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Spider

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Everything posted by Spider

  1. 35513,184 35514,144 Conveyor or item collection related (not checked at this moment) EDIT... No completely wrong. :) No what I was expecting...
  2. Spider

    jet set willy 3

    Hi, I'm attaching both a map and a 'walkthrough' (an .rzx file that should play back in most emulators) , played by our contributor Danny: jetsetwillyIII.rzx
  3. The main differences between the SP and BB versions (the Re-Release versions from MAD/Mastertronic and VentaMatic are based on the SP version btw) are: Guardians are different in Amoebatron's Revenge Guardians are different in The Warehouse Obviously the scrolly title screen message is a bit different as is the cheat code due to the fact that the joystick option changed a bit. In essence the 'BB' version used the Cursor / Protek (5/6/7/8/0) whereas the SP version used the IF1 joystick (6/7/8/9/0) ^ I think I need clarification on that, its my understanding on it. The code is slightly moved in that, to quote:
  4. Looks good fun. :thumbsup: Thank you for letting us know about this. Pic from initially starting the game: Its quite tricky though. :)
  5. Oh OK. Well it was I think well worth the experimentation. :thumbsup: It may well be highly useful for third party built games though. Talking of Forgotten Abbey if I recall correctly: The original release C64 version of JSW has a bug in here meaning you can't get the item or can't do it without a loss of life... Mind you (imo) the square ramps are enough to contend with :lol: EDIT... Found it:
  6. I wonder if maybe this could be issued as a patch tape file perhaps just a stand alone .tap to add after the main game code is loaded, or perhaps as a binary file so it can simply be 'imported' into the running game... :)
  7. I do find Watch Tower sometimes slightly tricky given you need to be perfectly positioned to jump to get the item without losing a life. If life loss is not a concern ( ! ) its easy to jump onto the item and subsequent fire cell although I do try to avoid that out of "good practise" :)
  8. JSW 16K ( J. Cauldwell's excellent version :) ) Partial* immunity: 24638 ,0 or if you prefer in hex: #603E , #00 * I say "partial" as its not been tested to any mass degree however it does seem to protect well against guardians and nasty falls.
  9. Sounds a promising idea/thought. :) As daft as it sounds (sorry!) always take and then work on a copy to make changes, the amount of 'issues' I've created for myself (not JSW just generally) with thinking ' its fine ' and then finding out its not after.. :lol: :unsure:
  10. The only other idea I had was to export each part of the data separately, ie: rooms , sprites etc then import them into a new 'empty' game of the same 'variant' although that seems a bit of a drastic step. :) Hopefully Danny will be able to assist you with a 'repair' if you take up his offer.
  11. Long shot but try loading it first with the 'Tape Loader' (so its 128K mode) , if it still crashes: Don't switch to 48K mode in the menu, instead enter 128K Basic and either type in SPECTRUM or USR 0 to reset it to 48K mode, this should still leave ( ! ) the 128K memory and facilities available. It should be recoverable though, were you manually using the hex editor ? :unsure:
  12. :lol: :) In some way that half reminds me of "Wanted Monty Mole" where the 'soul' rises but it does that at each life loss and takes ages (sent pokes ages ago to T.S to 'reduce it') as it was a bit too long winded in that game. I do like the effect here as its only at "game over" time and its not too long anyway. :thumbsup:
  13. Spider

    Just wrong...

    :wacko: :lol:
  14. :lol: the effect' here (I won't spoil it by saying what) is interesting. I must admit I half expected the 'fire' to work whilst mid-air although it is not a criticism as the fact you can do this at all is quite fun.
  15. hehe that's brilliant. :D The effect is interesting on a 'larger' guardian aka the "Chapel / Priest's Hole/ Entrance To Hades" guardian in that you eliminate half of it however to my mind this does not matter too much the 'game changing' effect is :thumbsup: EDIT... The 'extra arrows' in The Hall are a nice touch too, unsure if they were there in one of your previous builds.
  16. The description text is missing from Chrome and Firefox (latest FF v57) , although I'm not really up on the intricacies of fixing this. First thought is the text colours themselves. I can PM you the page source from Firefox's 'view' if you like though although it may or may not help you :unsure:
  17. I think you might of answered your own question here. :)
  18. Either its 'redruM' or 'All work and no play makes Jack a dull boy' :D
  19. The 'unused' bits usually fascinate me as its a case of 'what else could of been...' :)
  20. Got to admit I had not noticed it although they are a bit erm "out of the way" on the right hand side I guess :unsure:
  21. Tis very interesting to see the 'difference' between the two. :) Its almost as though (as daft as it sounds) I expected a collision somehow :D
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