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Spider

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Everything posted by Spider

  1. You can set manual tape control for tape files with some emulators, I do anyway :) If you want more 'AIR' in Solar Power generator without spoiling it too much, use the Emulators options to do a: POKE 64188 , X Set X to be: 69 = 30 Seconds extra air 76 = 1 Minute extra air 88 = 2 Minutes extra air Beware of much higher values. These are sane numbers chosen for a reason. :) Note this does cause a bit of odd erm extension onto the next line. To fix this you need to set 40768 to 40799 to 0 (or ignore it)
  2. Menagerie, the problem I used to have was the 'top row' timing in that the rightmost guardian I'd jump over or out the way of and hit a fire cell on the roof area. The ways around it are either more careful timing (so its not near a cell when you jump) or you can cheat a bit and jump on the spot a few times to buy a few seconds to get it into a more sane place. I'd forgot to mention Solar Power, the main issue on that is the air limit due to the beam, well that and timing the jumps to get to the top of the screen again! EDIT... Can you use tape (.tap) files ? In that if I post an erm 'patch' you can load it then load in a version of MM ?
  3. No prize other than a thank you! :) Oh and your username in the top-x ranking (at least if/when someone gets a higher score) Hardest level,. I'd thought about that a long time ago but its going to vary between players. For a while I used to either be able to do Menagerie first time or it would take a couple of attempts, its not a problem now I have a technique! Regarding Ore Refinery, I find it best to not panic as there's plenty of time/air for what you need to do. I don't have a specific technique for this one, it seems to vary a bit for me! Warehouse is a bit difficult but (if you watch my recording of this level) I don't use the conveyor on that level.
  4. I don't think its a problem as its not really any difference to using "roll-back" with an rzx recording :) Only thing I will say is stop if/when the game is complete and returns to the first cavern again.
  5. One thing I am pleased to see is the 'fall off the platform' effect that plagues JSW2 (Spectrum) and MM + JSW (Amstrad) is thankfully not present! :) By this I mean if you stand M.W at the far end of a platform and press jump then attempt to move left/right you simply fall off rather than jump in that direction. The Spectrum version of JSW1 and MM behave more sanely (imo) in that regard. Lost far too many lives in JSW2 by this. Realise the answer is simply to stand one frame in then operate the controls but with timing sometimes critical its not always easy to retrain my mind for this. As I say thankful to see this 'effect' is not present. Although I've not looked into the cause it seems almost as if the left/right vs jump keys are tested in the opposite order.
  6. To expand a fraction on Danny's post, I did at one point have a modded JSW2 game a couple of years ago but it never really got finished. More recently a slightly different JSW2 game was started but I've not had chance to make any progress with it, its more a longer term 'as and when' project.
  7. Still open for valid score submissions. :)
  8. Attached are my playtests from beta3 for each 'mode' from 00 to the start of 06 aka "Menagerie" :) Trainer_00_to_06.rzx Normal_00_to_06.rzx Expert_00_to_06.rzx
  9. I'll post a recording tomorrow if I can of the next few levels. I did have a vague recording of the following two however my playing was so bad I decided to not keep the .rzx. The 'Menagerie' is quite interesting :)
  10. The difficulty / skill levels are a good idea. :) We did something vaguely similar in MM10CC where there were in effect three separate games, same levels but an 'easy' mode with more air per cavern, less nasties etc, the 'normal' mode which played as per original and a 'difficult' version with a few more hazards. By your description so far I think you've about covered something for all playing abilities! Looking forward to seeing it at hopefully not a too distant point in the future.
  11. @Mtm , we all have our own playing skills/abilities I'm not in my own opinion that "good" a player. The point being we all (or should) enjoy it, no matter how good or bad we are! That's the important part. :)
  12. Attached is a small "first few levels only" .rzx recording, specifically 00-05. This was performed an hour or so ago: first_levels.rzx Recorded in Spectaculator. Plays back fine in that and ZXSpin (0.7) Thank you for your detailed explanation of the collision detection too. :) I followed most of it.
  13. :) Thanks for editing to add a selection of screenshots. Does (in my opinion anyway at least) draw more attention. EDIT... Although I've not progressed very far, I was wondering how the collision detection worked, in that would it be in theory possible in your game to have a guardian pass through say a 'fire' object without trigging ? As we know with JSW/MM that means its counted the same as M.W catching said cell. Only asking the above as it may allow some interesting design twists perhaps.
  14. Sorry to see the download has gone. I've not had a great deal of time to do much with it, although I did like what I saw. The vertical guardian on the third cavern reminds me of Wanted: Monty Mole a little bit. The main gameplay to change the collision to be the energy type bar vs instant life loss is an excellent idea too. :) EDIT... I'm hoping the lack of others feedback has not dissuaded you from further development. :( Perhaps a screenshot or three would help. It does look highly promising! :) If it means anything ( ? ) the 'screens$ examples' topic I posted mid-March that I wished to receive feedback for (as to which pattern was preferred, nothing more involved than that) has about 125 downloads in all and 0 replies.
  15. Had another play with this yesterday, once I get a bit of time hopefully later I'll post more feedback. :) I do like what I see so far though. Regarding 'Search Load' without going into it too much, here is a small few seconds animated .gif to save you the bother, might have to click the image to animate it. As I mentioned in my 'why I thought' post above, why I thought of this. Its done during loading (no loading border) , pretty unique at that time. Mind you the loader gave me (and still does to be honest) headaches. Regarding the +2A/B / +3 issue yes I suspected a port issue, have seen similar on other games. Floating Bus issue if I recall, . Interestingly or not there's a very simple (read: untested by myself but I should as I have a +2A and a +3) hardware modification that can reduce this issue. Will you be uploading an updated version soon perhaps ? :) I'll retest the version I have anyway.
  16. That's quite good fun! I like the item collection sound and the collision effect too. Note: Does not work in later machines (+2A/+2B and +3) as you only see the "Press enter to start your quest" message , the rest of the title screen does not appear. Fine in regular 128's though (toast-rack and grey +2 models Talking of the title screen, I think some inspiration for that came from one of the first appearances if not the first of the Search loader, TechTed 48K specifically. :)
  17. Spider

    Portal Change Idea

    I'd not tested it. :) I suppose a tiny bit of cavern tweaking would allow it to happen but I do see what you're saying now.
  18. Spider

    Portal Change Idea

    Did you mean if he uses the Portal to hide ? :) In theory he could be walking left with jump enabled under the earth cell so should jump the gap and not touch the Portal. As otherwise he'd only enter it when it was flashing at cavern completion ? :unsure:
  19. Spider

    Portal Change Idea

    Thanks all. What I'd thought of (and just thought not tried that method) was just after the checks for if M.W is in the Portal or not and if its flashing or not, there's code to just draw it. Replacing that with the "Kill" routine might of worked, except the JR is a bit out of range. This would of needed two small jump address changes to ensure the routine jumped after the 'modified section' I see I do not need to do this now, thanks. :D
  20. Spider

    Portal Change Idea

    I did have an idea the other day and today thought I'd try it. Although I'd made a mistake in my code and it did not work (plus something else, namely I think needing to shuffle a bit of code about) , the idea I thought may of had merit. Two ways of doing it, either set the airbourne counter to #FF and jump back into the main loop or drop into the collision detection "kill" routine. It does seem slightly confusing as to if a POP is needed here to zap the last return address off the stack however. Simply put the idea was : The Portal is fatal on contact unless its active. :) The Kong caverns might be possible if jump and left is held down (not tested!) as M.W will not be in contact with it if he walks left under the earth wall with jump held down, causing him to leap up as soon as possible. Just a passing thought...
  21. Its probably worth mentioning the following small points too: The font used is the neat and tidy JSW128 one There is no inbuilt pause mode The game engine uses the later SP rather than the BB core It may be worth watching the loader (screen at least) at normal speed, as in no flash/edge load to see the small effect :)
  22. View File 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! 🙂 Submitter Spider Submitted 04/29/2020 Category JSWMM Releases  
  23. 253 downloads

    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! 🙂
  24. :) That's quite impressive. also he does look 'correct' to be animated (was going to say walking but its running!) on his way. :thumbsup:
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