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Norman Sword

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  1. Thanks
    Norman Sword got a reaction from Spider for a file, 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.
  2. Thanks
    Norman Sword got a reaction from jetsetdanny for a file, 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.

    This means this version contains 40 caverns, starting with the original 20 caverns, then continuing on with another 20 caverns originally desisigned by Ligan. (of those 20 caverns, some have been redesigned by me)

    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.
    ----------------------------------------------------------------
     

     
     
  3. Like
    Norman Sword got a reaction from Spider for a file, 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.

    This means this version contains 40 caverns, starting with the original 20 caverns, then continuing on with another 20 caverns originally desisigned by Ligan. (of those 20 caverns, some have been redesigned by me)

    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.
    ----------------------------------------------------------------
     

     
     
  4. Thanks
    Norman Sword got a reaction from erix1 for a file, 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.
     
     
     
     
     
     
  5. Thanks
    Norman Sword got a reaction from jetsetdanny for a file, 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.
     
     
     
     
     
     
  6. Thanks
    Norman Sword got a reaction from jetsetdanny for a file, 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
  7. Thanks
    Norman Sword got a reaction from Spider for a file, 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
  8. Thanks
    Norman Sword got a reaction from MtM for a file, 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
  9. Thanks
    Norman Sword got a reaction from MtM for a file, 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.
     
     
     
     
     
     
  10. Thanks
    Norman Sword got a reaction from Spider for a file, 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.
     
     
     
     
     
     
  11. Thanks
    Norman Sword got a reaction from jetsetdanny for a file, 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.
  12. Like
    Norman Sword got a reaction from The Equalizer for a file, 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.
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