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Norman Sword

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  1. I have not written or looked at any code yet. When I turned my computor off last night, one of the images shown on my screen was the solar ray and its interaction with the screen sprites. That particular room has four horizontal sprites and 3 vertical sprites. The beam is seen deflecting off one of the horizontal sprites and zapping around the cavern. The change from JSW to MM involves adding and removing sprite actions and tile interactions. I actually just added the new changes and left intact the old events. The game JSW has ramps that are not used in MM, rather than stop their action in MM the code is still run, but has little impact since ramps are not present. The tile count is increased to allow for collapsing floors, switches and extra nasties. The sprites have extra types added being Kong, Eugene and Skylabs. The actions of the sprites is also increased to allow for variable speed, immunity from collision, flashing and switching off completely. The original game clock is left running in both JSW and also in MM. In MM an air supply is also added to display his remaining air. Trivial other changes take place such as a change in Willies definition. These changes do not affect JSW as the data is not present in the JSW rooms. In a similar way to the ramps from JSW in MM In the solar power room the solar ray is switched on by the routine that also checks for the toilet in jsw and Maria guarding the bedroom. Those type of events being switched on and off, by the actual room number. So what is changing in the solar power room? As I stated at the start of this explanation I have not written any code or looked at any data. (yet) The image of the deflecting beam was enough to actually allow me to process through what is changing. The beam is deflected by a red "beam shover." (< a new name for the sprite) That sprite, I remember from when I wrote the code, is slightly different to the other 3 "beam shovers" In that it does not run at full velocity. The velocity is controlled by the clock. The clock is not reset between caverns in JSW or in MM and runs all the time. This does introduce a variable into the room that is changing from room entry to room entry. Since the clock ticks with each and every game loop, the status of the "beam shovers" movement is affected by what value the clock is. Conclusion. The entry into the Solar Power room is with a game clock that is changing as the rooms/caverns are being played. That change dictates what status the sprite movement is for slow moving sprites. This also means that any other room with slow moving sprites will also be affected. (Endorin forest, Attack of the mutant.., ore refinary etc) The change is down to the exact time that the cavern is entered and will only set in action one of two possible room playing states. Nothing to do with the overall speed set for the game, but it is a function of the time on entering the room. I have made a note of this feature and it could be removed (if needed) by a few lines of code. Which I could release sometime perhaps in December 2022. ======================================= Since I now know what is setting up the change in playing state, I have little reason to write the code to freeze the game at the exact moment of beam deflection. I will see if any enthusiasm exists to write the code when I eventually look at the code in my editor/assembler. .
  2. When you posted the video's I went back to the code to see if it did interact with any other routine. Part explained else where, the speed routine is self contained, within the normal sound routine. Its only variable is the speed. That variable is only used to draw the speed bar and set the duration of the sound. (either on or off) speaker being driven back and forth or silence via not altering the speaker state. The only exception being the fastest posible state that just drops through without bothering to toggle the speaker at all. No other routine reacts to the speaker state and therefore the delay. Code wise it makes no change in the way a room or screen is updated (apart from the time between updates) Having said the above, I will look into what is happening. It should be possible to duplicate the beam as displayed at any speed (ignoring willy and his interaction with the beam). Not something I will do tonight, but I will write a routine to freeze the beam at the exact frame shown above, and see if the speed does have an impact. I will be suprised if it does. More likely a variable not being set to a fixed state. But until I confirm one way or another tomorrow, any real change is open to speculation.
  3. Speed. The routine that changes the speed, is self contained. It has no interaction with any other routine. This means that the game plays in exactly the same way, no matter what speed is selected. (apart from the obvious change in speed) The Attic Bug. The DATA and all the code listed in the skoolkit dissassembly of JSW, will if reconstructed give the original game. Which has all the known bugs (as released by Software Projects). The starting point for Manic Jet Set Willy, was the listing I generated called RAW6JSW.asm (stored somewher on this site) Which can be assembled and create's the original game (with the attic bug etc) I edited this file and forgot that it had not been corrected to remove those bugs. And as my editing progressed I started to experience strange errors and crash's. I assumed that those crash's were caused by the new code I was adding. Oblivious to the already installed bugs from the original code. So I experienced the attic bug directly in my new code, caused by the original data. Once I realised the problem, it was easy enough to remove, along with the associated problems - invisible objects, multiple objects, uncollectable objects and the consrvatory death collecting objects. So the attic bug was consigned to the bin a long time ago (in this version). It is the primary reason that demo room flick throughs are written into the versions I write. Demo room flick through. Matthew has told me he did not write a room editor for JSW. So it is probable that the cheat code or the start room being changed was the primary means of testing out a new room. Unfortunately that, in the case of the attic does not alert the user to the bug that room creates. It allows you to see the room and play it, it allows the room to be jumped out of, and into. In the evolution of the JSW manor by Matthew it was just another room, drawn tested and forgotten about as the room count increased. The idea of the demo room flick through is that it plays and activates all of the main sprites in the game, and keeps on activating them for as long as the game is run. It also checks so many aspects of the code, that it worth doing. Remember I was switching between two games and having a routine that kept on switching between the two games, showed up every change that I did when altering the graphics, ,sprite compaction, sprite order, sprite action etc. For those checks it was worth the effort of writing the routine. The version that was left behind, has had the sprite animation routines in the demo removed. And replaced with an alternating screen redraw from right to left then left to right. So no attic bug waiting to happen in Manic Jet Set Willy
  4. Re "the layout of the JSW caverns". A quick response. In one of the earlier posts I mentioned that I encountered the Attic Bug, the missing items and some other interesting features from the original game. I was using the original game data and that unfortunately for me, gave me the original bugs. (which when I encountered them, needed me to remove those bugs.) Apart from glaringingly obvious things that needed changing. I left as much code and data intact, as was possible. The code I focused on was the parts that just waste space through their design. e.g. the imposible triangle, attribute data, room layout data, sprite data, key data, rope data. Then when I needed to add extra routines onto JSW to allow the extra events in Manic MIner. (kong/eugene/skylab/collapsing floor) The code written tended to be much smaller than the originals. I left room layouts and even the interconnections between the rooms as laid out in the original data. Although I did change how the data was stored and used. Whilst I could change the room layouts, It was not what I was trying to do. I changed the layout data for the room that forced a death jump collecting the item. That change was trivial and would have been done by Matthew if it had been pointed out to him (before release of the game). I also changed the room layout for the banyan tree and also displayed or moved a few of the room collected items. Changing the basic game was not the plan. Easy to do, but it does start a path that can be travelled on for a very long time. Changing the room layout for:- Watchtower. --- Jump off the top Esmeralda --- jump off the top The elephant problem? --- jump off the top The restricted height climb ropes --- jump off the top Those kind of things were not the focus of my attention. Just squashing both games into 48k was all I wanted to do. Addendum: The rooms for JSW, now have the addition of collapsing floors, 2nd Nasty plus a switch. Plenty of extra tile graphics to redesign the top of the Elephant with a special case added into the code to handle the redesign. But where do changes stop?
  5. How deadly is the solar beam? The play through enters the solar power room with a score of 46,456,230 and after completing the room has a score of 40,256,330. This means the solar beam zapped £6.2 million (approx) monies from Willy. Game wise the player would have had a higher score, if theyhad sacrificed all of their lives in the previous room. Or even completed the last kong room and obtained the kong bonus for each of their lives. Of course those higher score's do not complete the game. So avoiding contact with the solar beam, is a room playing need for completion if a higer score with all lives intact is wanted.
  6. Primary objective was, can I compress Jet Set Willy enough to also fit Manic Miner into the same 48k. The short answer is YES. ===================================== Intrepid explorer, mega socialite Willy has had a party to celebrate his social standings and his retirement from work (Not that Willy ever had a recognised occupation) . The party as usual got out of hand. Maria is yet again refusing to lift a finger to tidy up. And as luck has it, the mess of bottles, glasses and various objects are scattered in pretty much the same places as of old. The only twist is that now simple economics are being exercised on his petty cash. Time takes cash to cover simple and everyday running costs. Oh and this quest needs the full Jet Set Willy, followed by Manic Miner as well - as simple as a walk in the park for WILLY intrepid explorer and socialite. The rewards are plenty. ===================================== Keyboard keys that are different from the standard game While the demo screens are being displayed- pressing any key from <YUIOP> will pause the display untill the key is released. On the title screen / demo screens or scrolling message. Pressing <ENTER> will start the full game ( Jet Set Willy + Manic Miner ). You start in the Willy Mansion. On the title screen whilst the music is playing pressing any key from <HJKL> will start the game, playing only the Manic Miner Screens (no end game if this short cut is taken) keyboard game keys <ENTER> will toggle the sound on and off. <H> will increase the music speed and game speed. <J> will decrease the music speed and game speed. <ASDFG> will display the high score and also pause Normal keyboard game keys <QETUO> move left <WRYIP> move right <ZXCVBNM><space> JUMP <ASDFG> pause - any other key to unpause Cheat code ===================================== Technical changes. Compaction of two games to fit into 48k Full Jet Set Willy Game with 60 screens Full Manic Miner game with 20 screens. Scrolling demo mode Variable game speed removal of raster sprite break up Runs at a Far higher speed. Manic Miner now has object sound collection Manic Miner has Solar Power sound on contact, and beam turning red The above is some of the noticable changes. The code has a great deal of un-noticable changes in program flow and logic. ===================================== I will delete all the other versions that have arisen up to this point Versions along the way:- v1.00 original download (deleted) V1.02 - downloaded 9 times (deleted) v1.03 - downloaded 11 times (deleted) v1.04 - downloaded 7 times (deleted) v1.05 - downloaded 19 times (listed below) (without loader picture) Mjsw v1_05 Without the loader picture is 32.08k Final Game file - No loading screen mjsw v1-05.tap Mjsw v1_05a (with picture) listed below is 38.88k Final Game file - with a loading screen (seen when slow tape loading) MJSW v1_05a.tap
  7. A huge congratulations. So it is completable... Yehhh. As I was increasing bonuses here and there I was starting to wonder if it would manage to overflow the score. Which is why the score field is so big. Kong / Skylab / Eugene were written from scratch.
  8. Cheat for Manic Jet Set Willy is. Same room as original and on the same lower floor. The code is time sensitive and pressure sensitive. It must all be typed in within 10 seconds. There must be No keyboard roll over. e.g. do not press any key for longer than needed. You must not pause. The cheat has a timing loop and changes in tempo will abort the input. The clock must be before 11:00 am and after 7:07am. No objects can be collected. There must not be a high score. The tune must be off. The speed must be set at full speed. You must wear a mask, and take all the necessary Covid precautions. Sterilise the keyboard before usage to stop program code bugs. Your socks must match, absence of socks or mismatch of socks will abort cheat. ;---------------------------- The cheat is "Hero Joker Kilt" - it can be typed out as I have listed it here. The only restriction when typing the spaces, is Willy must be on the floor when each letter is typed. In short form do not type the spaces and just type away "HeroJokerKilt". cheat as usual is 9+ <123456> A copyright symbol will be on the screen at the next room change. Illegal rooms such as room 61/62/63 will be ignored the old "[" room will also be ignored. Not a spectacular or updated cheat - Squashing it into the game was the objective No cheat in Manic Miner No cheat available in auto game play modes. (final toilet dash etc) Hopefully another game I can forget about soon.
  9. V1.05 Mistake wise just two bytes difference from V1.04 (order swapped) However the attic bug was just one bit. Obsolete and deleted - Downloaded 19 times
  10. No idea if YET another version is wanted. Just to change the order of those two opcodes.
  11. Watching the game being played, as opposed to actually playing the game oneself. It is apparent, it plays very fast. So very sorry for the code order mistake. The route taken was checking out the attic bug. And as luck has it, you did not find it. But as circumstances played out, It had migrated to the final barrier.
  12. Duhh - What happened to the final barrier cavern ???????? Can someone post it to me. I will take it as a Christmas present... In answer to myself --- the code is ld hl,current_room inc (hl) ld a,(hl) cp 63+20 ;- the final barrier is completed jp nz,enter_new_room it should be ld hl,current_room ld a,(hl) inc (hl) cp 63+20 ;- the final barrier is completed jp nz,enter_new_room which means at some stage I rearranged some of the code.
  13. Now featuring a guest appearance by Maria. Thankfully the day is nearly upon us..... Then I can forget about this, for a whole year card2.tap
  14. The ADDENDUM ON MY LAST POST If you're in trouble he will save the day. He's brave and he's fearless, come what may. Without him the mission would go astray. He's Willy ,Willy Willeeeeeeee!
  15. No wants as regards Christmas things. The item I would like would be a threadripper PC, but the cost makes that purchase up to me. (and I have no real need for it) The card.TAP I listed annoyed me, so a slight improvement. Which is just an increase in the amount of Willies. It needs me to redraw the pic Addendum: If you're in trouble he will save the day. He's brave and he's fearless, come what may. Without him the mission would go astray. He's Willy ,Willy Willeeeeeeee! card1.tap
  16. Mine was rushed... I was not planning on doing this.. Yours Manic Miner Mine JSW. card.tap
  17. I will publish the cheat code on the 25TH DECMEBER. The cheat code is similar to JSW's cheat code. (in style) it is however a different length and encrypted in a different format. Plus the code is not JSW code but my own.
  18. I am waiting for a film to start. meanwhile a technical blurb post Technical challenges. Here I will list the steps taken just for compressing the room tile graphic data. in JSW I wrote a program that drew each room. From the drawn room the program counted each usage of a graphic. For every tile that was not used, its graphic data is set to all 0's. The tiles colour however needs to be kept as it could easily be a multi defined graphic. e.g. a floor with the same colour as a stair. < this makes a floor act as a stair> Before checking any graphics we start a unique graphic list, with no graphics in it. Next the defined graphics in a cavern/room are checked against all presently defined graphics. If the graphic is found to be unique then the graphic data is stored and the unique list in enlarged by one with this graphic being allocated the new stored graphics number. Otherwise the graphic must be already contained in the list, and its graphic number can be taken from the match. Doing this check, each graphic is allocated a graphic number. This number is where in the list the graphic is defined. By going through the listed definitions for each type of tile we keep adding new graphics to the list or skipping if a match, but we also end up with two numbers for each type of graphic. The first number if the tiles defined colour, and the second is the graphic index number. By going through all 64 rooms the list of unique graphics is dropped from the original 64*7=448 (back/floor/wall/nasty/ramp/conv/item) to around 250 different graphics. A major saving in memory. As stated above, when the data for the each room is stored, it generates a list of descriptors for each of the tiles (back/floor/wall/nasty/ramp/conv/item) And for each tile a pair of bytes is used. The first being the colour of the tile and the second being the graphic index. (to the unique graphics) the data looks something like this the first byte is the colour, the second byte is the index to the definition . db #00,#00 ; colour+BackG db #41,#01 ; colour+Floor db #0E,#25 ; colour+Wall db #46,#00 ; colour+nasty1 db #00,#00 ; colour+ramp db #42,#0E ; colour+conv To further compress the list a colour over ride is defined as -1 (#ff), this is allocated when a pair of data bytes needs a unique colour and a null definition index. This allows the defined data pairs to be trimmed as needed from two bytes down to 1. so the above can be written as db #00,#00 ; colour+BackG db #41,#01 ; colour+Floor db #0E,#25 ; colour+Wall db #46,#00 ; colour+nasty1 ; tile not used but colour is needed db #ff ;--- colour+ramp ; tile not used and no colour needed - generate the colour automatically db #42,#0E ; colour+conv In Manic Miner, it compresses in a similar manner, but this time it has to allocate data for (back/wall/floor/collapse/nasty1/nast2/switch/conv/item) As can be seen the size of the variable list (tiles defined) from Manic Miner is not the same as Jet Set Willy. The extra tiles and differing tile usage, causes a problem with what is defined and where. The game uses specific places to place each of the specific tiles data. To overcome the differences the tile list is expanded to allow for both sets of definitions. The extended list is (back/wall/floor/collapse/nasty1/nasty2/switch/ramp/conv/item) The problem with the expanded tile list is simply it is too big to be stored for every room. So to allow for the differing usages of the tile list a control list is used to indicate which tiles need to be populated and which tiles can be skipped. Probably easier if I list them in this manner (0=back/1=wall/2=floor/3=collapse/4=nasty1/5=nast2/6=switch/7=ramp/8=conv/9=item) so that the control list for JSW is (0=back/1=wall/2=floor/3=________/4=nasty1/5=_____ /6=______/7=ramp/8=conv/9=item) and for Manic Miner is (0=back/1=wall/2=floor/3=collapse/4=nasty1/5=nast2/6=switch/7=____/8=conv/9=item) The next problem is the multi code usage. Each tile needs to have a unique value, so unused tiles, can not match with the defined values in the version played. So colour descriptors are generated as expansion takes place, these values are placed over the unused data. the values all being different to stop colour matches with the tiles defined. so whilst playing JSW it checks for both types of NASTY even though in the original version there is only 1 nasty. It also checks to see if Willy is walking on a collapsing floor, even when none are defined for JSW. The reason it checks and does not have code to bypass the unneeded checks, is simply because adding those extra checks, is just as slow as doing the unneeded tile checks. And the version v 1.04 Obsolete version v 104 deleted - downloaded 7 times
  19. I did update some of the graphics and displays. With no change in the gameplay as such. The update was held back and would/will not be published if a playthrough had appeared or is pending. The up dates are trivial screen and logic changes. Added a Norman Sword onto the title page. . The playing screen now removes all the air bar when all the air is depleted in Manic Miner The playing screen displays the music speed slightly different. I was not happy with the old display. The playing speeds are also shifted towards the faster game speeds. Cheat mode - yes there is one. Will only play JSW screens. Can not be used in MM screens. Will not allow access to the undefined rooms. Is deactivated on game completion. (e.g. the auto play modes) Displays a screen activated marker. Runs and plays in 48k not in 48Megabytes.
  20. Thanks for playtesting the game through to this point. I play through dozens of caverns/rooms for each change I make. After a bit I loose interest. I write logic code, the playing part is nowhere near as ineteresting to do, as the code is to write. Getting very close to not doing any more on this game (namely- Manic Miner / Jet set Will/ Manic Panic /Manic Jet set willy and all the other versions I have written). The time it takes is excessive, and I can not see any challenge that I am prepared to do or want to do at this moment. The modern trend is just get a faster processor, and a bigger amount of memory. To write a note for the milkman, instead of it being a few bytes printed out, is now a few megabytes of data, printed in a fancy script and then printed out. It still says "NO MILK TODAY"
  21. Amoebatrons' revenge: The data for the conveyor in the original Manic Miner. As defined in the Skoolkit disassembly. (BELOW) The next four bytes are copied to 806F and specify the direction, location and length of the (unused) conveyor. #F66F DEFB #01 Direction (right) #F670 DEFW #7827 Location in the screen buffer at 7000: (9,7) #F672 DEFB #03 Length My extraction code picked up the data and generated the necessary compacted data. Which due to code change was created as an active conveyor. The created data has now been deleted to remove the conveyor. -------------------------------- currency changed to British Pound -------------------------------- I have updated the animation in the game completed screen. Something that has not been seen so far. -------------------------------- - the sprite of the white horizontal guardian in "The Bank". The limit of the bouncing check is the vertical sprites either side. No change. - the range of the movement of the guardian at the ground level of "Attack of the Mutant Telephones" (much shorter than in the original); changed: was 15 to 19, should have been 5 to 19 also slowed down the middle green horizontal sprite Duplicating the original sprite movement is more along the lines of ensuring it is completable. In the Manic Miner part, I can/could use any combination of sprites in any cavern. Even take the available JSW sprites. Similarly I could use the Manic Miner sprites in the JSW part of the game if I wanted to. ----------------------- I will watch the run through - Might increase the bonus for Kong's demise. I have increased the bonus for dropping Kong from his perch ---------------------- Changed the portal flash. This involves simply putting it back to the original routine I wrote. It was shortened to make the delay between rooms shorter. ---------------------- I would suggest considering fixing "Conservatory Roof" so that all items there can be collected without loss of life. It would be nice to be able to complete the game without losing a single life. I will see how difficult that is... All the data is compressed, would need to go back as far as the original data and change that, then assemble. Copy move directories - run another program, load my extraction code, run that, extract the data, go through the data and extract the compacted data for that room. Mmmmm.. After a few rounds of doing the above sequence, then playing the game through to the conservatory and not seeing what I wanted. I realised I needed to also change the original objects data as well. Moving the nasties and leaving the objects from the original data on top of the moved nasties. Caused the extraction routine to delete the unseen nasties. The object placement and the nasties are now different. ------------------------------ The speed. The music routine (in game music) plays the notes for a longer time than the original, which already slows the game down. I will see how much memory is available at present to add yet more code. Change is keyboard key usage and options. The keyboard group <HJKL> and <enter> used to toggle music on and off. This has been changed to using just the keyboard <enter> key. The keyboard keys <H> and <J> now have a different purpose. Change in how the music is played. To facilitate changing the speed, the music routine can not be turned off. What the music on/off via just the <enter> key does. Is to enable or disable the toggling of the speaker diaphragm. When the toggling is enabled the speaker diaphragm moves back and forth and you hear sound. When the toggling is disabled the speaker diaphragm is left in one state, and no sound is produced. This means the game is played at a steady state. There being no change in speed between music on and music off. The dancing Willies will indicate as usual the status of the music routine. As mentioned above the music is toggled on/off solely by the <enter> key. The reason is that the keyboard keys <H> and <J> will alter the length of the music notes, and by extension to doing that, alter the speed of the game. The keyboard key <H> will move the visual indicator bar left. Making the notes shorter and visual bar shorter. The keyboard key <J> will move the visual indicator bar right. Making the notes longer and the visual bar longer. If music is playing it should be obvious what is happening to the length of the music notes. As the notes get longer and longer the game will get slower and slower. Conversely as the notes get shorter and shorter the game will speed up. It will go from long notes to short note clicks. The screen will show a music speed bar above the time, the longer the bar, the longer the notes being played. ----------------------------- caterpillar logic and movement. Unlike all the sprites in JSW and Manic Miner the movement of the caterpillar is not linear. It moves in a sinusoidal path. I did at one stage expand the logic to do very slow sinusoidal movement, and concluded ---- No one will actually notice, so reduced the data. ;----------------------------- Down to just a couple of bytes of free memory. ---------------------------- Obsolete version v1.03 deleted - Downloaded 9 times
  22. A mad couple of hours, changing the sequence of a lot of data, and adding more routines. The code I wrote was just added without much stream lining, so I hope it works. The visible changes and keyboard key change. The option of playing Manic Miner has been moved from the keyboard "M" key to the keyboard group "HJKL" - the reason for the key change was to stop the initial jump on entering the Central Cavern, when playing the shorter version. There is a change in animation at the completion of JSW, and also a bonus is also given on completion of JSW part of the game. The pause sequence now will display the current Highest score. Going back to the game will delete the highest score from the screen. The reason it is deleted, is because it over complicates the screen visuals. If you MUST see the highest score, then press one of the pause keys. The boot sequence will also display the highest score. The changes in the start position for Manic Miner - should make it more like the original Manic Miner. However I did re-write the Solar beam/eugene/skylabs and the Kong routines, so they could be slightly different. There might also be a difference in the JSW sprite routines and the equivalent Manic Miner sprite routines for movement. The game now has only JSW style movement routines. The Solar beam on contact will zap air and also takes money from your cash. The rewards for the full game completion are in the $MILLIONS. This version v1.02 was down loaded 9 times deleted as obsolete
  23. The data in the Manic Miner disassemblies (skoolkit) doesn't layout the data in an easy to extract way. Remember I was extracting the data, changing it into a format that JSW could use. So yesterday I re assessed the data by going through the disassembled source code to extract more information. The part I looked at, concerned the start state of sprites in the Manic Miner data. That has allowed me to re-format the data I had and add more information. That information has now been incorperated into MJSW's sorce code's file, and updates the paths of the sprites in the Manic Miner part of the game. No idea if that is wanted or not. If the update is wanted, then I can also add a slight change in the game ending. Might also change the key that allows the MM screens to be played. That is change the "M" to a key in the group "HJKL" - the reason being - it will stop the initial jump. Since I have recompacted some data, I now have extra memory to extend the "game over" or add graphics......
  24. Manic Jet Set Willy. Here the reality of owning his huge mansion has started to eat into Willies ready cash. Maria has asked for a rise and refuses to do extra work after one of the biggest parties that willy has had. So Willy is tasked (again) with clearing up the mess. It looks exactly like it did after another party he gave. Bottles and items left in exactly the same place. Even the items that had to be located by others, because they seemed to be invisible are back again. The clear up needs to be done again, with the overheads of his mansion slowly eating into his ready cash. As luck has it finding an item brings its own reward. When the tidy up has been completed and Willy has made his usual bee line to the toilet, the world begins to spin.... Flashing giant caterpillars... Back in the world that made him all his monies. He now has the opportunity to build up his cash so he can retire, and give Maria a rise. Meanwhile the mansion he owns is still draining his monies, but at least the rewards for picking up items are now greatly increased. Even knocking Kong off his perch is worth the effort. The biggest danger is having any kind of accident. Willy is getting on, and the cost of hospitalisation is not as cheap as it used to be. You need to keep the ready cash above zero. A failure will end the game... Don't forget to take your bucket and spade, and visit the beach, for the sand which is there. ------------------------------------------------------ This was written to show it could be done. I can not see many people managing to complete this version. Change of version to v 1.01 - The change is so that you can play either half of MJSW Press enter to play MJSW. (80 rooms/caverns) Press"M" while the title music is playing and it will allow the Manic Miner rooms to be played (20 caverns). Because of the shortcut (cutting out the 60 JSW rooms) the game is not completed when the 20 Manic Miner caverns are finished. To finish you need to play the FULL 80 rooms/caverns. This version v1-01 was downloaded seven times. A more current version is listed in a later post.
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