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SedricAndCharlie

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Posts posted by SedricAndCharlie

  1. Whilst I'm working on sorting my MM/JSW collection out, I found an old text file listing some versions that I knew were released to the public but that I didn't have, or had once but lost. Most of them are minor stuff, like the week-to-week releases of Ma Jolie, but these stood out:

     

    Scott Watson --- Willy’s Time Machine, 3 versions
    Scott Watson --- Willy On The Moon, 2 versions?

     

    I can't think of the dates of release but they would have been early-to-mid 2000s. Does anybody have copies of any of these? I'm looking at anyone who was on the MM/JSW Yahoo group during that time really, like Sendy or Andrew Broad. Scott would have gone by "Scottigeuk" at the time if I recall correctly

  2. Hi all, long time no speak (this guy used to be SOA1000 on the yahoo group)! I'm currently trying to catalogue all my MM/JSW games, and I have one here named Manic Ted, which I have dated from 2016. There's no accompanying text and the title screen hasn't been modified at all, so there's no credits provided. It's also not completable and probably not complete in its current state: I'm not 100% you _can_ get to all the items in Room 4 (I used a poke in the end to circumvent it), but Room 5 is emphatically broken as there's an enemy embedded in a wall. Anyway, I couldn't find mention of this on Daniel's page or with a cursory search of the forum, so I thought I would see what y'all say

     

    EDIT: Deleted the old file

     

  3. Am I the only one just learning about this?

     

    http://matthewsmith.elite-systems.co.uk/?p=158

     

    I can't discern from the limited information given whether this is based on Matt's engine or not. I assume so, if it's really a 1985 creation. Also looks like that game that Matt was working on with Elite didn't happen

     

    EDIT: this is probably the wrong forum, if someone wants to move it over to the JSW subforum

  4. Having fired it up just now, I agree there are some weird issues with Willy's movement and collision detection, especially with staircases. Dropping down onto one causes him to land a short distance above it - walking "up" the staircase will mean walking horizontally until he hits the correct point of connection and resumes walking diagonally; walking down, he'll remain oddly elevated until he hits the end of the staircase and drops the last half-square

  5. I was overjoyed when I found out there was a JSW on the Amiga. Our C64 had expired a few years before, so I hadn't played the game in a long time. There were aspects to it I didn't like - like the fact that it relied on a universal tileset rather than each area having its distinct qualities and monsters having variable colours - but by and large it was fun. And it had the best title music of any JSW game, and yes I am including Rob Hubbard's in that. In-game theme was a little underwhelming, mind

     

    One thing that I found weirdly pleasurable with this version is that, with no room entrance to start from, it favoured the more conventional approach that, on enemy collision, you would restart where you died but with momentary invincibility. A perverse mind such as mine could, for example, walk Willy straight through the flying saucer blocking the right-hand exist in Shuttle Bay and fall for an awkwardly long time, long past any actual game map. Actually you could do that trick at both ends of the ship; I seem to recall the left-hand side (wherever I was dropping from) would eventually see me crash down on an endless grey surface with a spurious foot resting on it

     

    I am pretty sure I've completed this game using a cracked version, and I THINK it might repeat the old "Oh $#!+ The Central Cavern!" trick, but I've forgotten

  6. I wonder at what point Software Projects changed their mind and commissioned the Stephen McMaster MM/JSW games for the Amiga? Also this led me to reading about Boing! on the C64, the rejected Chris Lancaster conversion of JSW that was passed onto Bubble Bus Software and reworked to avoid copyright. Seems like Software Projects had a lot of odd stuff happening behind the scenes

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