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Spider

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Everything posted by Spider

  1. Updated / fixed for the 'land on object' issue. :) , The 'information' screenshot during initial loading was also updated to reflect the change in effect.
  2. We now have the majority of caverns with both 1st, 2nd and 3rd places. :) Only a few do not have three results.
  3. The miner (see the pun there!) download issue was rectified, sorry for the inconvenience. :)
  4. We've had quite a few score submissions so the list has been updated a fair few times. Keep them coming in! :D
  5. Welcome! :) Thank you for the submissions. Danny is correct in that although everyone is welcome to 'submit' files, we must approve them before they become 'public/visible' , this is simply a precaution against both broken submissions, or perhaps something unrelated being submitted (a Windows executable that is malicious etc) or perhaps a denied file. :) Files when 'approved' automatically create a 'support topic' for themselves so there's always a place to discuss anything particular to the submission itself too. This is the small grey/black button on the right hand side of the file description area.
  6. Great stuff! :D As per my comment on the faster Manic Miner here , I can only say the same. The speed improvement is a welcome addition.
  7. Excellent thank you. :) The speed increase is quite noticeable and makes it more playable. I used to sometimes play the original at a higher speed than normal to make it more 'lively' but with this version its a nice balance 'as is'
  8. A small bug has been brought to my attention with this version ( thanks Philip! :) ) , the 'immunity' one anyway. The 'walk on water' cheat can cause various objects to not be collectable, namely the ones in the following rooms were noticed: "Dumb Waiter" "Main Lift 1" "Money Bags" "Nightmare Room" "Tool Shed" What happens is the object is treated as a solid platform so Willy cannot collect it by falling onto it. A temporary fix is as follows: With the game running do a POKE 30436 , 204 ( #76E4 , #CC ) and press Shift/Space to abort the game. Now restart it and all should be well. The downside now is Willy can no longer walk on water so he cannot walk into the 'Cheat' room between The Yacht and Deserted Isle, however given that the Trip Switch is engaged all the time this should not be an issue as such. One small caveat here is it is important to not jump of The Yacht into the water as the lower exit for this screen is set to 'self' so you will enter an infinite falling loop. This seems an acceptable compromise however. :)
  9. :) I remember said article as well. Try the original releases only, the small and large case ones (Speedlock1) I seem to remember there's a high jump bug as well, the discuss one mentioned in TipShop I was never able to reproduce myself though.
  10. View File Manic Miner - Highscore Challenge We are pleased to introduce a fun variant of Manic Miner, a 'High Score Challenge' The object is very simple, just obtain the maximum possible score for a cavern! The idea was inspired from a topic on the WOS forum a while ago. Upon loading, you will be presented with a menu list of the standard caverns, simply press A to T to select one. This will then become the starting (and only) cavern to play. The caverns are completely unaltered from the standard game, as are the scoring counts. Upon completion of a cavern once all the air has been removed, the game will purposely freeze. At this point you can make a note of your score. To restart the cavern at this point simply press BREAK (Caps+Shift) The game is provided as both a conventional .tap tape file as well as a .z80 snapshot image. Please feel free to tell us your best scores and we will update the rankings below! Please note the following very minor changes were necessary to the game engine itself to facilitate: There are infinite lives provided A loss of life will cause both the cavern to be reset as normal as well as the score The "Teleporter" (603179) function is disabled There is no demo mode as such, as there is nothing really to 'demo' As noted above, once a cavern is complete the game will freeze until BREAK is pressed If you wish to change the cavern it will be necessary to either reload the snapshot or do a POKE 34274 , x , with x being 0 to 19 for the cavern choice. Enjoy! 😄 The order in which players who achieved the same score are mentioned shows who achieved this score first. Central Cavern :1st: - 1724 - Pgyuri, jetsetdanny & crem's algorithm :2nd: - 1722 - Woody :3rd: - 1721 - crunchy_frog & geoff The Cold Room :1st: - 1975 - Pgyuri, JianYang, crem's algorithm & jetsetdanny :2nd: - 1965 - Woody :3rd: - 1953 - Spider The Menagerie :1st: - 1904 - crem's algorithm & jetsetdanny :2nd: - 1903 - Pgyuri :3rd: - 1900 - JianYang Abandoned Uranium Workings :1st: - 1854 - Pgyuri, jetsetdanny & crem's algorithm :2nd: - 1852 - crunchy_frog :3rd: - 1851 - JianYang Eugene's Lair :1st: - 1748 - Pgyuri, jetsetdanny, crem's algorithm & JianYang :2nd: - 1559 - Spider :3rd: - 1195 - crem Processing Plant :1st: - 1821 - jetsetdanny & crem's algorithm :2nd: - 1820 - Pgyuri :3rd: - 1814 - JianYang The Vat :1st: - 1825 - jetsetdanny, mzx, JianYang & crem's algorithm :2nd: - 1824 - crunchy_frog :3rd: - 1684 - Spider Miner Willy meets the Kong Beast :1st: - 4047 - jetsetdanny, Pgyuri & crem's algorithm :2nd: - 4042 - JianYang :3rd: - 3927 - crunchy_frog Wacky Amoebatrons :1st: - 1376 - crem's algorithm & jetsetdanny :2nd: - 1345 - Pgyuri :3rd: - 1335 - JianYang The Endorian Forest :1st: - 1841 - DigitalDuck :2nd: - 1840 - crem's algorithm & jetsetdanny :3rd: - 1834 - Pgyuri Attack of the Mutant Telephones :1st: - 1749 - crem's algorithm & jetsetdanny :2nd: - 1720 - Pgyuri :3rd: - 1719 - mzx Return of the Alien Kong Beast :1st: - 4276 - jetsetdanny & crem's algorithm :2nd: - 4275 - Pgyuri :3rd: - 4244 - JianYang Ore Refinery :1st: - 1866 - jetsetdanny, JianYang & crem's algorithm :2nd: - 1722 - crunchy_frog :3rd: - 1650 - mzx Skylab Landing Bay :1st: - 1808 - jetsetdanny & crem's algorithm :2nd: - 1806 - JianYang :3rd: - 1790 - Pgyuri The Bank :1st: - 1709 - Pgyuri, JianYang, jetsetdanny & crem's algorithm :2nd: - 1679 - mzx :3rd: - 1668 - Spider The Sixteenth Cavern :1st: - 1830 - jetsetdanny, JianYang & crem's algorithm :2nd: - 1814 - Pgyuri :3rd: - 1510 - Spider The Warehouse :1st: - 1951 - crem's algorithm, IRF & jetsetdanny :2nd: - 1909 - JianYang :3rd: - 1907 - crunchy_frog Amoebatron's Revenge :1st: - 1314 - Pgyuri, jetsetdanny & crem's algorithm :2nd: - 1228 - JianYang :3rd: - 1174 - Spider Solar Power Generator :1st: - 1137 - crem's algorithm & jetsetdanny :2nd: - 0862 - JianYang :3rd: - 0821 - crunchy_frog The Final Barrier :1st: - 1776 - Pgyuri, jetsetdanny & crem's algorithm :2nd: - 1774 - JianYang :3rd: - 1767 - Spider Submitter Spider Submitted 03/25/2018 Category JSWMM Releases  
  11. 151 downloads

    We are pleased to introduce a fun variant of Manic Miner, a 'High Score Challenge' The object is very simple, just obtain the maximum possible score for a cavern! The idea was inspired from a topic on the WOS forum a while ago. Upon loading, you will be presented with a menu list of the standard caverns, simply press A to T to select one. This will then become the starting (and only) cavern to play. The caverns are completely unaltered from the standard game, as are the scoring counts. Upon completion of a cavern once all the air has been removed, the game will purposely freeze. At this point you can make a note of your score. To restart the cavern at this point simply press BREAK (Caps+Shift) The game is provided as both a conventional .tap tape file as well as a .z80 snapshot image. Please feel free to tell us your best scores and we will update the rankings below! Please note the following very minor changes were necessary to the game engine itself to facilitate: There are infinite lives provided A loss of life will cause both the cavern to be reset as normal as well as the score The "Teleporter" (603179) function is disabled There is no demo mode as such, as there is nothing really to 'demo' As noted above, once a cavern is complete the game will freeze until BREAK is pressed If you wish to change the cavern it will be necessary to either reload the snapshot or do a POKE 34274 , x , with x being 0 to 19 for the cavern choice. Enjoy! 😄 The order in which players who achieved the same score are mentioned shows who achieved this score first. Central Cavern :1st: - 1724 - Pgyuri, jetsetdanny & crem's algorithm :2nd: - 1722 - Woody :3rd: - 1721 - crunchy_frog & geoff The Cold Room :1st: - 1975 - Pgyuri, JianYang, crem's algorithm & jetsetdanny :2nd: - 1965 - Woody :3rd: - 1953 - Spider The Menagerie :1st: - 1904 - crem's algorithm & jetsetdanny :2nd: - 1903 - Pgyuri :3rd: - 1900 - JianYang Abandoned Uranium Workings :1st: - 1854 - Pgyuri, jetsetdanny & crem's algorithm :2nd: - 1852 - crunchy_frog :3rd: - 1851 - JianYang Eugene's Lair :1st: - 1748 - Pgyuri, jetsetdanny, crem's algorithm & JianYang :2nd: - 1559 - Spider :3rd: - 1195 - crem Processing Plant :1st: - 1821 - jetsetdanny & crem's algorithm :2nd: - 1820 - Pgyuri :3rd: - 1814 - JianYang The Vat :1st: - 1825 - jetsetdanny, mzx, JianYang & crem's algorithm :2nd: - 1824 - crunchy_frog :3rd: - 1684 - Spider Miner Willy meets the Kong Beast :1st: - 4047 - jetsetdanny, Pgyuri & crem's algorithm :2nd: - 4042 - JianYang :3rd: - 3927 - crunchy_frog Wacky Amoebatrons :1st: - 1376 - crem's algorithm & jetsetdanny :2nd: - 1345 - Pgyuri :3rd: - 1335 - JianYang The Endorian Forest :1st: - 1841 - DigitalDuck :2nd: - 1840 - crem's algorithm & jetsetdanny :3rd: - 1834 - Pgyuri Attack of the Mutant Telephones :1st: - 1749 - crem's algorithm & jetsetdanny :2nd: - 1720 - Pgyuri :3rd: - 1719 - mzx Return of the Alien Kong Beast :1st: - 4276 - jetsetdanny & crem's algorithm :2nd: - 4275 - Pgyuri :3rd: - 4244 - JianYang Ore Refinery :1st: - 1866 - jetsetdanny, JianYang & crem's algorithm :2nd: - 1722 - crunchy_frog :3rd: - 1650 - mzx Skylab Landing Bay :1st: - 1808 - jetsetdanny & crem's algorithm :2nd: - 1806 - JianYang :3rd: - 1790 - Pgyuri The Bank :1st: - 1709 - Pgyuri, JianYang, jetsetdanny & crem's algorithm :2nd: - 1679 - mzx :3rd: - 1668 - Spider The Sixteenth Cavern :1st: - 1830 - jetsetdanny, JianYang & crem's algorithm :2nd: - 1814 - Pgyuri :3rd: - 1510 - Spider The Warehouse :1st: - 1951 - crem's algorithm, IRF & jetsetdanny :2nd: - 1909 - JianYang :3rd: - 1907 - crunchy_frog Amoebatron's Revenge :1st: - 1314 - Pgyuri, jetsetdanny & crem's algorithm :2nd: - 1228 - JianYang :3rd: - 1174 - Spider Solar Power Generator :1st: - 1137 - crem's algorithm & jetsetdanny :2nd: - 0862 - JianYang :3rd: - 0821 - crunchy_frog The Final Barrier :1st: - 1776 - Pgyuri, jetsetdanny & crem's algorithm :2nd: - 1774 - JianYang :3rd: - 1767 - Spider
  12. I may of been mistaken actually, it might of been very early releases that had the 'wait at start or finish' , I was thinking of the Long Jump bug instead, sorry. This is a bit fiddly to reproduce though sometimes, you have to land perfectly on the 'jump' line. A 30 second Youtube vid shows it well: https://www.youtube.com/watch?v=02pgqw4rBSA :lol: :D
  13. The small case Speedlock has the bug IIRC, the re-releases do not. The releases use a later Speedlock (with min/sec counter) and the other re-release does not use a highspeed loader, just a headerless block. Unsure on the bug status with the large case Speedlock release though. By 'small case' I mean just a normal cassette size box, the "large" one was a bit bigger, but not massive.
  14. Helpful (or not) :unsure: http://www.worldofspectrum.org/infoseekid.cgi?id=0014610
  15. That's correct as far as I'm aware, the 'Extra' cells do not allow this to be moved :) I had to manually move it about in the Mixup project as you're aware as you helped me with the beam (as getting the beam to work made me pull what little hair I had left out! :lol: :unsure:
  16. I think that's a much more elegant solution perhaps than my erm 'grace period' thing although I do think that also has its potential uses.
  17. Spider

    JETSETHK

    Thanks for the detailed update. :) I've moved the topic too.
  18. Great stuff, thanks for the updates! :)
  19. Excellent. The layout is sufficiently different to be challenging (for me at least) without extending a difficulty level too far for a 'first cavern'
  20. They were but they were (afaik) rare and expensive to use if you could find one. They were also not brilliant either. Most would use marker/coloured pencils to write out the 'codesheet' no doubt, possibly why the JSW2 one (and JSW1 for some variants) was several pages long. :D As a sidenote I purchased Laser Basic in about 1986/87 and that had a green manual, green 'paper' and blank ink. As well as not being easy to read (my more expensive GAC manual was black/white but tiny text) it also I suppose was designed to prevent it being photocopied in either mono or colour. I still have them both. :)
  21. I think your explanation about confusing dec/hex seems more likely than a 'shortcut to' thing which is what I'd always assumed it as being, a "quick way back downstairs" :) Some other platforms of JSW actually include this 'shortcut' as well.
  22. I do agree with you in that it may make more sense to call it 'Colour Code' as that is what it is, I think the term springs to mind as the original card does say "Padlock Protection" on it. :) Regarding commonality, I think its a case of "a piece of something" as well as the game data if that makes sense ? As in 'back then' if you copied the tape it would be no help without the code chart / lenslock / manual** / other item. ** I recall something possibly not Spectrum based that would sometimes nag for a word or such from a certain page / paragraph / sentence from the original manual. Possibly a PC adventure game or such, but the principle I guess is the same, to make sure that the "extra item needed" would not be as easily copied as the original data tape/disk. :)
  23. That does look loads better using the "walking' (well, running!) animation frames. :) Its good to see there's no 'I'm stuck' issue upon reaching the bed to trigget the game ending dash too,
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