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Everything posted by Spider
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I see what you DID there with the clue. :)
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I see one being ink related (blending rather than changing) , I did think from your clue it might be erm 'a bouncing paper item' but I think not.
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I think so too. :)
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Both highly valid points. :)
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I remember looking at the time. :) There are so many unique and innovative features in this game (which need more promoting imo!) that it is difficult to say exactly. :unsure:
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Topic on World Of Spectrum:
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The readme within the .zip itself was slightly updated to both correct a small typo (thanks Danny) and to save it in a different character encoding method (thanks JianYang) :)
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The W.O.S. discussion topic can be found here EDIT... The readme.txt within the .zip was slightly updated to correct some minor grammatical issues (thanks Danny) :)
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The W.O.S. discussion topic can be found here
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View File Manic Miner: A ten-cavern challenge The initial idea of this game was to take a different twist on the release of the "Manic Miner - Hi-Score Challenge" game, which, although was reasonably successful in itself, did have some quite limiting factors, namely being forced to either POKE or reload to change the cavern, which meant multiple cavern completion times were not possible. With this in mind, Andy decided to make a cut-down version of “Manic Miner”, featuring a mere ten caverns. For the sake of traditionalism the first and last caverns, (those obviously being “Central Cavern” and “The Final Barrier”) were kept. It was decided to simply create two other, new versions of it based on what we had, so we would have a total of three games. The new ones being an ”easy” version and a ”hard” version. The thoughts here were to make the ”easy” version a little bit more player- friendly than the original and the hard version slightly more trouble for the player. More details of the changes and details between each version amongst other things are in the readme file. The download .zip contains a standard .tap file of the game as well as a more detailed readme.txt file We hope you enjoy this game as much as we did putting it together and look forward to seeing your high-scores, reading any comments and/or feedback on it. We feel it is an interesting slight twist to the original in offering the choice of skill levels to play at. Submitter Spider Submitted 04/20/2019 Category JSWMM Releases
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View File Jet Set Willy 25-100 The initial idea of this small game occurred to Andy one boring weekend afternoon. It was to make a mini "25 items and 25 rooms" variant of JSW, but after trying this out, in reality it did not seem that much fun. Thoughts then turned to have a grand total of 100 items spread around 25 modified rooms. This involved much demolition and rebuilding of Willy's original mansion to accomplish sensibly! Some of the conventional paths to reach certain items are slightly altered, although the game room layouts are (broadly speaking at least) not too far from the original game. The download .zip contains a standard .tap file of the game as well as a more detailed readme.txt file We hope you enjoy this game as much as we did putting it together and look forward to reading any comments and/or feedback on it. Submitter Spider Submitted 04/20/2019 Category JSWMM Releases
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Over on W.O.S, JianYang was kind enough to submit their new excellent scores to the discussion topic over there about this file, along with some feedback which I've partly quoted above. The link to the actual post on the W.O.S forum can be found here, so I've updated the listing here to reflect the new placements/rankings. :) EDIT... Updated again to include one more new score submission.
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119 downloads
The initial idea of this game was to take a different twist on the release of the "Manic Miner - Hi-Score Challenge" game, which, although was reasonably successful in itself, did have some quite limiting factors, namely being forced to either POKE or reload to change the cavern, which meant multiple cavern completion times were not possible. With this in mind, Andy decided to make a cut-down version of “Manic Miner”, featuring a mere ten caverns. For the sake of traditionalism the first and last caverns, (those obviously being “Central Cavern” and “The Final Barrier”) were kept. It was decided to simply create two other, new versions of it based on what we had, so we would have a total of three games. The new ones being an ”easy” version and a ”hard” version. The thoughts here were to make the ”easy” version a little bit more player- friendly than the original and the hard version slightly more trouble for the player. More details of the changes and details between each version amongst other things are in the readme file. The download .zip contains a standard .tap file of the game as well as a more detailed readme.txt file We hope you enjoy this game as much as we did putting it together and look forward to seeing your high-scores, reading any comments and/or feedback on it. We feel it is an interesting slight twist to the original in offering the choice of skill levels to play at. -
106 downloads
The initial idea of this small game occurred to Andy one boring weekend afternoon. It was to make a mini "25 items and 25 rooms" variant of JSW, but after trying this out, in reality it did not seem that much fun. Thoughts then turned to have a grand total of 100 items spread around 25 modified rooms. This involved much demolition and rebuilding of Willy's original mansion to accomplish sensibly! Some of the conventional paths to reach certain items are slightly altered, although the game room layouts are (broadly speaking at least) not too far from the original game. The download .zip contains a standard .tap file of the game as well as a more detailed readme.txt file We hope you enjoy this game as much as we did putting it together and look forward to reading any comments and/or feedback on it. -
It's fine and I greatly appreciate you letting us know about it. :thumbsup: Regarding finding one I suspect if one was on Ebay UK site it would likely command a "lol rare" price tag. I suspect the better price (even allowing for postage costs) would be to search the German Ebay site directly for such. :) Hehe. Not surprising. ;) " Diener! " or perhaps " Bedienung! " would possibly be appropriate to say before that sentence. :) My Deutsch is not very good either. :unsure:
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The game code block is identical to the English release, the CRC confirms this when looking at just the raw 32768 length block of code. It matches the later (proper) release of JSW, the one with the in-game tune of "If I Were a Rich Man" , whereas the early (first preproduction almost) release of JSW had the MM in-game tune of "In the Hall of the Mountain King" Its interesting the way the .tzx was saved actually as it was sampled directly from the tape without the usual tools hence when you view it in ZXE it shows as raw data rather than tapefiles themselves. :) In summary the 'difference' is limited to the actual inlay language/wording itself then, the tape 'content' is the same. :) This is not to diss it in any way, it is very much worth preserving! I would not mind one for my collection simply as is different, the same way I have a 'multiformat' Amstrad/Spectrum JSW2 tape. :thumbsup:
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Super Spectrum World - JSW remake incorporating lots of games
Spider replied to SteveSmith's topic in Remakes
I concur, similar for me but I do not currently have myself connected 24/7 (As currently I have to pay per GB) , so I tend to work offline then connect as and when I need to. Having it available and running without outbound connections being required is excellent. -
Vielen Dank :) EDIT... I think the game is the same the text is too, the 'redundant' code at the end may be different but I've not had chance to look into this yet. ^ Please don't make me try to remember how to post that in German! :( :D
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[File] Maria vs. Some Bastards 2019 Bug-Fixed Edition
Spider replied to IRF's topic in Download Discussions
Top work! :thumbsup: -
Thank you for the update. I've not edited my post again to reflect this just yet as I've not digested what I need to update, unless its just the wording of "five" to "six" :) That would indeed be an interesting idea. :) Once a player has 'tried' the room out initially it then is obvious they should leave the nearest object till last in order to enter the Portal. From what I can very vaguely recall 'back then' I too would of been likely to not realise my mistake initially in object collection. Probably not relevant here but it maybe worth noting I had purchased JSW a good six months before I purchased (yes I did pay!) Manic Miner, so my initial platform playing techniques were slightly more honed I suppose towards JSW's game engine general behaviour. Back on topic it could be set to be an object further away perhaps. I did toy with the thought of having Eugene move more slowly on his "get to Portal!" routine but this would seem to be a bit of faffing about needlessly. :unsure:
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I've updated my original post to very slightly re-word it (I say slightly, it could be much improved I know!) and also more importantly to include #hex values of each change too, a 'best of both worlds' so to speak. :) I've also bolded the vast majority of the relevant address numericals too. EDIT... Although it is likely already well known it should be put as a minor ( miner? :D ) note regardless that the 'Re-Release' versions by Mastertronic (M.A.D) and VentaMatic (Spanish release) both use the Software Projects code, albeit with fractional differences but that is something for another topic.
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Regarding Eugene himself, I see two reasonably easy choices here: Method One: Have him 'angry' but not guarding the Portal. Upon collecting the last item, he will start to colour cycle but not stop at the Portal entrance. To do this just NOP out five bytes, in effect removing three instructions. It may not actually be necessary to remove all three however this does work. S.P. Version: The five bytes in question are located at 36355 to 36360 / #8E03 to #8E08 , both decimal and hexadecimal lists provided: 36355 LD A , (32884) 36358 OR A 36359 JR Z , 36378 #8E03 LD A , (#8074) #8E06 OR A #8E07 JR Z , #8E1A B.B. Version: In a slightly different place as you would expect and can be found at 36344 to 36349 / #8DF8 to #8DFD , again in both decimal and hexadecimal 36344 LD A , (32884) 36347 OR A 36348 JR Z , 36367 #8DF8 LD A , (#8074) #8DFB OR A #8DFC JR Z , #8E0F Method Two: Have him ignore the fact that all the objects have been collected. This means he will simply continue to move up and down as per normal. To do this three small pokes are needed. S.P. Version: NOP out the JR Z , 36378 / #8E1A instruction at 36359 / #8E07 (Two bytes) then change the single byte at 36449 / #8E61 from 32 / #20 to a 24 / #14 , this changes the instruction at 36449 / #8E61 from a JR NZ to a JR Original: 36449 JR NZ , 36458 Changed: 36449 JR 36458 Original: #8E61 JR NZ , #8E6A Changed: #8E61 JR , #8E6A B.B. Version: Again the same thing just in a slightly different place. NOP out the JR Z , 36367 / #8E5F instruction at 36348 / #8E56 (Two bytes) then change the single byte at 36438 / #8DFC from 32 / #20 to a 24 / #14 to effect a change from a JR NZ to a JR: Original: 36438 JR NZ , 36447 Changed: 36438 JR 36447 Original: #8E56 JR NZ , #8E5F Changed: #8E56 JR , #8E5F EDIT... Updated to include both #hex and decimal, and "bolded" most of the relevant numeral values.
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I've got to confess the differing hack levels for JSWED are a slight source of confusion :unsure: even though most (if not all ?) of their specifics are in the .pdf , same with a 64 vs 128 too.
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Yes I think something would have to be done with him to allow that cavern to play properly, possibly just have him 'angry' with colour cycling but not guarding as per 'another game' ;) where this can be seen I looked on Tipshop actually but there's only the one I submitted currently for 'Not interested in guarding' which is three pokes and simply causes him to ignore the fact all objects are collected (no colour cycling) and merely carry on as normal.