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Spider

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  1. Haha
    Spider reacted to jetsetdanny in New C64 Forum   
    Unfortunately JasonMoilm is a sophisticated bot, IMPO. He (or rather it) posts messages that sound related to the thread they are posted in, but either make no sense or have no relation to the issues that are discussed.
    Let's see if "it" reacts to this post of mine before we ban it completely 😉 .
  2. Thanks
    Spider reacted to Jet Set Willie in JSW for Camputers Lynx   
    I like the original BBC versions. 🙂 
  3. Thanks
    Spider reacted to jetsetdanny in [File] JSW - 2024   
    Great, I'm very glad the text on JSW Central is fine for you 🙂 .
    Playing "JSW - 2024" was a pleasure! The speed boost is OK for me, not excessive. Personally, I wouldn't advise that it should go any faster, though.
  4. Like
    Spider got a reaction from jetsetdanny in JSW for Camputers Lynx   
    Ah yes I was aware of that , and the 'upgraded' (updated?) versions make use of this, the Electron Manic Miner is a good thing too.
    Regarding the newer JSW and MM as you know he took the opportunity to add more colours too which is a good thing. I do rate them quite highly.
  5. Like
    Spider got a reaction from jetsetdanny in [File] JSW - 2024   
    Thank you @jetsetdanny
    I've read through the description and details on your site and its perfectly fine to me too. I hope the speed boost was OK too, I have found (with standard or near standard game layouts) its not insane. It could go faster*** but that might be a lot of work.
    All good and thank you for playing, the ending time is also quite impressive. I knew you'd beat my time by a fair margin though. 🙂 
     
    *** Moving room data out of contended memory = another boost + changing to stack copy method (I need to look into it) = another boost
  6. Thanks
    Spider reacted to jetsetdanny in [File] Jet Set Lemmy   
    Thanks once again for this release, Francisco (lemmyleming)! 👍I am going to post the results of my playtest below and I do hope that you will do a little more work on this project to make it completable 🙂 .
     
      
    I would not promise no more edits without playtesting the game to completion first. The game does need some more editing for reasons I will explain below
    (WARNING!: MY COMMENTS WILL CONTAIN SPOILERS).
     
    Well, first of all, it was the pleasure to explore Willy's mansion and its vicinity modified in various ways in the 128K of the JSW128 game engine 😊.
     
    The things I particularly like:
    - the title screen (even though, if it was my project, I would make the name more easily legible);
    - the in-game music;
    - the modification of some of the JSW sprites;
    - in "Rescata a Esmerelda" (014) how you can come for the two items from the room above, but cannot do anything else in this room, or, alternatively, how you how to leave this room upwards if you come for the items from below;
    - the hole in "La playa" (058) which makes you think that there is a downward exit, but there isn't one;
    - the two new rooms "The Night Sky" (064) and "Deep Swim" (065). However, I have only seen them in JSWED, because I don't think they can be accessed when playing the game without using the Writetyper cheat.
     
    Unfortunately, the game is incompletable due to several critical errors. 
    I have been able to collect 124 items, out of a total of 142. I had to sacrifice 1 life to collect the items in "La Isla (aburrida no?)" (047). 18 items are impossible to collect as far as I can tell. These are:
    - 6 items on three platforms in the middle of the room in "Un monton de vasos" (021). I don't see how you can collect them. Hint: if you want to solve the problem without modifying the room, enable the Superjump feature for this room. I believe it should do the trick. The Superjump can be enabled in "Options" - "General".
    - 2 items in the room "Linda vista no?" (013). The problem with this room is that the vertical guardian hits the white square on top of its trajectory, which kills Willy. It happens a couple of seconds after entering the room, so there's not time to do anything useful inside it. The easiest way to solve the problem would be by deleting the white square. Alternatively, the guardian's upper limit could be lowered so as to avoid the square, but the change in this guardian class (2d) would also happen in other rooms if the same guardian class is used elsewhere (I didn't check).
    - 1 item in the room "Encima de la casa" (044). Willy gets killed immediately and repeatedly after entering this room. The reason for this is that the colour attributes of the Water cells (which Willy touches right after entering the room, both at the upper and at the lower level) are the same as the colour attributes of the Fire cells, so that the Water cells effectively behave as Fire. An easy solution for this is to change one (or both) of the colour attributes of the Water cells or one (or both) of the colour attributes of the Fire cells.
    - 1 item in the room "La logia" (053). Willy gets killed immediately and repeatedly after entering this room. The reason for this is that the colour attributes of the Fire cells are the same as those of Willy (Ink 7, Paper 0) and this kills Willy. For this reason this room is also impassable, which complicates the route. An easy solution for this is to change the colour attributes of the Fire cells so that they are not what they are now.
    - 6 items in the room "The Night Sky" (064) - I don't see how this room could be accessed during gameplay without using the Writetyper cheat. I don't believe the completability of a game should depend on using the Writetyper cheat. So I would suggest finding a way to access this room from one of the edited rooms.
    - 2 items in the room "Deep Swim" (065) - I don't see how this room could be accessed during gameplay without using the Writetyper cheat. I don't believe the completability of a game should depend on using the Writetyper cheat. So I would suggest finding a way to access this room from one of the edited rooms.
     
    The issues described above are critical because they make the game incompletable. So I would strongly suggest to correct them. There are also some other issues that are not critical, but I believe the game would be much better if they were corrected. Here they are:
    - When you exit "Nido en una rama" (007) to go back leftwards to "Dentro del MEGA TRONCO" (008), you encounter a nasty Multiple-Death Scenario (MDS) in "Dentro del MEGA TRONCO" because of stepping on a Fire cell. This can be avoided, but you have to jump exiting "Nido en una rama". You could argue that the player has just been to "Dentro del MEGA TRONCO", so they should have seen that jumping is what they have to do on their way back. That's true, but still, I would suggest eliminating this MDS, because it is pretty nasty (moving the two yellow colums of Fire cells at least one block to the left would solve the problem).
    -  In the room "Y esas caras raras?" (020) I believe it is impossible to pass below the yellow vertical guardian when going leftwards (it's moving too fast). This makes this room impassable from right to left at the floor level, which complicates the route very significantly. I would suggest slowing the guardian down (or adding another ladder to its right or some other element that would allow the player to jump over it leftwards) to make the room passable in both directions.
    - Jumping up from "Y que hace Satanas aqui?" (038) leads to a nasty Multiple-Death Scenario in "En camino a la isla" (060). I would suggest eliminating this, as it's unfair - there is nothing to warn the player that they should not jump up to leave "Y que hace Satanas aqui?".
    - It's nice to see the room "La Isla (aburrida no?)" (047). However, there are three problems with it.
    One is that entering this room after leaving "El Hoyo Misterioso" to the right leads to a nasty and unfair Multiple-Death Scenario. I would suggest eliminating this (if there is no other way, by closing the right exit from "El Hoyo Misterioso", or perhaps making it lead to "Deep Swim" (065) (after modifying it so that the player doesn't fall to their death after entering "Deep Swim").
    The second problem is that because Water and Ramp cells have the same colour attributes in "La Isla (aburrida no?)", they are Water-Ramp cells. This makes it very easy for Willy to fall down into the room below, which is "La playa" (058) (it's actually not very logical that the beach is below the deserted isle - it should be to the right or left of it, not below). And this fall results in a nasty Multiple-Death Scenario if Willy isn't caught by the rope, which happened to me a number of times. I believe that making Water cells be Water cells only (by changing their colour attributes or those of the Ramp cells so that they are not the same) would solve this problem.
    The third problem is that after collecting the items (or at least the leftmost item), there is no way to go back to "En camino a la isla" (060), so the player needs to lose a life to be able to go back and continue playing the game. I believe that making Water cells be Water cells only (by changing their colour attributes or those of the Ramp cells so that they are not the same) should solve also this problem.
    - In the room "La torre" if the player lands on the added uppermost platform (coming from another room, I can't remember which one off the top of my head), if the player wants to jump up to go back to the room they've come from, they emerge again in "La torre", but this time at the bottom of the room, and immediately fall down into "Chiste no funciona en Espanol" (016) where they face another nasty Multiple-Death Scenario. I believe this could be corrected by setting the upwards exit from "La torre" to the room whose name I don't remember from which the player can go down onto that uppermost platform in "La torre".
     
    Those would be my observations regarding the various issues I have encountered. I may have missed a problem or two. In any case, I would be happy to playtest the game again when the bugs described above have been corrected and report any additional issue I may encounter 🙂 .
    I would also suggest editing the font so that more diacritical Spanish characters can be used instead of symbols that are not used anywhere. So for example creating an "á", or a "¿" or any of the other ones that are missing from the room names. I also have a number of comments concerning the accuracy of the Spanish room names, but I will present them later, or perhaps via a PM.
     
    My other suggestion would be to use the unused items to add them in places where currently the player doesn't have to go, like e.g. in "Un buen desafio" (026) - so that the player has to go on the right side of the main column, on the left side of "Trepando el arbol" (036), above the highest platform in the lower half of the room on the right side of "Debajo del techo" (042), etc.
    So, Francisco, I hope you will bring the game to a state of completability and I look forward to being able to play it again to make sure it doesn't have any more problems 😊.
  7. Like
    Spider reacted to jetsetdanny in Willy in the Islands of Mystery : part II : The Temple   
    I finished "The Temple" for the first time a few days ago. It was a great pleasure to play, and actually quite an emotional experience for me after waiting for it for 18 years 😊. It is certainly worth the wait, though!
    I like the game a lot. It features Hervé's numerous signature themes that I like so much: mysteries, references to space and the planets, the UFOs, ancient civilizations, exotic animals and movies. And, of course, there is Yeti, as there is one in every game of Hervé's... well, there's even more than one, but I will not reveal the exact details of this 🙂 . 
    "The Temple" has a lot of nice graphics, some interesting challenges (that would be VERY frustrating if I wasn't using Rollback when playing), and also some well-known sprites from Hervé's previous games that have now become classics.
    So, all in all, I am pretty sure you will enjoy exploring it and gathering the 256 items 🙂 . But before you do, I would like - with Hervé's kind permission and encouragement - to add some freshly-coded music to it. It will take me a while (with my spare time being severely limited and my other JSW-related activities running in parallel), so please bear with me.
    Thanks again, Hervé, for letting me carry out the first playtest of "Willy in the Islands of Mystery (Part II: The Temple)"! 👍It was a true privilege and a great pleasure 😊.
  8. Thanks
    Spider reacted to jetsetdanny in [File] JSW - 2024   
    Its turn has now come 🙂 .
    I have added "JSW - 2024" to the list of Versions and minor mods of the original Jet Set Willy on JSW Central. Its individual webpage is here. Andy, please have a look at it and let me know if the description and information given about "JSW - 2024" is correct and to your liking 🙂 .
    I have played the game to completion (it was a pleasure! 🙂) and I managed to complete it at 11:09 pm in-game time. The RZX recording of my walkthrough can be downloaded from the game's page on JSW Central linked above.
    A screenshot gallery will be added to the page in the future when time allows it. I will also make a YouTube video of my walkthrough, but this will have to wait until a future time when I add videos of Versions and minor mods of the original JSW, rather than of what I classify as new games, to the channel.
  9. Haha
    Spider reacted to jetsetdanny in Jet Set Radio   
    Back in 2000 they called "Jet Set Willy" an "ancient Sinclair Spectrum Game". So what should call it now - a "prehistoric" one? 🤣 Or perhaps rather "the game that has been with us since time immemorial" 😊.
  10. Thanks
    Spider reacted to Richard Hallas in JSW for Camputers Lynx   
    Oh yes, indeed they do. I think the new BBC and Electron conversions are brilliant, and show what was theoretically possible back in the day if you really took the trouble to do a good conversion job. It's worth pointing out, though, that to some extent it's been achieved by clever techniques such as changing screen mode partway down the screen (in effect) so that the upper part of the display is in one mode and the lower in another. In effect, that allows for two benefits: less screen memory being wasted unnecessarily, and more colours being displayed at once than is theoretically possible. It's quite a common trick on the BBC to mix two or more screen modes in this way (e.g. in Elite, the instrument display at the bottom of the screen is in a different screen mode than the wireframe 3D graphics and text display in the main area above it), and its main downside is that it's quite hard for the programmer to do!
    Anyway, yes, the new BBC versions of MM and JSW are indeed much closer to the originals than the official conversions. They look better, play better and are smoother, faster and less flickery. A real expert job. Of course, to be fair to the original programmer, the conversions done back in the 80s were probably produced under much greater time pressure, and the programmer back then may not have been familiar with certain techniques that are well known to today's retro hobbyists. I don't mean to be unkind about the original BBC conversions; at least BBC versions were released back then! But the modern releases are, of course, hobby projects, written by an enthusiast who really knows what he's doing, in his own time without pressure to be ready for a commercial deadline, so of course they're very much better.
  11. Thanks
    Spider got a reaction from Hervé AST in [File] JSW - 2024   
    View File JSW - 2024
    2024 marked the 40th anniversary of Jet Set Willy. 🏆
    Initially I had planned on something a lot more elaborate to celebrate this however for various reasons I decided a standard game with a few simple changes would fit nicely.
     
    There is a time limit of two hours game playing time enforced. If Willy runs out of time (at 12:00AM), the game is over! This is indicated with the game freezing and the word 'time' flashing for a few seconds, leaving the player in no doubt what has happened.
    There are 150 items to collect. Care was taken to place these mostly sensibly without detracting from the original game feeling. Also, some item shapes per room have changed, the main reason being at least one item shape looks like two bottles, so if and when Willy collects one of these it will count as two in his collection.
    The main loop was modified (thanks N.S for your guidance) giving a reasonable speed boost during play.
    Other changes and small fixes include:
    The four original bug fixes were applied with the change of not having an invisible item in The Hall.
    The rope top height was altered to prevent Willy leaving via the top of the room when he is not intended to.
    Aborting the game displays the Game Over page before returning to the title screen.
    The pause bug was remedied by preventing the game auto-pausing
    By default on starting a new game, the in-game tune is switched off. Enabling it will be respected so that starting a new game will remember the players choice.
    The status area was altered slightly, namely the room descriptor was moved down one row, room names were centred and the lives remaining were moved along one block.
    The usual text flicker back to 000 objects / time on losing a life or entering a room was altered to prevent this being so visible.
    Some internal changes to sprite location, mainly concatenating them hence no gaps between.
    Title screen tune changed a little bit (in-game music used) and in-game music from re-release version (MM in game tune)
    There is one additional room that is accessible but its not necessary to visit it. This was done as a way of avoiding a 'teleport' effect , the alternative as seen in the 2015 bug fixed version required some earth tiles adding which I wanted to avoid.
     
    Lastly, it is quite possible within the time limit to complete the game. I have played a few times and averaged around 10 to 15 minutes game time remaining without really rushing around.
     
    I hope my small celebratory 2024 JSW version is welcomed!
    Submitter Spider Submitted 12/12/2024 Category JSWMM Releases  
  12. Like
    Spider got a reaction from jetsetdanny in JSW for Camputers Lynx   
    To be fair the 'rebuilt' Manic Miner and JSW1 for these are much improved and have a 'spectrum' feel to them.
  13. Thanks
    Spider got a reaction from jetsetdanny in Jet Set Radio   
    https://spectrumcomputing.co.uk/forums/viewtopic.php?p=166858
    Must admit, I had never heard of this before...
  14. Like
    Spider got a reaction from Hervé AST in Jet Set Radio   
    https://spectrumcomputing.co.uk/forums/viewtopic.php?p=166858
    Must admit, I had never heard of this before...
  15. Like
    Spider reacted to Richard Hallas in JSW for Camputers Lynx   
    I thought it must be something like that. The Spectrum (especially the 48K version) was fairly unusual for having a comparatively large amount of free memory available, partly because 48K was relatively generous compared to the 32K that was common on many other machines, and the fact that its screen required only a little under 7K of it, leaving loads of room for code and data. There was a little over 40K of usable RAM on a 48K Spectrum, which was a lot, really.
    Contrast in particular with the BBC Micro. That too was a great machine with many fantastic features, but it was so hampered by its lack of RAM and its hungry screen modes. A decade later, Acorn's approach to screen modes showed its worth on the Archimedes range, but on the BBC they demanded an uncomfortably high percentage of available RAM. A 32K BBC Micro only had about 27K of usable RAM at best, and then the more demanding screen modes (the ones with high resolutions or all the available colours) ate up 20K of it, leaving only around 7K or so for the program. (You could compare it to a 16K Spectrum in terms of available program/data memory.)
    This is why I was always such a supporter of the Spectrum's eccentric approach to its screen display. Yes, character-level colour resolution (leading to the dreaded attribute clash) was a major compromise, BUT it did mean that you could always have full resolution and all the colours on the screen at once, with no further sacrifices to be made… and it still took up only a very modest amount of RAM. Not only was it a great solution to the problem, but it gave the Spectrum most of its character!
    The BBC's trick up its sleeve was Teletext (MODE 7) graphics, and that brought similar benefits: a colourful screen mode with a useful resolution (40x25 characters) in only 1K of RAM. Very useful, but its big compromises were (a) character-based colours AND graphics and (b) graphics of only an extremely low resolution (2x3 per character space). This did, of course, mean that you couldn't really do graphical games in Teletext, other than mainly text adventures with very primitive illustrations. Mind you, having said that, it's not long since someone produced a version of Elite (yes, the 3D space game) that runs entirely in Teletext mode, just to prove a point. (It has extremely low resolution graphics, as you'd expect, but it works and is an interesting novelty.)
    Anyway, I know very little about the Lynx, but with 96K or 128K of RAM and graphics with pixel-resolution colour, it ought in theory to have been able to do really impressive things. It's a shame that it apparently had such limitations as it did (i.e. extremely slow graphics handling and seemingly an inability to scroll its screen – based on reviews I've read in the past). Even so, games like JSW ought to have worked well on that machine, I'd have thought.
    As a matter of interest regarding the Jynx emulator… I'm interested to notice that on its Github page, there's already provision for a Mac build, and the author explicitly says he'd like a RISC OS version too, particularly for use on the Raspberry Pi. (RISC OS is an OS very close to my heart.) The only reason these things don't exist is that no-one with the appropriate expertise has stepped up to do the porting, which is a great shame. It's a pity that Jynx wasn't written sooner, because RISC OS actually used to be absolutely awash with good emulators; it was by far the best platform for emulating other systems at one time, and I can think of a few people from years gone by who'd probably have jumped at the chance of producing a RISC OS version of Jynx. But the world moves on…
  16. Like
    Spider reacted to MtM in JSW for Camputers Lynx   
    Bravo to everyone involved, real bit of JSW history here, thank you.
  17. Like
    Spider reacted to Jet Set Willie in Diner and Mansion games   
    I thought to bring you a little notice how my two games are doing. 🙂
    The current room development stages are "Diner" 65% finished and "Mansion" 72% finished.
    The needed little pieces of extra code is missing from both games.
    No new music is available, I haven´t done anything for it, as it feels stupid to make music as I don´t know how to add the tunes to my games.
    In "Mansion" game, I managed to get one buggy arrow room to work! 🙂 I mean the features/bugs of JSW or JSWED, I´m glad I managed to get around them and learned a bit more about arrows to make them do what they were not intended to do. 🙂 Let´s see, if somebody has made such an arrow room previously or not! 😉 
    I don´t know yet, how to connect certain rooms together, this applies for both games. I have some ideas, though. 🙂 
    The difficulty level for both games will be easier than in What a Wonderful World of Willie, but you will have to discover how to solve the rooms. 🙂 
    No "impossible" rooms are included, there are some little "traps", though. 🙂 If you can´t solve the room, you have somehow gone the wrong route and haven´t practised enough. 🙂 Both games will have easy and a bit harder rooms to play, something for everyone! 🙂 
  18. Like
    Spider reacted to jetsetdanny in Frosya Uzor game critical bug   
    Willie, you are referring to one of the game files that Igor posted here.
    These are unfinished projects that I assume will have all kinds of problems. It would be nice if Igor finished and gamma-released them as completed projects one day... 🙂 
  19. Wow
    Spider reacted to Jet Set Willie in Frosya Uzor game critical bug   
    I have played various Frosya games and liked their very nice graphics! 🙂 Here´s a feedback about a bug I have found.
    Uzor game starting from "Warehouse next to the dead pond" has a bug. When game starts, go up, left, down. The game ends to multiple deaths in "Green peace wasn´t here". Now, if you start a new game, the game will end to multiple deaths.
     
     
  20. Thanks
    Spider reacted to jetsetdanny in My game - What a Wonderful World of Willie   
    Willie,
    Thank you for your feedback! I'm very glad you like the text on JSW Central 🙂 .
    I have modified it according to your suggestions. Please have another look at the game's page (refresh it should it not show any changes) and let me know if everything sounds good now.
    In fact, one thing I had to correct was about the game completability. Contrary to what I stated before, the game is not item-completable (that's according to a definition once coined by Andrew Broad), because you cannot collect all items. It's not a problem, of course, it's just a matter of the description being accurate or not. I tried to make this clear on the website. Thank you for reminding me about this aspect of the game! 🙂 
  21. Like
    Spider reacted to jetsetdanny in Willy in the Islands of Mystery : part II : The Temple   
    Hello Hervé and All,
    I am really excited - and, in fact, moved - to see "The Temple" in my mailbox, indeed the sequel awaited for 18 years... What a great and emotional moment! 😊
    I will start playing the game very soon, initially without a 'playtest mindframe', but rather to enjoy. Not right now, and this is because of real-life circumstances. I am struggling with a heavy workload, and the day after tomorrow I will be travelling for work, which means I will have to finish up various things at the office tomorrow and then get ready for the trip. However, during the trip (which will take me a week), I will have my personal laptop with me and I will be sure to find some leisure moments to enjoy Part II of "Willy in the Islands of Mystery" 🙂 .
    I will get back to you all soon with my first impressions 🙂 .
    Daniel
  22. Like
    Spider reacted to MtM in Editors / Emulators for Mac   
    I use a Macbook pro, I really should get this to work as well and create my masterpiece! 😉
     
  23. Like
    Spider reacted to lemmylemming in [File] Jet Set Lemmy   
    Found out i'm unable to keep promises.
    The cavern names are from the Spanish translation by Ventamatic.
    I'm not sure if i'll post this version (1.2.0), hopefully though since it's actually adding content.
    I won't rush it because of my bedtime like i did with 1.1.5 (i had to make 1.1.6 which i almost left rotting in my hard drive because of the promise)
    Included 1.1.6 because i don't want to leave it abandoned in my hard drive.
    PS: ignore the file name for 1.1.6 , i wasn't exactly happy i had to make a fix right after i promised no more edits.


    JSL116godkillme.tap
  24. Like
    Spider got a reaction from Jet Set Willie in JSW for Camputers Lynx   
    Must admit I had not heard of a version for this, at least not an "official" one.
    Tynesoft did release as mentioned JSW for other machines:


  25. Like
    Spider reacted to jetsetdanny in [File] What a Wonderful World of Willie   
    I have (finally) added "What a Wonderful World of Willie" to the list of JSW48 games on JSW Central (it's game No. 57 in the JSW48 category!) and I have created its individual page. Please let me know if you have any observations or suggestions regarding the text there 🙂 .
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