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Everything posted by Spider
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[File] Manic Miner - DarkLight Modification
Spider replied to Spider's topic in Download Discussions
Some good points. :) Please bear in mind I'm not the author of this, my "work" was simply to build a tidy loading screen/loader and turn the instructions into two game files. The credit for the 'modification' and idea itself goes completely to Pgyuri. In regard to teleport yes the TYPEWRITER does function just as well as 6031769 , I felt it prudent to build one for each main variant simply as instructions were provided for each. Should be noted the "patch code" block itself, the tzx file in the instructions zip is the same for both. The manual POKE's are obviously slightly different given the different addresses. -
[File] Manic Miner - DarkLight Modification
Spider replied to Spider's topic in Download Discussions
The random thought of an expansion to this would be a time limit in that after taking too long the screen could revert to the blackout effect on/off a few times as a warning before actually going dark. I'm not really sure how practical that kind of feature would be in reality though. The originals as above are imo an interesting change. Although the difficulty is going have increased a fair bit simply from the lack of immediate knowledge of exactly 'where' everything is ! :) -
View File 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! Submitter Spider Submitted 06/17/2020 Category JSWMM Releases
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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! -
I've found (sometimes anyway, depending on the scenario and requirements) its not a big problem for me to turn an rzx into an avi if required. :) Not needed here in this case but worth a mention I think.
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Well, that's a good point! :) I guess you could say its the combination cavern.
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Oh I see :) I'd not really read it :blush: I was busy playing the game!
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I've never really overly worried about any spelling/typo issues in assembly comments :) , ultimately they are only there as notes.
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Thank you. :thumbsup: Yes its really a score submission for a "start to end" play of the game. I did think about your use of snapshots compared to rzx's rollbacks and in regards to how the game progresses its about the same I suspect. With snapshots if you make a bad mistake, have an accident or perhaps do not like the way you played a cavern you simply reload the last one you took and start from there again. Its similar with rollback with rzx's in that if the same erm 'concern' arises you just step back to the last point at which you saved your progress. I've updated the scoring. You can see it on both the main download page and the first page of this topic here. :)
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Confused by what you mean by "from the Wacky Amoebatrons screen for the second time" :unsure: Its a score for one complete game loop (rollback or snapshots does not matter) ie: first to last screen once only then stop when you re-appear in the first cavern again and note the score. :)
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I'll retest this tomorrow but I had a minor (no pun intended!) issue on 'normal' , in particular I could not pass leftwards due to either my poor timing with jumping or M.W hitting his head on the red cell. A small .rzx is attached as I plan on doing a recording of the first x levels again... first_few_levels.rzx ... also a screenshot to illustrate: Its quite possible it is me at fault here :) , but time is limited to investigate this right now.
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That's quite good, I like the alternative piano too.
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The POKE will work for that cavern, well "second to last cavern" for most ManicMiner games, including those that don't have unlimited air. Just makes it a bit easier to complete said cavern! Its not a bug, I'm not sure what you mean by other screens, that POKE only effects that cavern. I have and can provide a range of suitable adjustments to the air supply if needed for other screens, easiest with a tape file as its a bit of Basic (hence me suggesting tapes) as large .pok files, some emulators ZXSpin in particular have issues with. :)
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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)
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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 ?
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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.
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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.
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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.
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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.
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Still open for valid score submissions. :)
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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
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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 :)
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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.
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@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. :)
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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.