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jetsetdanny reacted to a post in a topic:
LSD / AUTOMATION / HAL / Matthew Smith
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HAL reacted to a post in a topic:
LSD / AUTOMATION / HAL / Matthew Smith
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Thanks for the inside info, HAL! π
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jetsetdanny reacted to a post in a topic:
LSD / AUTOMATION / HAL / Matthew Smith
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I received this link a couple of days ago: https://www.youtube.com/watch?v=_13ewhXFWgY ... ... so I'm sharing it here π .
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obo reacted to a post in a topic:
[File] pyramid.tap
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Hello obo, Yes, this is something that has been known before. I believe Geoff Eddy, the games' author, was told about this during the playtesting stage, but chose not to change it. Personally, I'm not a fan of JSW rooms where there is a time limit imposed by guardians crashing against each other (I think it's inelegant), but some authors have chosen to apply it consciously. Andrew Broad did this, for example, in his game "Party Willy". There are several rooms with time limit there, imposed by guardian collisions: "The Funny Farm", "Where I Ends and II Begins", "Marilyn Mansion", Tulips in Amsterdam" and "Karina Habsudova Hangout". All of those time limits are recognised in the Readme (have a look here and search for the word "limit" if you're interested). IIRC, there is also such conscious design in one of the rooms of "Jet Set Mini", and I believe also in some other games - I don't remember the details right now. There are also games where I believe the time limits are accidental. This is the case in (at least) one of the rooms in FabiΓ‘n Γlvarez LΓ³pez (Adban de Corcy)'s "A Bulgarian Requiem" (I don't remember the room's name right now and cannot check it easily). While I don't particularly like these cases, they are not bugs at all if they were introduced consciously by the games' authors, and they are not critical bugs if they happened inadvertently - the games are still perfectly completable, only they impose on the player either the necessity to move fast in some rooms or actually leave and re-enter these rooms to be able to cope with the time limit.
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jetsetdanny reacted to a post in a topic:
[File] pyramid.tap
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Thank you for this update, and I'm looking forward to your adding JSW128 and JSW64 games π .
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jetsetdanny reacted to a post in a topic:
TileMap 2.x
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jetsetdanny reacted to a post in a topic:
TileMap 2.x
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obo reacted to a post in a topic:
TileMap 2.x
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UncleWan reacted to a post in a topic:
TileMap 2.x
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Thank you for this update and for all the work you have put into this project! π I would say they mostly (or perhaps even entirely) are. I don't recall seeing any problems with his maps of JSW games (apart from those games that are practically impossible to map, with various illogical exits, overlapping rooms, etc. - but then probably Pavero's maps show them as accurately as possible under the circumstances). I seem to recall from years ago that I noticed a couple of minor errors in the map of "Stay Kool". I did mean to let Pavero know about it, but never did that back then, and now I can't remember the details of the problem and probably couldn't force myself to spend time investigating it. But it's not a JSW game anyway. I'm very glad to hear this π Regarding your website: I've had a look at my game "Willy's New Mansion" Special Edition. It was truly a "Wow!" moment: seeing the whole map in all its splendour (if I can say so myself) was a truly emotional experience π . I was very impressed both with the fact that everything is in place - including two rooms that were added in the SE (in relation to the original edition) and are placed in the code not in the "normal" #C000 - #FFFF range, but in the #8000 - #BFFF range (namely, "The Temple of Passing Time" is at #A700 - #A7FF and "A Forest Clearing on Fire!" is at #A800 - #A8FF). I was also impressed and, quite truly, moved with the map's showing special flashing-screen effects in some rooms (engineered with the so-called Patch Vectors; working on the SE of "Willy's New Mansion" was my first major venture into the PV territory and I spent a lot of time on it, that's why seeing the effects I applied back then faithfully reproduced in your map is so moving to me π). I've also had a look at "Plants vs. Zombies", the latest released JSW48 game, and it was also great to see it all at once, mostly Wan YuXiang's beautiful rooms and also the ones that I contributed to the game π. So, congratulations on delivering this fantastic resource with such precision and quality - and, once again, THANK YOU SO MUCH for it! ππ
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jetsetdanny reacted to a post in a topic:
TileMap 2.x
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jetsetdanny reacted to a post in a topic:
Jet Set Willy 3
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jetsetdanny reacted to a post in a topic:
JSW:Redux
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jetsetdanny reacted to a post in a topic:
JSW:Redux
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jetsetdanny reacted to a post in a topic:
JSW:Redux
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UncleWan reacted to a post in a topic:
Blagger for the Spectrum
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UncleWan reacted to a post in a topic:
I suck at introductions tbh...
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You're welcome. It's always a pleasure π
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JianYang reacted to a post in a topic:
Blagger for the Spectrum
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Thank you so much for your immediate reply and valuable assistance, John - it's greatly appreciated! π π
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Hi Cheez, thanks for joining the forum! And yes, it's a friendly forum β€οΈ, I'm sure you will enjoy being here π . It's great you want to make your own JSW game! As you probably know, the source code of JSWED, the best editor out there, is posted on John Elliott's (its authors) site (here's the direct download link). I've had no experience with Linux, so I couldn't help you myself, but I've just written to John Elliott pointing to this thread and asking him for assistance - I hope he will help.
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Thank you! A fine mΓ©lange of two classics π .
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Hi, my reply to your question would definitely be "Yes", with the understanding that you're not asking others to embark on this task (I couldn't right now or in the foreseeable future due to lack of time) but rather checking if others would be interested if you went ahead with the conversion π . Yes, it will be nice and definitely appreciated if you do it π . I will also be happy to playtest as usual before the final release. And I will second JianYang's affirmation: "There can never be too many Manic Miner levels." π
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JSWED failing to launch after a recent Windows 11 update
jetsetdanny replied to jetsetdanny's topic in Editors and Tools
Glad my post was useful! Thanks for letting us know it helped π . -
fawtytoo reacted to a post in a topic:
Manic Miner love2d Remake
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Sure. I'm sad that there are some negative feelings within the community and problems with respect for other people's work and with acknowledging their authorship.
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Spider reacted to a post in a topic:
JSW Central
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Ken Knight (itsmethyroid), the author of Jet Set Willy: Australian Cousin, has drawn my attention to Plat 3064, a game for the C64 inspired by Manic Miner, created by Tom Walker for the Minigame Competition 2003 in the 4K Category (it ranked at #31). I don't think it's ever been mentioned here before. The pertinent links are: https://www.lemon64.com/game/plat-3064 https://csdb.dk/release/?id=10852
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I have just updated the Links section on JSW Central. Please let me know if you have any comments and suggestions (especially for things to add, etc.).
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View File Jet Set Willy: Australian Cousin Jet Set Willy: Australian Cousin is a JSW modification created by Ken Knight (itsmethyroid) for the Australian leg of the "Roaming Speccy" world tour project. This charity initiative, which originated in the UK, involves a globe-trotting ZX Spectrum making its way from creator to creator, with each participant adding their own touch and sharing a story. This 8-bit odyssey unfolds through field interviews, bench repairs, festivals, living rooms and garages in various parts of the world. A collection of related videos is available at The Roaming Speccy playlist. At the end of its journey, once it completes its global quest and returns to the UK, the Roaming Speccy together with all the additions it will have acquired during its voyage will be auctioned off in aid of the Befriending Scheme UK. Jet Set Willy: Australian Cousin was originally designed as an exclusive title for the Roaming Speccy. As far as is currently known, it is the only software contribution created specifically for this project. The eventual owner of the machine will receive what Ken describes as "the only legitimate copy" of the game transferred to tape by Chris from the YouTube channels 005 AGIMA and This Week in Retro. Ken's contribution to the project was inspired by the real-life small town of Wongan Hills, located around three hours north-east of Perth and home to approximately 700 residents. During a visit there, he discovered an abandoned arcade called "Orbit Zone", filled with arcade cabinets left standing unused and apparently forgotten. Fascinated by the mysterious sight, Ken used the location as the basis for the game's storyline. GAME PREMISE: One day Miner Willy's Australian cousin, "the Shane", hears of an abandoned arcade in the small town of Wongan Hills, Western Australia. He explores the arcade, called "Orbit Zone", in search of the lost machines hidden throughout the complex. He needs to collect 148 items while wandering through an Australian-themed setting inspired by the local surroundings and atmosphere of Wongan Hills. Since the game takes place "Down Under", during his quest the Shane has to operate with gravity reversed, walking on the ceiling. Jet Set Willy: Australian Cousin was created, using JSWED, in 2025. It was first shown publicly in November 2025 in the YouTube video EP-279: The Roaming Spectrum in Perth, which included a preview of the gameplay. Following encouragement from members of the community, Ken decided to make the game available to the general public. It was released on JSW Central and the Jet Set Willy & Manic Miner Community in May 2026. Ken has also shared a photo of "the Shane playing the Shane": Submitter jetsetdanny Submitted 05/14/2026 Category Jet Set Willy [Remakes]