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Spider

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Everything posted by Spider

  1. Not yet no, sorry. :blush: 'Real Life' intrudes. Tomorrow :) Prefer later in the day or if not that then Monday. Just so I have "the weekend" as such to look.
  2. Another small update ( thanks Pgyuri :) ) Also a small ordering correction to one of the entries too.
  3. Updated score rankings again today to reflect a few newer entries that were posted on WOS. :) EDIT... And updated again.
  4. Thanks Danny. :) I was probably slightly premature in submitting the recording however I wanted to push it out the door :blush: and it was my second .rzx of it (my best attempt) as you may recall during the games development.
  5. Well done! :) I have updated the table to reflect this, although you were already at 1st position for that cavern with a previous score of 1701 :thumbsup: The easy variant does allow a shorter route in some caverns, in particular in Kong you can safely fall the distance from the middle/left platform to the floor and in Eugene you can fall off the end of the conveyor, neither is possible in Fair/Hard modes or the regular game. The extra fall height (it is not fall 'any' height, just allows a little bit more) in theory could shave a second or three off the cavern completion time. Combined with the small air-grace period too, a higher score than normally would be possible should be achievable. Hard mode, I do agree its not that much more difficult than Fair mode, aside from some slightly changed guardian speeds and a few more hazards scattered around.
  6. https://planetasinclair.blogspot.com/2019/07/manic-miner-big-bonus-edition.html They have done a "short but sweet" entry for this release. :)
  7. My highest score so far: 360,940 , have .rzx to prove. Likely another player could potentially get quite a bit more than this. Should be noted that was not until I ran out of lives! :D , it was when I'd completed the game and was returned to the Central Cavern:
  8. View File Manic Miner - The Big Bonus Edition Manic Miner - The Big Bonus Edition This is a very simple modification of Manic Miner to provide a higher score compared to a standard version. In addition to this, a few small minor (miner?) changes were also made to improve the game a fraction. Care was taken in what changes were made to avoid an insane score value being obtainable. The 'score changes' performed were as follows: 1. Item Collection: Changed to 1,000 points per item from its default of 100. 2. Air Bonus: Changed to 10 from its default of 1 per air unit remaining upon cavern completion. 3. Kong Bonus: Changed to 1,000 from its default of 100 per block the Kong Beast falls. 4. Extra life: Changed to award an extra life at 100,000 points instead of its default of 10,000 points. This was necessary to prevent an excess of extra lives being awarded! *********************************************** Update December 2019 by Ian Rushforth A Cheat Mode has been added, which is activated by the BASIC loader if the player presses '$' during loading. i.e. the 'SYMBOL SHIFT' and '4' keys simultaneously. The game then enters 'Mega Bonus' mode, allowing the player to accrue even higher scores than in the 'standard' Big Bonus Edition! (Each of the four 'score changes' listed in bullet points 1-4 above are scaled up by an extra factor of 10.) The 'High Score/Score' row, which is printed at the bottom of the screen during play, is rearranged for the Mega Bonus Edition to allow for higher scores to be accommodated - it is now quite possible to reach a score of a million points! A 'bug/flaw/imperfection' in the original 'Manic Miner' has been addressed - it used to be the case that if you exceeded the previous High Score during a game, then the High Score was updated 'behind the scenes' at the beginning of execution of the 'Game Over' routine, but the new High Score could not be viewed on the screen until the next game had begun. In this version, once you attain a new High Score during a game, then as soon as that game ends the new High Score is printed onto the 'Game Over' screen just as the 'Boot of Doom' begins to descend! Finally, a couple of visual glitches from the original game were fixed. More technical details can be found in the 'Readme' .txt file which accompanies the game. *********************************************** Submitter Spider Submitted 07/02/2019 Category JSWMM Releases  
  9. 180 downloads

    Manic Miner - The Big Bonus Edition This is a very simple modification of Manic Miner to provide a higher score compared to a standard version. In addition to this, a few small minor (miner?) changes were also made to improve the game a fraction. Care was taken in what changes were made to avoid an insane score value being obtainable. The 'score changes' performed were as follows: 1. Item Collection: Changed to 1,000 points per item from its default of 100. 2. Air Bonus: Changed to 10 from its default of 1 per air unit remaining upon cavern completion. 3. Kong Bonus: Changed to 1,000 from its default of 100 per block the Kong Beast falls. 4. Extra life: Changed to award an extra life at 100,000 points instead of its default of 10,000 points. This was necessary to prevent an excess of extra lives being awarded! *********************************************** Update December 2019 by Ian Rushforth A Cheat Mode has been added, which is activated by the BASIC loader if the player presses '$' during loading. i.e. the 'SYMBOL SHIFT' and '4' keys simultaneously. The game then enters 'Mega Bonus' mode, allowing the player to accrue even higher scores than in the 'standard' Big Bonus Edition! (Each of the four 'score changes' listed in bullet points 1-4 above are scaled up by an extra factor of 10.) The 'High Score/Score' row, which is printed at the bottom of the screen during play, is rearranged for the Mega Bonus Edition to allow for higher scores to be accommodated - it is now quite possible to reach a score of a million points! A 'bug/flaw/imperfection' in the original 'Manic Miner' has been addressed - it used to be the case that if you exceeded the previous High Score during a game, then the High Score was updated 'behind the scenes' at the beginning of execution of the 'Game Over' routine, but the new High Score could not be viewed on the screen until the next game had begun. In this version, once you attain a new High Score during a game, then as soon as that game ends the new High Score is printed onto the 'Game Over' screen just as the 'Boot of Doom' begins to descend! Finally, a couple of visual glitches from the original game were fixed. More technical details can be found in the 'Readme' .txt file which accompanies the game. ***********************************************
  10. Just seen and approved it, thanks Norman. :) Its generated its own 'support/comments' topic as most downloads submissions do, so we can either use this topic here you've started or that auto generated one if you prefer. I'll just simply close the unused one to prevent duplication/confusion. EDIT... Decided to close the other 'auto generated' topic (with a link to this one) to use instead as its preferable I think, partly as its got more information and partly as its more up-to-date too.
  11. Thanks, Norman. EDIT... The comments throughout said file are appreciated too. The 'discussion topic' for this submission can be found here :)
  12. Spider

    New tune

    :) I thought about posting an erm 'sky body' and an 'item of clothing' but figured that might give the game away a bit too soon. Its a very good rendition. :thumbsup:
  13. Spider

    New tune

    Without giving the whole lot away would I be right in saying ? :) If its that I knew it once I'd heard it loop.
  14. The icons for various options is very welcome as usual. I do not immediately understand all of the ones I've seen so far. I have accidentally (perhaps) seen the cheat mode too, I like the way it works. I'm not going to post at this stage exactly what I saw however as that would be a spoiler. I appreciate the score 'movement' effect if its a new highest score and the effect on the credits page. Also I note: The scroll effect on the 'game over' The 'triangle' on the title screen indicating the version, I suspect that is what it is indicating The changed 'air bonus' sound and the Solar Ray 'zap' effect is very good The scrolly message also seems quite a bit smoother too
  15. I don't (think) so however hopefully he will be return soon to let us know. :)
  16. I think I sort of meant a persistence of vision effect I guess, in that being how a CRT would work. A higher refresh rate on a LCD/TFT/LED type 'modern' screen would likely show the jagged effects more than a CRT. If we as people could 'see faster' without the persistence then televisions in their form would not of really worked. :D You'd merely see a line or a dot moving at a very high speed. I think the phosphor coating also assists in persistence but I'm not sure without researching, as its slightly off topic (CRT tech) and not what was being asked about I'll stop there. :) :)
  17. Welcome Jay SW1 Its reasonably smooth on a real machine :) I think some of the issues (some but not quite all) are the video's themselves and perhaps the way that either the video is built/saved (limits of each file format) possibly with regard to emulation and how the screen is actually displayed, flyback etc compared to a 'real' CRT
  18. Mentioned on IDPixel: https://idpixel.ru/games/jetsetwilly25100/ :)
  19. Mentioned on IDPixel: https://idpixel.ru/games/manicmineratencavernchallenge/ :)
  20. Mentioned on ZX-Art: https://zxart.ee/eng/software/game/arcade/platform/jet-set-willy---the-mr-noseybonk-edition/ :)
  21. Now on Indie Retro News: http://www.indieretronews.com/2019/05/maria-vs-some-btards-2019-bug-fixed.html And IDPixel: https://idpixel.ru/news/1672-platformer-maria-vs-some-bastards-pochinen-i-gotov-k-boju/ru/ And RomHacking: http://romhacking.ru/news/reliz_maria_vs_some_bastards_bug_fixed_edition_na_zx_spectrum/2019-05-09-5712 Note for the last two links you may require the use of Google Translate or other such online tool. :)
  22. Excellent. :) I was not able to go to the Acorn specific talk however I did see various videos of it as well as a lot of the 'pics at the show' etc. From listening to him he's a very clever chap and it seemed most happy to answer people's questions.
  23. Thanks Danny. :) I only wondered about the QA (I dare say if there was it will appear somewhere anyway) as the one at Acorn where Steve Furber did his speech/QA explaining the birth of the BBC Micro etc there was a video or three of that. I think its still excellent you managed to meet "the man himself" although I dare say he's always being asked about JSW and MM things so its not too surprising (I don't mean it in a negative way at all) he had not visited your site and I'd say with 99% certainty he's likely not seen this one either or perhaps that darnkitty one either. It does not matter that much in the 'greater scheme of things' as I'm sure if/when he did want to look online at JSW/MM things he'll discover quite a bit. :) :)
  24. That's excellent to read Danny! :D Good to know too you managed to meet a few 'new in person' people too, always a plus. Do you know if a transcript of Matt's QA session will be available if not a video ? I wanted to attend myself as you know but unfortunately things made that impossible. Maybe in a year or three! :) Photo's: Excellent again I was going to hope you'd be willing to post a few, so we'll await what you wish to share. :thumbsup:
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