Jones Will Never Believe This and end up hitting a fire cell in We Must Perform A Quirkafleeg was reduced by adding a fire cell to the top of the structure, making it very difficult for Willy to accidentally jump up and out of this screen in that manner and in addition the exit for 'up' from this screen was set to be the same screen so if Willy does manage to leave via the top, he will re-appear at the bottom of the screen.
     
    17. The odd effect where Willy can jump through the top of Rescue Esmerelda and end up in The Ballroom was looked at. It's unclear if this was intentionally left in or an oversight however it did not make logical sense to allow Willy to 'teleport' in such a manner. The fix simply involves adding some earth cells to the top near the conveyor to prevent Willy from being able to exit the screen via jumping up. We gave some thought to using the empty room 47 here as The Belfry as per JSW2 but decided that would be an addition rather than a 'fix', something we wanted to avoid.
     
    The download offers the following files:
     
    Jetset_2015_Bugfixed_Tape.zip , containing both .tap and .tzx versions
    Jetset_2015_Bugfixed_Microdrive.zip , an .mdr image for microdrive users
    Jetset_2015_Bugfixed_Disk.zip , .dsk image of the tape file
    Jetset Willy_BugFixed2015Edition_Speedlock_Loader.tzx , Speedlock1 based loader for real machines. 48K Mode only
     
    Additional Files:
     
    JSW 2015 Bugfix.rzx , rzx recording of the game being played to completion courtesy of jetsetdanny
     
    Jetset Willy 2015 Bug Fixed Edition With Cheats_V1.tzx , Speedlock1 based loader with a selection of cheats pre-applied
     
    Enjoy!

    1,294 downloads

    Updated

  15. JSW 4-Bug Fixer

    This is just a simple Basic program with the four bug fixes** in it as well as the keypad bypass. Its longer than it really should be by quite a way to make it easy to follow and edit if required.
     
    Simply load and run it and play in the original JSW tape.
     
    If you wished to save a 'modified' copy of the code block, simply delete line 440 or change it to include a STOP
     
    ** The 'Move invisible object from "Landing" to "Hall" fix' was very slightly tweaked to give the 'new' object a tiny square shape.

    6 downloads

    Updated

  16. JSW Designer for Dragon 32/64

    JetSetWilly Screen Designer for the Dragon 32/64 range of machines.
    As can be seen by the screenshots, it offers a screen and title screen editor as well as the ability to 'compile' the saved data into a stand-alone game with options on the total number of objects to collect as well as a 'finishing' room as well.

    5 downloads

    Updated

  17. 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

  18. 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

  19. 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

  20. 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

  21. JSW Positioner

    A simple Basic program to allow convenient calculation of the starting position of Willy.
     
    This is really more suited to games that offer multiple start positions as otherwise it is far simpler to move the position in JSWED or another editor. Games offering multi starts however this will assist as the default starting co-ordinates of one room may not be suitable for another.
     
    It should be borne in mind this is a simple tool to assist rather than a 'solution' it simply makes working out a calculation a lot quicker than either calculating it yourself or inputting X and Y co-ordinates manually and looking at the result.
     
    Although the calculations are provided in the excellent disassembly thus:
     

    This is convenient if you know the exact "AT Y,X" spot otherwise it can become a bit annoying to re-run the calculation, especially if you accidentally mix up your X's and Y's. A simple input X,Y program would suffice however I felt the need for something a bit more friendly than "INPUT Y,X and display a result"
     
    The 'Positioner' is intended to be very easy to use indeed. :) The program is reasonably well error trapped and you are not able to position him on the extremities of the screen which could cause potential issues.
     
    Simply use the Q,A,O,P keys to move Willy to the correct location on the blank screen and the POKES (excluding the room #ID POKE which is 34795,#ID) are displayed in real time. This is a great boon as you can have JSWED open alongside to view the room layout to verify you have chosen the correct spot.
     
    The file is a straightforward .tap , just load it into your emulator and away you go. There is no need (or point) in loading any game data, just load the positioner afresh.

    10 downloads

    Updated

  22. JSW Sinclair Z88

    JetSet Willy for the Sinclair Z88. Authored by Dominic Morris.

    20 downloads

    Updated

  23. 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

  24. 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

  25. 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

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