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jetsetdanny

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Everything posted by jetsetdanny

  1. Something related to this download was updated 10 hours ago, but I don't see what. The file is still the same, isn't it?
  2. Yes, the linear nature of the route doesn't allow for dropping down into Styx twice during the same game AFAICT. The question would be whether there isn't some kind of exit somewhere which allows Terry to go back to an earlier part of the route and drop down into Styx again. However, I couldn't find any such exit, and the layout of the map doesn't suggest there is one.
  3. Ian, thank you SO MUCH for analysing this issue! Indeed, you have put my mind at rest that I haven't missed anything. And the timing has been very helpful as I will soon set out to re-record the first file in question (the Yellow version). I also congratulate you on collecting the last remaining items in the Cheat mode πŸ‘. This is not pertinent to my YouTube videos (as I don't use any cheat modes in them), but a testament to your tenacity in pursuing the specified goal πŸ˜‰.
  4. Thanks for the link, AukonDK! It looks very nice, I must say. This kind of "moderate scrolling" solution works very well. And please don't apologize for resurrecting an old thread πŸ™‚ . New info is always appreciated, and the JSW games scene (at least the Spectrum one) has seen a number of projects resurrected and released after many years - and it's just awesome to see such things happen! πŸ™‚
  5. Thanks for your posts, MathUseMyth! It's a cool little mystery, and I've posted similar queries related to the completability of some of the new JSW games for the ZX Spectrum in the past, so I fully sympathise with your desire to know whether or not the game can be completed. In fact, I am also waiting for any concrete input regarding this little mystery (being able - or not - to collect some specific items in some of the versions of "Terry The Turtle"), and, unfortunately, time is running out for this (in terms of when I play to present videos of my walkthroughs of the game on the JSW Central YouTube channel). Going back to your question - no, I have not ever tried to complete "Jet-Set Willy II" remade for Windows computers by Dan Richardson. I did play the game a bit and remember enjoying the graphics and the varied music, but I've never tried to complete it (my focus being on Spectrum games). Nevertheless, I do hope that someone will provide a definitive answer to your question here πŸ™‚ .
  6. I'm pretty sure trampoline cells are a standard feature in the JSW64 game engine. They have been used in some released games. I don't know if they work exactly like the ones in the SAM CoupΓ© version, but even if they don't, it's certainly better to use them than not to use any kind of 'trampoline-like' cell where they should be (as per the original version).
  7. I used zx32 back in those days, but it's definitely out of date now. I believe this list of emulators may be useful, and also this one (the latter featuring direct download links).
  8. Welcome to the forum, Byron! πŸ™‚ Thank you for creating the two versions of "Manic Miner: The Lost Levels" and releasing them here - it's greatly appreciated! πŸ‘ Thank you also for mentioning myself and JSW Central πŸ™‚ . You seem to be a fast worker, with a conversion of the SAM CoupΓ© levels already underway! That's impressive. I couldn't give you any legal advice as such, but I generally don't think anyone should be after you for converting them to the ZX Spectrum (and making the conversion public, of course). One thing to possibly consider regarding this project would be whether using one of the 128K JSW64 game engines could help overcome at least some of the problems related to the game engine differences. Furthermore, since there are more than one set of caverns in the SAM CoupΓ© version (three IIRC? - is is the original set and two additional ones???), they could all be put together in the same game file - if you considered it a good idea, of course.
  9. That makes perfect sense. I think people who have tweaked the code usually did it to make the game run *faster*, though - or at least that's what they usually referred to or seemed to be aiming at. Hence my observation (paired with the often-heard complaints or comments about the difficulty level of various games).
  10. It's good to know (from the other thread) that you did get your old laptop working. I use two emulators: ZX Spin (which is free) for playing (I pretty much always play using Rollback, i.e. RZX-recording games and being able to roll them back to cue points if I lose a life or want to repeat a manoeuvre) and Spectaculator (of which I own a registered copy) for watching RZX recordings and for playing them back when I record videos for the JSW Central YouTube channel. However, these are just my personal preferences. I know people use other emulators, like Fuse or Qaop. It would actually be interesting to hear what other emulators people use these days πŸ™‚ .
  11. Great news! 😁 Indeed it is! And you've come back at just the right time, because 2023 was an exceptional year for the MM and JSW games for the ZX Spectrum with a record number (compared to the previous decade and a half, at least) of releases of brand-new games, as I tried to summarise here. So now you've got a chance to contribute to this positive dynamic! πŸ˜‰
  12. Either is fine. Outside of the MM/JSW world I usually use "Daniel". Here many people refer to me as "Danny", probably because of the nickname "jetsetdanny", which I created as a username for e-mail and forums, but I've never been particularly attached to (never used it as a nickname to sign my games or other projects I've been involved in). But I kind of like "Danny" and I've grown quite used to it πŸ™‚ . It'll be a pleasure πŸ™‚ . I'm looking forward to it already! A great list! 😁 It's your call, of course, but I would definitely second finishing "Voyager" first, given how much work you have put into it already. It just seems such a waste when advanced projects don't get finished... Later on, let's see about the Mass Collab. I did mention that 'outside-life' circumstances (not to say 'real-life', since MM and JSW are as real to me! πŸ˜‰) may not allow me to attend to it for quite a while, but we'll see. Perhaps your active involvement (in one way or another, taking "Phantasmagoria" into account) could help me prioritise it over some other projects/activities. After all, it's a very advanced project, too, so it must not go to waste. I definitely won't let it go to waste, it's beyond any doubt for me that it should be finished (with some involvement from the new generation of JSW authors, if they wish to contribute), it's just a question of proper timing and harmonising the time and effort it will require with 'outside' pressures...
  13. Thanks for the file, Andy! πŸ™‚ It does run visibly faster than the original.* * One thing that has always puzzled me is why some people are so excited about speeding MM and JSW up (there have been various attempts to do it, some admittedly very successful), while others complain that these (and many newly created MM/JSW) games are so difficult. It seems to be a contradiction. If you take a difficult game (where manual dexterity is involved) and make it run faster, it will be even more difficult. So anyone who thinks these games are difficult (and they are, *unless* you use Rollback, for example), should be thinking of slowing them down rather than speeding them up. That's what I think would be logical, at least...
  14. Thanks, Gary! πŸ‘ Could you give us the link to where Erix1's site is preserved though? I'm aware of this page, but it doesn't look like a whole site of his. One obvious thing I could link to from JSW Central would be his (preserved) home pages of "Manic Miner Mythologies: Eugene - Lord of the Bathroom" and "Maria vs. Some Bastards".
  15. We have gone over 16,000 posts on the forum today, 25th April 2024! 😁 You can't see it on the main page with this new version of the software (because it only shows a rounded-up number), but we have been tracking it on the admins' side and it's just happened. A big thank you to everyone who keeps the forum going! πŸ™‚
  16. Could you provide the code you are referring to? I mean what exactly needs to be modified and how.
  17. (in no particular order) Sendy is back and her long-lost "Jet Set Willy: Role Reversal" and "Manic Person" have been finally gamma-released (with some input from yours truly). Furthermore, she has created "Strangel 2"! It's in a beta stage, I would say. I had the privilege of playtesting it, it's an amazing game. It still needs some finishing touches before the official release, but it's really another demonstration of Sendy's genius as a JSW author πŸ™‚ . Adban de Corcy (FabiΓ‘n Álvarez LΓ³pez) was active on the forum a couple of years ago. He worked on "Jet Set Jason: In RoddΓ«nwald" and developed it much further, but it's not ready for release yet and I don't think he has worked on it recently. I do hope he will complete the project one day, though. Geoff Eddy is a member. He released a very nice new game "Willy does the Great Pyramid!" back in 2021. Richard Hallas posts on the forum from time to time as well as on the "Central Cavern - The Wonderful World of Willy" Facebook group. Andrew Broad was active here in the past, but hasn't been seen for some time now. John Elliott is a member and, hopefully, reads the posts from time to time. He hasn't posted for a while though. Igor Makovsky is a "double member", but hasn't posted here yet. Vidar Eriksen (Erix1) has joined the forum, but unfortunately his presence was only momentary (he contributed 4 posts). The Drunken Master!!! is active on WoS, not here. I don't believe Stuart Hill has joined this forum, but he has commented on "Monstrum" on the JSW Central YouTube channel (revealing interesting info about the ending). That's a quick overview. I may have missed some people (sorry about this!), this "old-timers" list is not necessarily exhaustive. And there are some wonderful people here who were not active in the Yahoo! Group days but have done A LOT for JSW and MM in the last decade - I'm sure you will be pleased to e-meet them πŸ™‚ .
  18. Gary, Thank you so much for your official approval for the fixed WCH file - it's greatly appreciated! πŸ‘ I will add this info to the Readme and to the game's page on JSW Central soon (within a couple of days). Thank you also for your permission to use stuff from your website πŸ™‚ (which continues to be a reference point for me from time to time when checking some things related to the games from that period or earlier times). Regarding the JSW128 "Mass Collaboration" (MC) based on Utility Cubicles - I do intend to move this project forward at some point and bring it to completion. Sendy (who was its original coordinator) gave me permission to do it some years back on the Yahoo! Group; she may be involved as well, as the came back to the scene last year. There is also a person here at this forum (Jet Set Willie) who has already contributed some rooms to be included in the final version of MC. However, before the project is relaunched, there are some things that need to be done to get the file ready for a renewed circulation among authors, and in my current real-life circumstances it looks like I may not be able to find enough time to do it for quite a while. So the project is on the backburner as far as I'm concerned, really, but I do want to come back to it one day when circumstances permit (even if it is a few years from now). I do recall you estimated "Voyager" to be around 60-70% done. This is great and it would definitely be fantastic if you completed it, given that so much work has gone into it already πŸ™‚ . I've checked your posts on the (now sadly offline) Yahoo! Group and here are the references you made to your unfinished games (apparently there was also one named "King Willy"): Wed Mar 13, 2002 sendy wrote: > gawp, what happened to your game? is it still going?! If you mean JSW - Voyager, yes. I found (most of) it on an old disc, so I'm on it again. I may put up a pre-beta demo for feedback? I've also started a new JSW game called 'Ants Invasion'. Will gets 'shrunk' to ant-size and has to escape from an ant-hill. It'll be better than it sounds... Wed Sep 4, 2002 (...) Voyager is coming on nicely (about 100 rooms now) and will be released at some point. Ants Invasion is mapped out on paper, with only about 15 rooms done. A lot of work there. King Willy is still in the design stage. I may do that one on the PC editor. Wed Apr 28, 2004 I'll upload more stuff soon. I'll put up a rough guide to areas in Voyager ASAP so people have a rough idea what's out there. I've also been working on 2 other JSW games. "Ants Invasion" and "Phantasmagoria" (the 2nd one uses some of the abandoned rooms from the UC MassCollab). But Voyager is the priority at the moment. I really want to get it done, as it's been too long in the making. Wed May 19, 2004 8:36 pm I've put a few preview pics up for "Voyager" and "Phantasmagoria" in the photos section under the 'gawp' folder. I've done about 40 screens for Phantasmagoria now... So how is "Phantasmagoria" exactly related to the original "MC"? You've mentioned that it uses "some of the abandoned rooms" from it. "Abandoned" meaning ones you designed for "MC" but then decided not to include in that project? I look forward to all and any projects you may choose to continue πŸ™‚ . I've replied here.
  19. I don't ever use Macs, so I don't know. However, I can share some info about running JSWED on a Mac. Igor Makovsky asked about it recently. The conversation is in the comments under the video here, starting with Igor's comment "Game author here. It was a dedication to my lovely SO, btw". As mentioned there, I reached out to John Elliott, JSWED's author, of course, to see if he can help. He got back to me and said that he hadn't tried to build JSWED on a Mac. He said it would be necessary to install the software development tools, download the source for JSWED and the libraries it uses, and compile it. Alternatively, it might be worth trying to run the Windows version under emulation, if the Mac has a suitable Windows virtual machine or emulator installed. John currently doesn't have access to a recent Mac, so he can't really offer detailed advice for this.
  20. Hi UncleWan, welcome to the forum! πŸ™‚ It's great that you've found this place, been able to overcome all the technical difficulties and can now post here. I find it amazing that you like MM and JSW while you first saw JSW only about 3 years ago. This actually gives me hope that some people in the future, long after our time, will still like the Willy games, which of course will be to them like perhaps us reading ancient literature or something. I've had a look at your Baidu page. Interestingly, when the page is translated automatically from Chinese to English, the game's name becomes "Crazy Miner". That's an interesting twist on the title πŸ˜‰ . So thanks again for joining the forum and we look forward to the (unexpected, to be honest, while positively exciting) feedback and input from China!
  21. Hi Gary, It's great to see you here! 😁 Thanks for joining the forum and welcome! πŸ™‚ Thank you also for your positive attitude regarding the fixed version of "Willy Comes Home". Could I add your "official" approval to the Readme which accompanies the fixed version? I am aware of only one unfinished game of yours. It's "Voyager". I keep a file of it that you once posted to the Files section of the Yahoo! MM/JSW Group - it's called "Voyager(partdemo).zip", with "Voyager(partdemo)" in TAP and ZXS format inside. It' looks great (when browsed through in JSWED). I can send it back to you via a PM if you should need it (however, perhaps you might have a later version than the one you posted in the Yahoo! Group Files section). Please let me know if you need it πŸ™‚ . John Elliott's JSWED still works like a charm, including on Windows 11, so hopefully it should be easy for you to work on a JSW game or two again. I look forward very much to "Voyager" being finished and released - it really is a very interesting project - and to anything else you might create. And if there is anything I could do to assist (like playtesting), I'll be more than happy to do it πŸ™‚ . - Daniel
  22. Hello Everyone, I am bumping this topic to see if there may be any suggestions as to the item collection issues described in it. Since posting here, I sent the game's author, Steve, two e-mails drawing his attention to my questions, but he hasn't responded (while my e-mails didn't bounce, either). I'm planning to present the four videos of "Terry The Turtle" on the JSW Central YouTube channel in May (starting about four weeks from now). If I don't solve the mystery by then, I will just re-record the walkthroughs as best I can, collecting those items I know how to collect and leaving the problematic ones in place. I certainly want my walkthroughs not to miss any collectable items, so if you should like to help make sure their quality is not compromised, please have a look at the problem described in this thread to see if you can come up with any definitive answers! πŸ™‚
  23. Hi Dickie - welcome to the forum and thanks for your game! πŸ™‚
  24. "Willy Comes Home" is the only JSW game gamma-released (so far! πŸ˜‰) by Gary Pearce (Gawp!). It holds the distinction of being the first 'properly-edited' game using the JSW128 game engine. This is because "Jet Set Willy 128", the very first game ever released in this category, mostly served as a demonstration of the engine's features, with the majority of its rooms sourced from the original "JSW" and Richard Hallas's "Join the Jet-Set!". In fact, Gary began his editing work with "Jet Set Willy 128", and the block designs in many rooms clearly reveal their origins in one of its source games. He used sprites from the original "JSW", "MM" and "Join the Jet-Set!", and also created some new ones. The game boasts a large map that can be explored with relative ease. It uses Hacklevel 6 of the JSW128 game engine. The game was released in March 2000, with a corrected version 1.1 following in April of the same year. However, despite the update, v. 1.1 was still incompletable due to a critical bug in the room "Harbour Hangover" (083): it was impossible to collect the rightmost item because of a Fire cell that prevented it. There are also two additional problems in v. 1.1 of the game which would render the game bed-completable only even with this issue corrected. The first problem involves a hole in the floor of "Bathroom (with purple bath)" (033) - Willy would fall into it during the toilet run, descending through "The Chapel" (027) and repeatedly getting killed in "Ballroom West" (021), resulting in a very anticlimactic ending. The second one is that even with the hole problem fixed, upon reaching the toilet, Willy would get teleported to "A flash in the Pan" (201), since there is a teleporter, necessary for gameplay progression, that shares its location with the toilet. This ending does not seem correct, as the game file contains an edited sprite of Willy inside the toilet, suggesting that the game's author intended it for the traditional ending. In June 2007, Robin Clive submitted a recording of "Willy Comes Home" to the RZX Archive. The recording was made using a modified game file, with the Harbour item problem fixed by removing the obstructing Fire cell and the Bathroom problem fixed by filling in the hole in the floor. However, Robin did not address the third problem described earlier and, as a result, at the end of the toilet run his playthrough ends in "A flash in the Pan" without reaching a proper conclusion. Robin never released his modified game file (however, an RZX recording can be used to play the game it was made from). I recently tried to complete the game and discovered the problems discussed earlier. I also prepared a bugfixed, toilet-completable version of the game. The "Harbour Hangover" item problem was solved by adding a platform from which Willy can jump for the item in question (the original obstructing Fire cell remains in its place). The Bathroom hole problem was solved by adding some extra code that makes Willy jump during the toilet run (so that the original design of this room has not been modified), and the issue of teleportation near the toilet was resolved by adjusting the code to check for Willy's proximity to the toilet earlier. The bugfixed version can be downloaded from the recently updated game's page on JSW Central. I am also attaching it here for your convenience should anyone be interested in obtaining it. It can be completed without any loss of life. I have been able to complete it (in my third recording πŸ˜‰) at 8:57 am in-game time, and I have to say I was very proud of making it in under two hours. My RZX walkthrough can be downloaded from the game's page on JSW Central. You can also watch a video of it on the JSW Central channel on YouTube. I would like to encourage everyone to play the game. It is easy (especially when you play saving and reloading snapshots or using Rollback) and fun to explore. I'm sure you will enjoy it! πŸ™‚ Willy_Comes_Home_(bugfixed_version).zip
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