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Heracleum

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  1. Very sorry I should have double-checked you had a clear idea of the gameplay before the weekend and especially all the Impossible Mission elements that could easily be missed if one hasn't played the original. Most importantly: Willy has to search for puzzle fragments in furniture pieces, press "UP" key to Search while standing against furniture. They are placed randomly in certain spots of the room. A box with a "searching..." progress bar appears and when done the result could be: Nothing here A puzzle fragment A Snooze (freeze all creatures in the room for some time) A Reset platforms (all lifts and crumbles are restored) The last two can be spent in terminals just outside the room (you need to visit at least once the room to use them) The flashing keys/objects are needed to open/search furniture, you don't need to get every flashing item in the room (especially the risky/hardest one to reach, you could skip them to save time/air) getting all of them and completing the mission would be really a nearly 'impossible' one. It says flashing items LEFT (on hand) since you spend them to open/search the furniture pieces. So yes the more you get the higher the score but the main mission is getting all puzzle pieces. A couple links to short videos I recorded at the time, showing: a complete solution of one puzzle (no spoilers it always changes) and a bit of the gameplay to show the search on furniture pieces. No problem I totally understand it doesn't fit the JSW standards 😉 It's just the game I always dreamt to play (mixing two of the greatest titles from the 80's) so I made it ...but of course it might be a matter of very personal tastes 👍
  2. Sure, no problem I subscribed the channel and receive the updates/notifications, in fact I've seen a lot of stuff published recently 👌
  3. Hi @jetsetdanny Sorry I missed the posts! So yes in that spot you have two ways to go: Use the Lift at the left as @Ligan suggested. That Lift is coupled with the other lift two levels above (which going up one step reached the top) so it won't move further up but you can then jump on the cauldron handle and climb up... Down the cauldron, that striped platform is actually a huge lift that can go up/down just a block. @Norman Sword Well that's an unconventional jump indeed, the basic need was to allow for longer jumps (because during the somersault frames Willy advances by 3px instead of 2) and also a way to allow him to jump robots/creatures in a 4block height without hitting his head and fall. This happens only if the ceiling is made by Mission Impossible blocks (including bottom of lifts). So yes the dynamic is weird because Willy starts his normal jump then hits head, does the somersault but then lands in the normal 'less athletic' way (his feet sticking out of the curve is probably what you noticed in your sketch?). I hope I didn't misunderstand!
  4. @jetsetdanny Absolutely, feel free to record/post, I'd love to see how it's played by others! About the forward jump/somersault, it only happens: on elevator shaft corridors, in a room when the above platforms are those Impossible Mission blocks (including lifts) and they're at a height of 4 characters up Willy's ground, instead of banging his head and falling down (as on regular MM walls) he does that jump à la impossible mission, sort of. About the Monty saga, there is one room "Bordeaux - France" which is a tribute to "Auf Wiedersehen Monty" 😉 (same name and room layout). I'm sure the Manic Miner half of the game will be easy for you experts... but since to finish the game -once you've gathered all puzzle pieces- you have to solve the final puzzle it would be convenient to try the "Puzzle Trainer" option in the main game screen (you immediately have all pieces to solve it, for training purposes) unless you're already familiar with the Impossible Mission puzzle of course. Thank you for trying it!
  5. Hi All! I know asking to build new rooms (Community created levels) might be too much.. but what about simply playing it? The main game is complete and fully playable since months. So would you like to try and beat the game? (get enough puzzle pieces in the rooms of the random map, solve the puzzle to know the password and go back to the mad professor lab and stop him)
  6. @CPL zooming out reveals the unexplored surrounding area (ok we all more or less already know the whole map but let's imagine a newbie player). So what about hiding rooms you haven't visited -or got nearby- yet? Depending how you stored map data the rooms could either more roughly appear as room block or -cooler- by explored 'radius', turning on single cells.
  7. Wow it looks fabulous! 👌 I love the classy fade in/out on background colour. Also the zoom-out! Is the zoom level controlled by the player? (or just a demo / god-mode option)
  8. Thanks @Toki for trying it! I hope you like the Impossible Mission part as well (better try it on desktop 😉 ) and except for the first cavern that's always the same everything else is shuffled by the map generator that also changes the exit doors. But yes although it looks like it's playable on phone (the Manic Miner part works) a few things are not yet supported on mobile (e.g. Imp. Mission puzzles). I'd love to see you guys creating a cavern (or two) with the Level Editor so that I can finally gather enough caverns to unlock the "Community created levels" option (custom rooms made by other contributors instead of the usual official ones) in that case the randomness of a map will be high enough to always play a very different game every time 💛
  9. Heracleum

    Cbm64 Version

    👀 Really? on Spectrum too? Wow I always thought it was Lancaster's fault. Now I'm curious to try that walls layout on my engine (Manic Mission) although I worked on it to make walls as walls, they're solid 😅 (still curious, I'm trying it) Update: Nope
  10. Heracleum

    Cbm64 Version

    Welcome @Toki! Very nice work, especially on music! I loved the Moonlight Sonata during the demo (cool bass part 👌) Also thanks for fixing the piano keyboard octaves display on title screen. While playing in Eugene's lair this happened (maybe it was also in the original c64? I remember there were a couple bugs about wall collisions)
  11. Ok in the exe file Properties, "Compatibility" tab, I checked "Run in 640 x 480 screen resolution", "Disable full-screen optimisations" and "reduced colour mode: 8-bit" and now it's even too fast lol. Screen walk across is now 6 seconds 😅 After a few screens the JSW feeling intensifies, nice. It's just the multicolour gfx that causes mixed feelings. I'm in Top Landing, if I walk & fall down from an height of 4 Willy dies?
  12. @Norman Sword I just extracted the 2 files in a folder and run the exe, Win10 blocks/asks me for confirmation if I'm sure I want to run obviously but then it runs full screen, correct size. The main issue is that it runs extremely slow: walking from left to right of one screen takes exactly 62 secs 👀 Is it normal? Edit: I'm referring to "A Very Willy Christmas Part Deux"
  13. Great job everyone! Excellent teamwork 😄👍 @Norman Sword If the tables were turned and I was asked the same puzzle in all honestly I would have reacted the same way you did: "I recognised it as one iconic old picture", I would have the photo very clear in my visual memory (remembering they were looking at a computer monitor) but could not come up with a direct reference to the magazine advertisement page. Even if I mainly bought local 8bit magazines here in Italy I luckily had the chance to have several UK magazines as well and that's probably where I memorised the photo and their faces. @jetsetdannyfor reaching the main objective 🏆 and find the actual photo @JianYang big kudos to you ✨ for finding the most relevant link to miner Willy! Eugene (Evans on the right) Here's a very interesting article about the actual story (and also how it inspired Netflix Black Mirror episode) and especially how the Bandersnatch game idea somehow survived the failures (years later I have seen pics of Brataccas for Atari ST in mags but could never imagine it was somehow related to that hype)
  14. No it's still about 80s games, actually an interesting piece in the history of video games industry so that even recently this story has been used for a film episode. You said "music group", if you had used the short synonym for it I'd say that term ( + what I've greyed out in the pic) was very relevant 😉
  15. Thanks! Of course having no memory limit and/or no character constraint (virtually all the blocks of the charset can be placed in the same room) makes it way easier compared to actual 8-bit machines. Also in the last rooms I've created I even inserted some graphics (monochrome image but still colouring the blocks in the old-school attribute clash way, later with the level editor) and of course you can walk/jump on the graphics elements (e.g. on their heads and arms). ❓ I wonder if this (example below) particular reference is familiar to you guys?
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