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Metalmickey

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  1. Like
    Metalmickey reacted to jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    Looking forward to your progress, Metalmickey! Don't hesitate to let us know if we might be of any assistance 🙂 .
  2. Like
    Metalmickey reacted to Spider in JSW As Manufacturer (probably) intended .. kind of...   
    I concur with that 100%
  3. Like
    Metalmickey got a reaction from jetsetdanny in Manic Jet Set Willy.   
    Hi, just spotted this, somewhat late in the day... not sure what i can bring to the table, my main reason for making contributions to this site was down to an idea of what the original JSW would have looked like with all of the bugs fixed and what the remaining four rooms might have looked like were they not overwritten by the DOS code .. when doing the 'As Manufacturer Intended' project i really only wanted to make the bare minimal alterations just to ensure playability and perhaps completability (is that a word??) without life loss, so looking at  Conservatory Roof i wanted to retain all four fire cells and perhaps one or two additional additions to the green area to ensure the items can be collected but at least some element of challenge in there ... of as well as colouring in the conveyor

    Having looked at the RZX i'm super impressed at the development of this game .. Norman Sword has commented that an ASM is available on this site somewhere .. as someone who is still learning assembly i'd be keen to know where i can find it ... in short, excellent work to all those involved!!
  4. Like
    Metalmickey got a reaction from jetsetdanny in R.I.P Daren   
    Can't believe i've only just spotted this. I've made a fair few contributions over the years although I never met him. Sad news indeed 😞 
  5. Like
    Metalmickey got a reaction from jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    anyways ... onto my project .. my thoughts turn to the idea of trying to make the game upgradable - currently the 'unused' area that i have filled with code that deals with the completion and time out sequences was - i recently discovered - intended for more graphics - so when using JSWED to upgrade to 128K it all goes a bit pear shaped. It's clearly much more optimisable, there would surely not be a need for three separate routines with the foot coming down .. i have been working on trying to introduce routines that make this area more efficient ... a work in progress......
  6. Like
    Metalmickey got a reaction from Spider in Manic Jet Set Willy.   
    Hi, just spotted this, somewhat late in the day... not sure what i can bring to the table, my main reason for making contributions to this site was down to an idea of what the original JSW would have looked like with all of the bugs fixed and what the remaining four rooms might have looked like were they not overwritten by the DOS code .. when doing the 'As Manufacturer Intended' project i really only wanted to make the bare minimal alterations just to ensure playability and perhaps completability (is that a word??) without life loss, so looking at  Conservatory Roof i wanted to retain all four fire cells and perhaps one or two additional additions to the green area to ensure the items can be collected but at least some element of challenge in there ... of as well as colouring in the conveyor

    Having looked at the RZX i'm super impressed at the development of this game .. Norman Sword has commented that an ASM is available on this site somewhere .. as someone who is still learning assembly i'd be keen to know where i can find it ... in short, excellent work to all those involved!!
  7. Like
    Metalmickey got a reaction from Spider in JSW As Manufacturer (probably) intended .. kind of...   
    anyways ... onto my project .. my thoughts turn to the idea of trying to make the game upgradable - currently the 'unused' area that i have filled with code that deals with the completion and time out sequences was - i recently discovered - intended for more graphics - so when using JSWED to upgrade to 128K it all goes a bit pear shaped. It's clearly much more optimisable, there would surely not be a need for three separate routines with the foot coming down .. i have been working on trying to introduce routines that make this area more efficient ... a work in progress......
  8. Wow
    Metalmickey got a reaction from Spider in JSW As Manufacturer (probably) intended .. kind of...   
    see i think the shopkeeper was in on it .. something to do with claiming back the tax ... that might have been an unreleased episode...?
  9. Like
    Metalmickey reacted to jetsetdanny in Manic Jet Set Willy.   
    I have recorded "Manic Jet Set Willy" played at the slowest speed possible, for the sake of completeness (kind of; a complete set of recordings would be one illustrating every possible speed, but creating such a set would be extremely time-consuming and would have little value added IMO).
    My RZX recording is attached below.
    I can confirm, based on my subjective feeling, that "Cuckoo's Nest" is exactly as it should be. At this speed I got it right the first time, it wasn't difficult.
    I noticed an interesting quirk in the Manic Miner part. In this effort, while playing at the slowest speed possible, I  completed the game with a better in-game completion time (8:38 am, finishing the JSW part at 7:59 am) than when playing at a very high speed (8:39; 8:00) and at the fastest speed (8:40 am, 8:01 am). That's logical, the lower speed allowed me to be marginally more efficient. However, I concluded this effort with less money (£ 45,782,330) than when I played at a very high speed (£ 45,819,730) and at the fastest speed (£ 45,808,330).
    The reason for this is a stray solar ray which I couldn't avoid. As far as I can tell, it appears when you play at the slowest speed, but not when you play at the two fast speeds I had played at before.
    Please have a look at the two videos attached below. The one called "Slowest speed.mp4" shows an excerpt from the game in "Solar Power Generator". The one called "Fast speed.mp4" shows the same moment in the game.
    At this point I had £ 46,838,230 when playing at the slowest speed, and £ 46,835,630 when playing at a fast speed. As could be expected, my performance at the slowest speed so far had been superior to my performance at a fast speed, as reflected in the "financial result".
    However, please watch the moment when I drop down to the floor below the yellow vertical guardian, jump to the left, turn around and then jump rightwards onto the conveyor. In both cases, I make the jump onto the conveyor after the solar ray had flashed above me momentarily (with the jump executed a little earlier, I would have hit the solar ray from below and lost money). 
    When playing at a fast speed, I land on the conveyor after this jump and traverse it safely to get onto the next platform.
    When playing at the slowest speed, after landing on the conveyor I get hit by the solar ray momentarily. Lethal as it is, it saps enough money from my account to affect the final game result.
    This ray only strikes/appears when playing at the slowest speed. It does not appear when playing at the fastest speed or the fast speed I chose for my other previous recording.
    [Delaying the jump in order to avoid this ray causes a delay later on, which makes the player miss the best moment to cross the solar ray to collect the item at the upper right, resulting in an even greater financial loss, so it's not a good solution; you *have to* lose this additional little bit of money when playing at the slowest speed AFAICT.]
    Please note that I think this is actually a very cool feature, with some serious real-world parallels. Choosing the slowest speed possible does not always pay! Low speed on a motorway is not necessarily the safest one. Being too cautious (an attitude similar to driving very slowly) does not always let you carry out your plans and fulfil your dreams - sometimes you need to move faster /  more decisively / take a little risk in order to succeed. Great parallels, and a very fitting real-world lesson from "Manic Jet Set Willy" 👍 🙂 .
    Finally, I should note (I meant to mention it before, but perhaps forgot) that Norman Sword's extra code which makes the solar ray turn red, with a corresponding sound effect, when it's touching Willy (first introduced in "Manic Miner: creme de la creme" IIRC) is a great feature, extremely useful to let the player know if they're doing the right thing in this room or not. It would be good if it was used in all games and rooms where the solar ray challenge is present (that's for the future games, I guess; we won't change the past ones).
    A video of my walkthroughs of "Manic Jet Set Willy" will be coming to the JSW Central YouTube channel later this month, in a few days, if all goes well 🙂 .
    Slowest speed.mp4 Fast speed.mp4
    Manic Jet Set Willy v. 1.05a - Daniel's RZX walkthrough (slowest speed, music).rzx
  10. Like
    Metalmickey reacted to Spider in Manic Jet Set Willy.   
    Thank you for the comprehensive explanation and your findings! @jetsetdanny
    @Norman Sword , one thing I did mean to ask about actually, you mentioned the Attic Bug and said that with the previous to last version I'd not found it. I'm assuming this is still there to be discovered ? , I'd guess its not also going to corrupt the game fatally. 🙂
    Again before I forget! , Conservatory Roof: Thank you for the small re-arrangement of the 'roof' to allow items to be collected without fatalities, as you said Matthew would of likely rectified this had it been noted at the time. I did actually take a look at JSW1 and JSW2 on at least half a dozen different machines to see how they dealt with this screen, my conclusion here was (there's a topic somewhere but its ancient) the majority either left JSW1 'as is' or used the JSW2 layout for the items/fire cells, the latter I did in the 'bug fixed' edition. I ought to redo that really as I'm much more versed in the intracies of it since then but I'll probably wait for @Metalmickey to see what he has planned for his "As manufacturer intended" variant first.
  11. Thanks
    Metalmickey got a reaction from MtM in JSW As Manufacturer (probably) intended .. kind of...   
    Saw that your site was down a while back and just thought you'd had enough but then saw it back up again so i thought i'd set about trying to restore my files following an episode of me being an idiot and dropping my laptop (yes powered on at the time) down the stairs .. from the Top Landing ... (insert facepalm here)

    Anyways, i've decided to work on a version 6 and implement IRF's Mr Benn style toilet dash amongst some other refinements... think i need to go back and have a good read of this thread
  12. Like
    Metalmickey got a reaction from jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    Saw that your site was down a while back and just thought you'd had enough but then saw it back up again so i thought i'd set about trying to restore my files following an episode of me being an idiot and dropping my laptop (yes powered on at the time) down the stairs .. from the Top Landing ... (insert facepalm here)

    Anyways, i've decided to work on a version 6 and implement IRF's Mr Benn style toilet dash amongst some other refinements... think i need to go back and have a good read of this thread
  13. Thanks
    Metalmickey got a reaction from Spider in JSW As Manufacturer (probably) intended .. kind of...   
    Saw that your site was down a while back and just thought you'd had enough but then saw it back up again so i thought i'd set about trying to restore my files following an episode of me being an idiot and dropping my laptop (yes powered on at the time) down the stairs .. from the Top Landing ... (insert facepalm here)

    Anyways, i've decided to work on a version 6 and implement IRF's Mr Benn style toilet dash amongst some other refinements... think i need to go back and have a good read of this thread
  14. Like
    Metalmickey got a reaction from Spider in JSW As Manufacturer (probably) intended .. kind of...   
    Evening all, thought i'd pick up where i left off now i've got my files back ... now where was i....?
     
  15. Haha
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    Mickey, I don't know if you ever managed to implement a fix for the above, but I've just managed it - please see the attached file, collect the single item in the Master Bedroom and see what happens!
     
    I think it looks more 'realistic' - I wonder if this is indeed "as manufacturer intended"?  ;)
     
    (In the attached, I've also prevented the anomalous behaviour of the 'P' key during the toilet run, and I've also fixed the 'Jagged Finger' display problem, because it was even more prominent when Willy was changing animation-frames whilst running at double speed.)
    Proper Toilet Run.z80
  16. Like
    Metalmickey got a reaction from Spider in Welcome back!   
    Great stuff, welcome back, took a bit of a break myself, hope to resume contributing again soon
  17. Like
    Metalmickey got a reaction from Spider in JSW As Manufacturer (probably) intended .. kind of...   
    some more experimenting is required me thinks
  18. Like
    Metalmickey reacted to IRF in [File] Maria vs. Some Bastards 2019 Bug-Fixed Edition   
    View File Maria vs. Some Bastards 2019 Bug-Fixed Edition
    Maria vs. Some Bastards is a beautiful game by Vidar Eriksen (Erix1). It uses a modified JSW48 game engine that has come to be known as 'Erix1 Mode'. Its first short demo version was released in October 2001. The game was gamma-released on 6th March 2003, with four bug-fixed revisions (called Rev B, C, D and E) released within the next few weeks.
    A menu screen implemented by the BASIC loader allows the player to choose one of the three modes: Easy, Normal or Hard. According to the message which shows in the opening room, you need to collect 120 items to complete the game if you choose the Easy mode, 240 items if you choose the Normal mode and 246 items if you choose the Hard mode.
    Daniel Gromann raised the question of the game question of the game’s completability on the Manic Miner Jet Set Willy Yahoo! Group in June 2007, when he pointed out that Maria did not disappear after he had collected 251 items in the Hard mode.
    In March 2012, Vidar Eriksen promised to look into the problem and check whether some ‘end-game corrections’ he had done in Rev D were not left out in Rev E. He mentioned that a Rev F might be necessary, but it did not materialise in the following years.
    Ian Rushforth investigated the item-collecting code in Maria vs. Some Bastards and discovered the cause of the bug which made the game non-completable. He announced his findings on Manic Miner Jet Set Willy Yahoo! Group in February 2019, offered a bug-fix for the problem and also showed the way to collect one of the items Daniel had not been able to reach.
    After some further discussions, the Jet Set Willy Manic Miner Community Team produced a 2019 Bug-Fixed Edition of the game, with the following changes in relation to Rev E:
    - Ian’s solution to the bug in the item-collecting code was applied.

    - A way was provided to collect the rightmost item in the room "Stinking sewer" (27), which seems impossible to collect in Rev E.
    - Three items located in the very same (non-)rooms which are used by the Softricks game engine (on which Erix1 Mode is based) to store the item table - which are thus invisible and unreachable in Rev E - were moved to other locations so that they became present in the game and collectable.
    - As the total number of items possible to collect has now reached 256, the number required to complete the Hard mode was set to 256, with the corresponding changes in the BASIC loader and the message in “Master Bedroom”, where the game starts.
    - An item placed in the same location as another item (as happens in “The Beach” in the original JSW) in the room “Afterliving” (46) was moved within the same room to make its collection more demanding and make the player use a route they might not use otherwise.
    - A minor change to the layout of “Alien inferno 2" (49) was applied to force the player to press the special button in that room if they want to complete it without losing a life.
    - The middle item in the room “Bubbles and Bob” (41) was moved to make its collection more meaningful.
    - The up exit from "That slimy room" (11) was changed to itself instead of "The dungeon" (00), in order to prevent the protagonist from potentially getting perpetually stuck at the bottom-right corner of the latter room.
    - The spellings of the room names “Flooding sewer” (15), “Seagull corner” (36) and “Deadly descent” (54) were corrected.
    - A typo in the scrolly for Manic Mining Robot's Day Out, the ‘secret bonus crap game' attached to Maria vs. Some Bastards was corrected.
    - Information about this being the 2019 Bug-Fixed Edition was added on the loading screen and in the REM statements in the BASIC loader.
    - The Readme was also updated with the info that this is the 2019 Bug-Fixed Edition.
     
    All of the above changes were applied to the actual game file by Ian Rushforth, after some deliberations with Andy Ford and Daniel Gromann.
    We hope you will enjoy this Bug-Fixed Edition and the ability to complete Maria vs Some Bastards at long last. Have a go at it - it’s worth it! 🙂
    Submitter IRF Submitted 04/13/2019 Category JSWMM Releases  
  19. Like
    Metalmickey reacted to IRF in Post number 10000!   
    Another significant milestone for the site!  (Unless you're a hexadecimaphile like myself!!)
  20. Like
    Metalmickey reacted to Spider in Post number 10000!   
    :1st:
  21. Like
    Metalmickey got a reaction from Spider in Finding a Jet Swt Willy game using a room name   
    I would imagine this would be done by means of some sort of spreadsheet with hyperlinks to a reliable source such as WOS or TZX archive and  perhaps the relevant POKE to make it your starting room if appropriate (assuming Willy isn't left in mid air if said POKE was applied) ... it would involve plenty of work, likelihood is that the list of rooms would run into the thousands by now given the number of iterations out there currently
  22. Like
    Metalmickey got a reaction from IRF in Copy Protection in 'Jet Set Willy': developing methodology for retrogame archaeology   
    maybe i could invent a machine to make seven copies of myself and practise jumping over a giant possessed moving saw  :wacko:
  23. Like
    Metalmickey got a reaction from Spider in Other games featuring...   
    I do recall reading an article in CRASH! magazine way back then, it did indeed mention about the 10 minute wait bug and i did attempt to try it out so i left Daley waiting just before the finish line and went off to so something else, unfortunately my mother thought i had just got bored with the computer and reclaimed use of the TV for the rest of the day ....  :(
     
    It wasn't until i rediscovered ol' rubberkeys a few years back when i decided to have another go at it but the version i had has a seconds counter that runs up to 500 seconds and then Daley then gets a foul .. maybe i'll have a look on WOS later
  24. Like
    Metalmickey reacted to Spider in Other games featuring...   
    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
  25. Like
    Metalmickey got a reaction from Spider in Copy Protection in 'Jet Set Willy': developing methodology for retrogame archaeology   
    alas no Danny, but had the lottery been around at the time and if was old enough to play it i would perhaps have considered it ... and maybe even attempt to recreate a life-size version of Willy's Mansion and surrounding grounds ... probably wouldn't go as far as building a boobytrapped attic though....
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