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Everything posted by Spider
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This is quite a remarkable achievement in my opinion, rewriting JSW to fit into a 16K machine. Its written by Jonathan Cauldwell who also wrote Arcade Game and Platform Game designers amongst many other things. :) Naturally there are some limitations in doing this. I noted the following There is no sound with the exception of a noise on a loss of life. Sprites are mostly white The mansion is cut down, in particular there is nothing past the Tool Shed (ie: beach etc), no MegaTree and no 'top level ie 'On The Roof' etc. There's no 'boot' Game Over screen There is no ending as such, the game just ends. Most rooms have less sprites than the original There are no ropes There are no conveyors I counted 37 screens although I may of missed one or two. Loader: Title: Game Over: Onwards with some in game screenshots:
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I thought about some kind of list. WOS would be an excellent place to research for this (spectrum versions at least) I'm not aware of edited games for other platforms however.
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Yeah forum structure still open to suggestions please. :) I did consider getting a JSW one but the cost was a bit too much for me unfortunately. I should of said "sod it" and got one last year really. Looks good. :D Have you put it in a frame ?
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Today I took a look at JSW2 the C64/C128 version. It's broadly the same as the Spectrum / Amstrad version with a few rooming name changes. There's still a 'floating' feeling with jumping however it seems better or I've got more used to this version. The following major differences were noted: 1. The 'game over' is not a boot its Maria kicking Willy across the screen, it kind of reminds me of Technician Ted's 'Boss' actually I think. :) 2. The Deserted Isle does not have a countdown, instead a nasty (imitating the moon I guess) slowly decends at which point the 'blocking' palm tree goes and Willy is transported back to The Bathroom 3. There's an exit on the far left lower corner of Entrance To Hades, however a bit of extra cheating (ahem) shows this has no exit as you just end up back in The Bathroom 4. A one way trap is encountered if you jump into the toilet in The Bathroom leading to a series of rooms with one way floors, you end up at the bottom of the well ultimately. I think only the Commodore version has this "extra" 5. The ending is the same as the Spectrum (not checked Amstrad yet) version. Pics are included of the sequence in a spoiler. Onwards with the pics. Click to see a larger image. I want to start with the 'Title', 'Game Over', the 'Deserted Isle' and 'Toilet' screens then there's a selection of most but not all rooms, finishing with the 'ending' screens Title Game Over Jumping down the toilet in The Bathroom Deserted Isle Onwards with the main game screens now Ending Sequence
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I've made a rough (on paper) map of the 'tape' version. I plan to assemble it into screenshots at some point. To summarize its got (most) of the 'space' rooms intact but the mansion is very small. No megatree etc. 74 rooms unless I've missed something. Disk version needs mapping next although I think its not far off the C64 / CPC464 / Spectrum version in regards to its content. I'm aware of the 'extra' rooms in the C64 version.
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lol :D
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I guess I should add some JSW1 B Screenshots now too: I've not done all the rooms just a majority of them. The ending is the same however instead of Willy just falling into the Landing, he jumps twice, once to avoid dropping to the room below and again to avoid the nasty. The ending pics in this post will show. Title Screens: Game Over Boot Perhaps for this version that should be !BOOT ? :D General Game Screenshots: The Ending: (Spoiler Alert!)
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As far as I'm aware the 'cut down' one would of been tape only originally. Obviously they are all SSD's now. The 'disk' version is larger and loads sections as you go along. For instance in the disk version moving from 'First Landing' to 'To The Kitchens' causes a disk read. The 'tape' version moving left from 'Macaroni Ted' takes you to the 'Fallout Shelter'. On the 'disk' version that 'Macaroni Ted' screen is awol its 'Bathroom' straight to 'First Landing' There are other differences, the JETSET WILLY message is solid in one and pixelated in the other. Really a good map of both versions is needed. Here's two structure screenshots: 'Tape' 'Disk' Note: The disk version will crash horribly if there's not enough memory (or sideways ram not checked) I had to scale it down to just OS/DFS with ADFS present (but disabled) and a DNFS rom it crashed. See my 'suggested' basic config: I think a new topic for the B versions of JSW2 is in order however, if you wanted to make one I'll chip in bits and pieces etc. :)
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Welcome. :) As just mentioned here a moment ago there's a few differences, I do have them to check them out. Is your's the tape or disc version ? Coming to think about it afaik they are the same for JSW1 at least although would be interesting to know for sure. The JSW2 versions (tape / disc) are quite different, ie "Ethel The Aardvark" etc, although I've not played that version for a few years.
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That's fine (thanks for uploading as we know it will 'stay' now unless you decided to remove it) rather than linking it. :) I do have the variations of the B version to hand and they are on my 'todo' list, as there's a variation with the tape/disk versions of JSW2 iirc. The disk version is about the same (loads sections as you play) the tape version is a cut down one I seem to recall. I'd not thought a great deal about the Electron version although I do have it floating somewhere ( I'm on the stardot /stairway forums too btw as AndyF ) Unless you wanted to do the Electron version and / or just the loaders ? :) EDIT... Forgot my manners :blush: Welcome!
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This plays about the same as the others. Interestingly it has the 'keypad' lock on it. :) Willy's sprite is a little bit flickery however at least compared to the 'B version of JSW. The airbar is down the side and there's a room number as well that can be seen. The major differences are the last couple of screens really. 'Meteor Showers' is probably best thought of as a hardcore 'Skylabs' as rocks fall. The Final Barrier is also completely different and very very difficult. It has a demo too but it does not show all the screens, it stops at screen 18 'Amoebatron's Revenge' There is the usual 'in game' tune but no title screen sound. There does not appear to be a 'high score' either. The game simply loops around to the first screen on completion, although I did have to use a cheat (ahem) to get the screenshots. I do not think it has a built in "level skip boot" (should that be !boot ?) in this version. Click pics to see a larger version if required. You can also use the left / right arrows in the 'lightbox' to go through them that way if preferred: The first thing you see: Then: After that: Onwards with the in game screenshots! B version has this (and its quite difficult) replacing the Solar Power Generator Final Barrier is completely different and very difficult indeed: Then its back to the start:
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A look at the C64/C128 version. Its room layout follows the original as expected and all the nasties appear the same. The 'ramps are square however, I'm not sure why I have to assume some kind of programming style or limitation. They can be quite difficult to jump through. Willy still has that 'floating' jump feeling as per Manic Miner although it seems slightly better. I recall reading there was a bug with The Forgotten Abbey and the item was not reachable. It is although it costs a life as you have to fall off the platform. Its very difficult to get to the item on the flagpole on The Top Of The House as Willy falls if you attempt to walk across the top and the bottom section in Rescue Esmeralda is very difficult to jump through. The top and bottom exits match the spectrum version here, the bottom one drops you onto the Emergency Generator and the top one takes you to the Ballroom. There are some slightly blurry sprites (which gives a 'double rope' effect) I'm assuming this is an emulator / graphics issue as when the game is not paused these are not noticeable. Anyway onwards with the pics, I've not included *every* single room however I've taken snapshots of a fair majority of them, the ones hopefully to be of interest anyway.
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This looks and plays almost identical to the Spectrum version. Miner Willy does have some kind of almost 'floaty' jump however but he's quite controllable. Title screen and "keyboard" tune are the same: As is the "!Boot" ;) On with the levels. :) The only things I immediately noted was "Return of the alien kong beast" does not have a nasty on the far right compared to other screens and the text is all in capitals.
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This looks and plays almost exactly the same as the Spectrum version. I can see why (from what I can recall?) the Spectrum version was based on this, not vice-versa. The rooms are the same apart from some colour changes it seems. Little to add really so I'll simply let the screenshots do the talking. :)
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Took a look at this. The jumping routine is slightly different in that keypresses for jump do not always take priority over left/right. To explain if you press left or right and jump at the same time you tend to move not jump and move. Easily got around however with a slight change to technique. The top 1/3rd of the screen appears in different colours sometimes, I suspect is an emulator issue but I'm not 100% sure. Apart from some kind of highscore table, the following differences were noticed, there may be more: Safe start as per JSW2 (expected as the same people wrote the Spectrum version of this) so infinite death is reduced, not impossible just not as easy The time counter is in a different format A 'rooms visited' has been added There's no arrow in The Orangery There's no item hidden or otherwise in the First Landing The 'lives' sprite also changes when you're in The Nightmare Room The object on The Beach correctly counts for one item The Banyan Tree has an appropriate air cell to ease climing The fire cells in The Conservatory Roof are sensibly placed There is no item in The Swimming Pool room The Dr Jones top exit 'bug' (I'd consider it a bug) remains as the top exit is still defined as Quirkafleeg, no infinite death however. Rescue Esmerelda still has the openings top / bottom. Top this time takes you to The Off licence however. Lower exit takes you to the Emergency Generator Jumping from the top of The Watch Tower also just takes you to The Off Licence. Infinite death is possible if you fall through The Security Guard as the lower exit is defined as the same screen. On with the screenshots:
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I thought I'd take a look at the Amstrad CPC464/6128 version. :) It plays the same as expected. The tunes are (about) the same too. A couple of the levels have different names however I'll just let the selected screenshots speak for themselves with a couple of comments: Familiar tune as well as the highlighted keyboard keys. Background does not seem dissimilar to the Software Projects inlay actually: Note the name change: Just the same: This is interesting as when the skylabs hit the platforms they make a 'crashing' noise: Warehouse just as tricky: Final Barrier slightly changed, I guess as the top 1/3rd of the screen was free to add bit more into the mix: Oops!
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You must have a slightly different one then. :) I can't check that obviously I expect its denied because of the inclusion of '1942' in the compilation. Shame we can't get a .tzx minus that but with the rest of the compo. It sounds like the original (I did have this once upon a time) but with keypad check awol then, another variant.
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I've noticed if you set attract mode on a stock JSW snapshot (even after fixing the attic bug) in two places ie 59900 and 59901 it can still corrupt the game. The reason seems to be because the attact mode includes screen 61 (or maybe 62 or 63) , given the 'content' of these screens its likely causing some very odd effects as expected. 62 and 63 contain what appears to be invalid guardian data. Interestingly if you attempt empty these rooms and guardians it does not always appear to work. To test this: Open a JSW snapshot with the appropriate bug fixes applied for the attic. Just use JSWED to set attract mode to on and nothing else. Save and now run this in your emulator. To save time, set it at a high speed. Allow it to cycle through all the screens. You'll notice that it does show 61 it appears. Once its been through them, start the game, you'll see something similar to this: Thoughts ? :)
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The well known "attic bug" caused by invalid arrow data. By applying a couple of extra pokes in addition to the usual lives / fall height to remove some collision detection... POKE 37982,0 POKE 37994,0 ...its possible to carry on in a fashion as the game continues to deteriorate. :) Eventually it is likely to crash though. It does seem to vary each time as well depending on the route taken and how long sometimes you stay in a room. Its also required at some stage to alter the start room as the Bathroom can become an unsuitable start location due to fire cells: POKE 34795.X Where it all starts Notice the nasty has gone from above Willy and is now making its way across from the bottom of the screen: Its also moved here too: Esmeralda (Esmerelda?) is also awol: At this stage, the text for items collected starts to get corrupted as well. Notice the dancing mouse making its way right across the screen: Bit of corruption here too: One nasty gone from here although there is the occasional pixel flicker: Both gone from here. Around this stage the ingame tune becomes corrupted slightly as well: West Wing Roof does not look too good: Chapel empty (as is immediately apparent when the attic bug is "initialised") no other apparent damage though: Kitchen chefs, two are missing and one is moving horizontally: Same here too, although one is making its way right off the screen to return on the far right soon: Text message starting to get quite bad now: More corruption inside the MegaTrunk: Over The Drive does not look too bad if you ignore the flickering sprites: Off Licence has gained a few more cells: MegaTree is starting to look a bit unwell: Bridge sprites have slightly changed and (usefully!) something has appeared to make Willy's bridge crossing a bit easier: Too much wine ? More Tree damage: Bathroom has been "restyled": Top landing is not looking brilliant either: Willy's mansion is really starting to fall apart now: Stuff of (bug) nightmares: The attic is in full swing: Halfway up the corrupted wall: Chapel guardian visiting Cuckoo's Nest: Dr Jones may not believe it, although I would: Even room 47 (the unused "[" room) is effected: West Bedroom looks decidedly uncomfortable: The Yacht: The Bow: Tool Shed: Above The West Bedroom: Back Stairway is broken: Well, Maria has gone but there's too many fire cells (the pillow) for that to be any comfort: Conservatory Roof has seen better days: To the kitchens is quite interesting, its almost normal. Note the three fire cells to make it difficult to jump across: Security has deteriorated further, compare to earlier screenshot: Messy underground: Tree roots have spread a bit: Generator is broken: A bit of (bugs) Watch Tower: Top of house is quite messy: West Wing: West Wing Roof, an excess of fire cells. Compare to earlier screenshot:
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Some slightly less common ones, I've submitted them to The Tipshop anyway. Very slow air drain. Note there is a slight graphical corruption on air bar: 35398,1 (Software Projects and VentaMatic) 35392,1 (Bug Byte) Immunity (Software Projects and Ventamatic releases only) seems there was not one for this only the BB version and that did not always kill skylabs off properly: 35688,0: 36116,58: 36345,33: 36423,33: 36681,33: 37396,33: 37503,58: 37510,58 Kill Solar Generator: 34721,255 (Software Projects) 34715,255 (Bug Byte) Kill Eugene: 34681,255 (Software Projects) 34675,255 (Bug Byte) Auto Collect Objects: (Sorry!) 36747,0 (Software Projects Version) 36735,0 (Bug Byte Version) Note you must apply 'Kill Eugene' as well for this to work properly otherwise its impossible (or almost) to complete his screen Portal Open: 36826,0 (Bug Byte Version) 36837,0 (Software Projects Version) Some random ones: (SP version) Although you can easily step a few bytes to do this for the BugByte one if needed: 34835 34836 = 0 kill pause 35834,0 = Disable conveyors 34810 34811 = 0 prevent break/space to quit game 34856 34857 = prevent tune on / off 34904,0 34905,0 no in game tune The 'prevent tune on / off' is best applied with 'no ingame tune' as this way willy's lives remain animated. 35011 / 35012 / 35040 / 35041 kill cheat mode availability (only if not already enabled or manually switched on) 34408 , X scrolling message speed, does seem a bit fast in some cases. SP: 37114,43 / BB: 37103,43 , Extra life per 1000 instead of 10,000
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Although I've submitted these (hopefully all of them) to the tipshop, I thought I'd post them here. Not the "usual" run of the mill pokes, more unusual but potentially useful ones: Stop in-game tune deteriorating as lives are lost: POKE 35665,62 POKE 35666,8 POKE 35667,0 Prevent Game Auto-Pausing: You can still pause it manually but it won't 'Auto-Pause' if you play without the in-game tune: POKE 35518,0 Unlimited attempts at keypad code: (well, someone *may* find it helpful) POKE 34497,182 POKE 34498,134 Disable Conveyors: POKE 36601,0 Infinite Time: POKE 35414,0 POKE 35415,0 POKE 35416,0 Stop screeching noise on title screen while instructions are scrolling: POKE 38636,0 POKE 38637,0 Stop screen colour cycling while intro message is scrolling: (Note: does not stop border or noise!) This best combined with the "Stop screeching noise on title screen while instructions are scrolling" pokes above if required. POKE 35010,70 POKE 34997,0 POKE 34998,0 POKE 34999,0