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Norman Sword

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Files posted by Norman Sword

  1. Manic Jet Set Willy V3

    The last version I do of the combined Jet set Willy and Manic Miner. Time wise I only spent a few weeks on the main code. Overall I just kept on changing the file and adding bits and pieces to the game. No overall attempt at changing the original game play. 

    This file runs on a standard 48k spectrum and could have been released at the same time as the originals were released.


     
    Keys on title screen -
    <1>                                  =change playing mode ,
    <enter>                           = start game

    game keys -
    <enter>                          =  toggle music on/off,
    <H>                                =  faster game play, shorter music notes
    <J>                                 =  slower game play, longer music notes
    <ASDFG>                       =  pause, - display the high score
    <QETUO>                       =  Move left,
    <WRYIP>                        =  move right,
    <ZXCVBNM>+<space> =  jump.

    objective collect the flashing keys, and accumulate monies

    Difference from normal JSW and MM - A heavy fall or touching sprites or baddies will cost monies from Willies ready cash.
    The solar beam will cost a lot of monies on contact with Willy.
    Dropping Kong gains a lot of monies.

    But do keep an eye on your ready cash - when it has all gone - it is game over. 
     
    This game is the compaction of Jet Set Willy and Manic Miner both originally 48k games. The compaction of the games allows for both to run (modified) in 48k.
     
     
     
     
     
     

    1,059 downloads

    Updated

  2. Manic 40 Miner

    Manic 40 Miner

    This file is posted elsewhere --- 

    Moved here because I found it very difficult to find --- 



    After I stopped developing the JSW128  VK VL VM   engine. I spent a week writing a version of Manic Miner called  Manic 40 Miner.
    This does not contain any new rooms. They are the original and Ligans rooms.

    NOTE this runs in 48k the same as the original.

    This has a built in part game editor ---- Not enough space to add more scope, when the room/cavern count has been doubled.
    ----------------------------------------------------------------
     

     
     

    151 downloads

    Submitted

  3. Manic Miner with automatic play

    An extension for the automatic play version. In this version the game can be played in mono or as a block and block mono. 
    Created around may 2021:

    To access the extended modes press "K" on the title screen. The keys in the option screen are all clearly shown.
    V=version - either bug byte or software Projects graphics and logic
    Z or X = change selected cavern
    L = play this cavern automatically
    H = play this cavern by scripted human play (still automatic)
    Enter = play as normal
    J = change the extended modes




    In the mono screens the colours can be changed by pressing 1 to change the background (paper), and pressing 2 to change the foreground(ink). The code will stop the ink and paper being the same.

    All the normal game keys

    179 downloads

    Updated

  4. Manic Panic

    Manic Panic.
    Plays on ZX Spectrum and similar hardware.  Runs and plays in48K
    This game could have been written when the originals of Manic Miner, Jet Set Willy and Jet set Willy 2 was written. It does not need the memory or hardware of the expanded versions of the ZX spectrum.
     
    very very brief note:-
      
       
    The original plan was to create a full sized playing screen game. An upgrade on the 2/3 screen playing area of MM and JSW. 
    I decided to continue the story of Miner Willy.
    Willy Started out exploring in Manic Miner, and hit the jackpot. He then splashed out his monies on a new mansion which was explored in Jet set Willy 1/2 and 2+. 
    In the present day his memory of the past is playing tricks on his mind. Did he switch any of the robots off in Manic Miner?
    In Manic Panic I leave you to find out. What he does next
     
     
    Whilst the basic code was easy enough to write, I did encounter problems with breakup on one part of the screen. This problem nearly caused me to to cease writing and scrap the idea. I persevered and after two weeks I had most of the basic code.
    The game has multiple playing modes 0) Trainer, 1) Normal, 2) Expert, 3) Ace , 4) Lantern, 5) Torch. Each mode differs from the others modes in a specific way.
    Outline, based on how I remember the code.
    Modes
    0) Trainer -- Full oxygen ---- Slow oxygen depletion ------ Oxygen depletes on contact - (-2) sprites - No final Bonus - No end game
    1) Normal --- Metered oxygen - Normal oxygen depletion ---- Oxygen depletes on contact - (-1) sprite -- Final Bonus ---- End game ----- enables ace mode
    2) Expert --- Metered oxygen - Faster oxygen depletion ---- No contact allowed (death) - all sprites -- Final Bonus ---- End game ----- enables ace mode
    3) Ace ------ Metered oxygen - Very fast oxygen depletion - No contact allowed (death) - all sprites -- Final Bonus ---- End game ----- playable only if another mode was completed.
    Extended modes - added as a novelty
    4) Lantern -- Metered oxygen - Normal oxygen depletion ---- Oxygen depletes on contact - (-1) sprite -- Final Bonus ---- End game ----- enables ace mode
    5) Torch ---- Metered oxygen - Faster oxygen depletion ---- No contact allowed (death) - all sprites -- Final Bonus ---- End game ----- enables ace mode -- oxygen depletion stops if static.
    The extended modes adds a lot of code. And are based on the idea that the caverns are dark and are illuminated by Willy in two ways.
    In lantern mode the cavern is completely Blued out. Willy can use the light that is attached to his helmet and illuminate the cavern. The light will point in the direction of Willies travels. If Willy is walking Right the the beam of light from Willies helmet will also shine to the right. Conversely for the left. When Willy is static and is not moving horizontally Willy can rotate the beam of light in either direction. The keys for rotating the beam of light are the keys "H","J","K","L" - with "H" and "K" rotating in one direction and "J","L" rotating in the other direction. The rotation keys have inbuilt delays (similar to keyboard delays). The items are set to still colour cycle or animate in the blued out room , so their positions are always visible. The portal is also still visible.
    The above (lantern) was extended into another version. The Torch version. Here the room is blacked out, which makes the surrounding platforms disappear. In order to facilitate playing in such a room, and not make it pure guesswork or committed to memory in order to play. A small area around willy is Blued out, this area shows the platform willy is standing on. The steady depletion of oxygen is stopped, whenever Willy is static (stopped) and the rotation of the torch beam can be undertaken to illuminate other parts of the screen. To further facilitate travelling around the screen, all items/objects/keys collected will briefly flash and illuminate the room when they are collected.  
    I have played every cavern in Lantern and in torch mode, whilst it can add a layer of difficulty to each cavern. The fact I have completed them shows me they can be completed. The screens have not been memorised by me and since they are all relatively new, I play them with only a limited memory of how to play them each time I see them.

    Changes from MM/JSW 
    This list just touches on some aspects of code change.
    I rewrote everything- some with better design than others.
    Full screen playing area - an increase of nearly 50% Willy now has a sprite mask. All sprites can move in any direction. Room events are changed to sprite events. E.g. Kong is a sprite and not a cavern that has Kong in it. Sprite events can be mixed. e.g. Kong- Skylab - light beams etc can all exist in any cavern. Sprite events specify their own graphics. e.g. you can have differing graphics on the Skylab graphic event in the same room. Sprites can cross other sprites - without killing Willy. Sprites can cross graphics in the background without killing Willy. every sprite can define its own graphic. Sprites can be 16, 8 or 4 pixels high. Addition of worm collision sprites. Addition of time phased dropping sprites. Addition of animated items/keys. Colour cycling on items/keys cycles correctly in 7 cycles and does not repeat in cycles of eight with duplicate colours. Keys/items can animate in  1 phase, 2 phase, 4 phases. Cavern graphics allow up to 16 differing graphics per room. Cavern graphics incorporate a new style of tile - being an invisible/ignore tile. Graphics such as the nasty graphics are during game cycle allowed to act as nasties and also be ignored. -- reason for ignore tiles -- In JSW/MM - Willy can stand on any tile -- These tiles need to be ignored due to being able to survive nasty contact. Graphics do not suffer the duplication of colours bug that plague the differing versions of JSW and MM. Possible to have two differing tiles and one colour. Multiple on screen Conveyors can be animated in different places.  Conveyors can have both left and right conveyors in the same cavern. Special code added to allow Willy to straddle two conveyors and not lock the movement keys out. Air bar is depleted in a progressive manor. Depletion when full is slow. When nearly empty depletion is fast. Rate of depletion is based on the height of the oxygen. The change in speed of depletion is constantly changing. Air bar depletion is also changed by the game level played. Easy levels use a slower rate of depletion compared to the harder levels of play. Dual title music playing routine  Music routine play pitch corrected notes. Music routine illuminates correct keyboard keys. Music routine allows music tempo change. Music routine allows notes of differing length Music routine allows rests. Music routine can play notes from 5 octaves Multiple game playing modes 0) Trainer, 1) Normal, 2) Expert, 3) Ace , 4) Lantern, 5) Torch. Each mode differs from the others modes in a specific way.

    Behind the scenes a lot of added code is taking care of several aspects of space management. Since this is just a short note those aspects and the details of the changes will not be added here.

    754 downloads

    Updated

  5. JSW128vM

    The logical sequence from JSW128VK and JSW128VL. The game changes are very few. This final version written very soon after jsw128VK, and has been sitting on my hard drive, for six months - awaiting further changes. Since I have decided to do other things, it has become obvious to me that this will not be updated in any way.
     

    short Condensed notes on game.
     
    128 rooms
    Runs in 48k
    Can play In long notes for game music and not clicks
    triple speed
    multiple game options
    Game options menu
    16 game characters to use
    ability to use portals
    ability to change start rooms
    extensive inbuilt cheat
     

    Cheat is activated by typing "IWroteQuip" or as spoken ( I Wrote Quip ) - without the spaces

    87 downloads

    Updated

  6. Manic Miner By S.P. And Bug Byte

    When Matthew wrote manic Miner he released the game originally with Bug Byte. When he re-released the game with Software projects some small changes were made to the graphics.
     
    This version is not a new version of the game and its main novelty is the ability to swap between the versions of the game.
     
    Whilst I made minimal change to the games playing style or data I changed some of the ways that the game plays.
    This is not a simple edit of the game it is a rewrite but leaves the basic data intact.
     
    I have added :-
    item collection sounds.
    sound effects for being hit by the solar ray
    sprite collision sound effects
    heavy landing sound effects.
    death collision graphic and sound effect
    an extensive cheat.
    an explanation to why you have died
    an animation of the high score being added
    a redraw of the title screen (fixing the keyboard graphics)
    a title screen animation of a spectrum analyser
    a credits screen
    a title screen animation showing the version about to be played (Bug Byte graphic or S.P. graphic)
    a sprite mask on the main character
    a redesign on how the screens update (to stop sprite glitching)
    the list of changes is extensive (Some listed above) the overall feel will still be that you are playing the original Manic Miner.
     
    This file is listed elsewhere on this site, Having been asked by several people where this file is listed, I realise it needs to be placed in the Manic Miner Download section so it can be found easier.

    67 downloads

    Updated

  7. Raw6jsw.zip

    This is just an assembly listing of Jet Set Willy, which is not the same as a disassembly.
     
    Since this uses the skoolkit disassembly as its basis, It has been placed here so it is not viewable to none members.
     

    The change from a disassembly makes the code a lot easier to understand and also a lot easier to edit.

    19 downloads

    Submitted

  8. JSW 128 VL5

    JSW 128 VL5
     
    This was written just after JSW 128 VK3.
     
    It is an extension of the game, which I pushed towards the feel of Manic Miner
    In this version changed over a period of two weeks, I took the idea of game save status and changed the way JET SET WILLY plays. If you can play JET SET WILLY then this version might actually be a hindrance to you.
    For the lesser player it adds the ability to keep on trying a sequence of the game until they master it.
    The only constraint to finishing is the time limit. There are no lives to be decimated, you are totally free to roam, and free to try any action.
    The catch is simply that for every instance that you would normally die and loose a life you transported back to the last portal that you visited. Infinite lives and lots of time, sounds easy to finish?
    The double catch is that every time you die the game re-installs all the objects collected since the last portal, it also resets the ammo.
    This makes collecting objects different from when you play with infinite lives, a death jump or leap to collect an object, will not collect the object but will transport you back to the last portal, which might be some distance away. You have to perfect all the paths that collect objects and manage to get to a portal and save them.
    It also changes the way willy re-appears back in a room after death. In this version that simply does not happen, he is moved back to the last portal.
     
    f you don't visit the portals then a death could take you back many many rooms and many, many objects collected. Those portals are the most important place to visit.
    If the game was easy in the standard format, then this version will not have any change in how you play, its design is for the casual player to permit wandering without real consequence.
    One technical change from JSW128 VK3 was that is Willy does not change colour when immune. This was changed to the room name changes colour when immune instead. This small change was to enable willy to jump on ropes when immune.
    It has an inbuilt cheat mode, which uses a different cheat code from all other versions.
     
    ---------------------------------------------------------------------------------------------------------------------------------
     
    In this demo version I have pushed previous attempts at upping the games speed into oblivion.
     
    The Title of the file is JSW VL5 demo.tap. Which has a lot more graphics than JSW 128 VL5.tap
     
     
     
    It does however display the fact it is a demo version.

    103 downloads

    Updated

  9. JSW 128 VK3.Tap

    Altered Reality.
     

    The basic Core of this game is Matthew Smiths original code.
    Which although edited still runs in the original 48K

     
    Due to extensive compression and rewrites of the original code this version.
     
    Runs at double the original speed
    Runs with up to 16 sprites per room
    Runs with up to 32 arrows per room
    Has diagonal sprites
    Has mid sprite bounce
    Has homing sprites
    Has 128 rooms
    and .....
     
    I will leave the user/player to work out what has changed.
     
    Uses "G" key- "H" key- and the "K" and "L" key
     
    ---------------------------------------------
    Technical addendum :- files needed to construct the game
     
    NOT INCLUDED.
     
    These files are used to generate the game file
     
    main files:-
    mnjsw9.asm 15,264 lines in 423,867 bytes
    manic_edit_copy.asm 342 lines in 10,576 bytes
    fixed_page.asm 1,249 lines in 48,929 bytes
    merged.asm 40 lines in 2,096 bytes
     
    included data files when assembling
    x0 1132 lines in 39k ; big data statements
    x1 286 lines in 20k
    x2 509 lines in 22k
    x3 1103 lines in 41k
     
    included binary files when assembling
    edited-edit_3 6.75k
     
    control.txt
    650 lines in 20k
    game files
    jsw0.tap 30.9k
    jsw1.tap 30.9k
     
    the files control.txt jsw0.tap and jsw1.tap are processed by saveab1.bas
     
    this is 1651 lines of qbasic in 48.07k
     
    The process's includes- read room layout, compress data -output room layout data
    read sprite data and read control file, change sprite data compress and output
    reconfigure the key data and output
    read the room data, discard unwanted data compress and output
    in essence the basic file is taking the two games and merging into a set of output files, needed to assemble
     
    A sprite editor and a room editor, along with an assortment of checking data files
    .
    All in, around 790k of associated files and data for version "K".
     
    Which is why old versions are discarded when I update the logic
     
    I am currently on version "L" - which is a big change in game play

    158 downloads

    Updated

  10. JSW jagged finger effect (demo)

    In both Manic Miner and Jet Set Willy the screen is copied by a simple LDIR. This simple copy does also have one simple flaw. The look of this flaw can best be described by a jagged finger look. When a sprite is moving the LDIR screen update of the sprite is sometimes overtaken by the physical raster update. This is what causes the break up flicker of Willy as he moves around the screen. The breakup is dependent on the movement of the sprite and thus what part is being updated. E.g. the breakup is dependent on the difference between the old and new position of a sprite as the screen is updated. If Willy is static then no breakup will occur. The most noticeable breakup will occur when willy move diagonally up or down stairs.
     
    The screen is physically updated from top to bottom, one raster line after the other. The LDIR instruction just copies one block of ram from one place to another and this copy does not follow the raster layout of the screen.
     
    I have modified an original version of Jet Set Willy to have two distinct copy routines. These two copy routines alternate between a simple LDIR and a proper raster screen copy.
     
    In this demo version (which will have problems with the end game due to the nature of the modification) the screen will alternate between the two differing methods of screen update
     
    1) when the time ends in an odd number the screen will update with LDIR.
     
    2) when the time is even the screen will update using a simple raster copy routine.
     
    This demo is not stable and I do not know how long it will work till problems occur. Its purpose is to demonstrate a problem.

    15 downloads

    Submitted

  11. JSW+ Ve22 rv1

    The last update of JSW2+. This version was written to correct escaping the "Off licence" in the final game sequence.

    310 downloads

    Submitted

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