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geoff got a reaction from Sendy The Endless in [File] Jet Set Willy: Role Reversal
It's bright, colourful, and a lot of fun!
As to the criticism sendy mentions, I'm sure you could contrive several equally fatuous criticisms of the original, where Willy betrays his working-class origins and joins the ruling class/the ide rich, or whatever.
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geoff got a reaction from jetsetdanny in [File] Jet Set Willy: Role Reversal
It's bright, colourful, and a lot of fun!
As to the criticism sendy mentions, I'm sure you could contrive several equally fatuous criticisms of the original, where Willy betrays his working-class origins and joins the ruling class/the ide rich, or whatever.
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geoff got a reaction from Spider in [File] Jet Set Willy: Role Reversal
It's bright, colourful, and a lot of fun!
As to the criticism sendy mentions, I'm sure you could contrive several equally fatuous criticisms of the original, where Willy betrays his working-class origins and joins the ruling class/the ide rich, or whatever.
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geoff got a reaction from Sendy The Endless in Hello, new here but not new to JSW/MM
I'll also support this idea, with the caveat that time and other factors might prevent me from contributing much if at all, and the counterbalancing permission for anyone to hack the Pyramid and work the patch vectors out for themselves 😀 It would probably be mroe fun.
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geoff got a reaction from IRF in Hello, new here but not new to JSW/MM
I'll also support this idea, with the caveat that time and other factors might prevent me from contributing much if at all, and the counterbalancing permission for anyone to hack the Pyramid and work the patch vectors out for themselves 😀 It would probably be mroe fun.
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geoff got a reaction from jetsetdanny in Willy does the Great Doughnut
That looks like a hyperbolic plane, which is very definitely non-Euclidean. The JSW equivalent would have, for example, room 2 to the right of room 1, room 3 below room 1, room 5 below room 2, and room 4 between rooms 3 and 4, so that the lower level is one room wider than the upper one. There's something like this in the original JSW.
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geoff got a reaction from Sendy The Endless in Willy does the Great Doughnut
That looks like a hyperbolic plane, which is very definitely non-Euclidean. The JSW equivalent would have, for example, room 2 to the right of room 1, room 3 below room 1, room 5 below room 2, and room 4 between rooms 3 and 4, so that the lower level is one room wider than the upper one. There's something like this in the original JSW.
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geoff got a reaction from Spider in Willy does the Great Doughnut
That looks like a hyperbolic plane, which is very definitely non-Euclidean. The JSW equivalent would have, for example, room 2 to the right of room 1, room 3 below room 1, room 5 below room 2, and room 4 between rooms 3 and 4, so that the lower level is one room wider than the upper one. There's something like this in the original JSW.
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geoff got a reaction from Sendy The Endless in Willy does the Great Doughnut
This might be an interesting challenge: make a viable JSW game in which the rooms form a rectangular grid which wraps around at the top and bottom, and at left and right, i.e. on the surface of a torus. It should be possible to move freely from any room to all of its neighbours.
For bonus points, try a game on the surface of the Software Projects logo.
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geoff got a reaction from MtM in Please suggest a JSW editor.
Editors? Real JSW designers enter the codes directy in binary!
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geoff got a reaction from jetsetdanny in Please suggest a JSW editor.
Editors? Real JSW designers enter the codes directy in binary!
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geoff got a reaction from Spider in Please suggest a JSW editor.
Editors? Real JSW designers enter the codes directy in binary!
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geoff got a reaction from jetsetdanny in Chart Positions 1985
<deity>, that brings back memories. Transylvanian Tower: verily, a mantlepiece of computer gaming. Is a JSW crossover imminent?
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geoff got a reaction from Spider in Chart Positions 1985
<deity>, that brings back memories. Transylvanian Tower: verily, a mantlepiece of computer gaming. Is a JSW crossover imminent?
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geoff got a reaction from jetsetdanny in Willy does the Great Doughnut
Consider it endorsed by default!
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geoff got a reaction from jetsetdanny in Neural network generated Jet Set Willy room images
Somebody really ought to gather all these images together and make them into accurate-but-special maps.
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geoff got a reaction from SymbolShift in Neural network generated Jet Set Willy room images
Somebody really ought to gather all these images together and make them into accurate-but-special maps.
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geoff got a reaction from Spider in Neural network generated Jet Set Willy room images
Somebody really ought to gather all these images together and make them into accurate-but-special maps.
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geoff got a reaction from jetsetdanny in The big fall
One of my games does this, courtesy of a joke at the expense of my brother's then seemingly limitless appetite and a misremembered sketch from "The Young Ones". It's only three rooms though.
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geoff got a reaction from IRF in The big fall
One of my games does this, courtesy of a joke at the expense of my brother's then seemingly limitless appetite and a misremembered sketch from "The Young Ones". It's only three rooms though.
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geoff got a reaction from Spider in The big fall
One of my games does this, courtesy of a joke at the expense of my brother's then seemingly limitless appetite and a misremembered sketch from "The Young Ones". It's only three rooms though.
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geoff got a reaction from jetsetdanny in Willy does the Great Doughnut
@spider: it's a bit mathematical. If you imagine a chessboard, then roll it up one way so that the opposite ends join up, then twist it around so that the circular ends join up, you'll get the idea. Alternatively, imagine a chessboard which wraps around at the edges, like in the original JSW you can get to The Hall by jumping up from Rescue Esmerelda. The result is that no two squares (i.e. rooms) are more than four squares apart diagonally, so you can get around very quickly.
@danny: I have to admit to never being too fond of WtH, since I didn't spend as much time on it as I should have done, but if someone cares enough to fix it, I'm happy to endorse it 😀
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geoff got a reaction from Spider in Willy does the Great Doughnut
@spider: it's a bit mathematical. If you imagine a chessboard, then roll it up one way so that the opposite ends join up, then twist it around so that the circular ends join up, you'll get the idea. Alternatively, imagine a chessboard which wraps around at the edges, like in the original JSW you can get to The Hall by jumping up from Rescue Esmerelda. The result is that no two squares (i.e. rooms) are more than four squares apart diagonally, so you can get around very quickly.
@danny: I have to admit to never being too fond of WtH, since I didn't spend as much time on it as I should have done, but if someone cares enough to fix it, I'm happy to endorse it 😀
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geoff got a reaction from jetsetdanny in Willy does the Great Doughnut
This might be an interesting challenge: make a viable JSW game in which the rooms form a rectangular grid which wraps around at the top and bottom, and at left and right, i.e. on the surface of a torus. It should be possible to move freely from any room to all of its neighbours.
For bonus points, try a game on the surface of the Software Projects logo.