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View File Bugfixed, completable editions of "Frosya the Cat" and "Frosya the Cat - Lite Version" "Frosya the Cat" ("Кошка Фрося" in Russian) was the first ZX Spectrum game created by Igor Makovsky. It utilises the JSW128 game engine. It was originally released in March 2002, with the Lite Version following in November 2002. The final revision of the game, called "Jet Cat Frosya", was released in September 2004. While "Jet Cat Frosya" was completable without any loss of life, both "Frosya the Cat" and "Frosya the Cat - Lite Version" suffered from some critical bugs that made them impossible to complete. I have prepared - with Igor's kind approval - bugfixed, fully completable editions of "Frosya the Cat" and "Frosya the Cat - Lite Version", so that anyone who wants to play these fine games can do so with the certainty that they will be able to complete them. The attached ZIP file contains bugfixed versions that were prepared following the principle that only issues making the game incompletable or forcing the player to lose lives would be fixed. A couple of exceptions were made to this rule, and changes were introduced to avoid making the available in-game routes too complicated. Other issues, such as unfair Multiple-Death Scenarios (MDS), loopholes allowing the player to do things they should not be able to do, or the accuracy of some room names, were not addressed in order to preserve each game in its original shape as much as possible. The only aesthetic change is the addition of the word "FIXED" on the title screen to make the bugfixed revision easily identifiable. The included Readme contains a detailed description of what was changed in each file. The original game files and Readmes of "Frosya the Cat", "Frosya the Cat - Lite Version" and "Jet Cat Frosya" (which did not need any modifications, because it could be complete without any loss of life as released) are included in this ZIP package as separate ZIP files. Having completed these games several times over (during playtesting and then making 'proper' RZX recordings of them), I can confirm that they are great fun to play, and Frosya the Cat (aka Jet Cat Frosya) is an extremely likable protagonist 🙂 . Do have a go at them and let Igor know if you done so! - his e-mail address is in the Readme. Igor has also kindly provided sketches of the game map, rooms and sprites from his time working on "Frosya". This exclusive material can be downloaded from https://jswcentral.org/download/memorabilia/frosya.zip. Please visit also Frosya's page on JSW Central. You can download there my RZX walkthroughs of all incarnations of the game. The walkthrough of "Frosya the Cat" is already available as video on the JSW Central YouTube channel, and videos of "Frosya the Cat - Lite Version" and "Jet Cat Frosya" will follow soon. So once again a great thank you to Igor Makovsky for his support for these bugfixed versions and, of course, for the making the three editions of this great game in the first place! 👍 Submitter jetsetdanny Submitted 02/15/2025 Category Jet Set Willy [Remakes]
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"Frosya the Cat" ("Кошка Фрося" in Russian) was the first ZX Spectrum game created by Igor Makovsky. It utilises the JSW128 game engine. It was originally released in March 2002, with the Lite Version following in November 2002. The final revision of the game, called "Jet Cat Frosya", was released in September 2004. While "Jet Cat Frosya" was completable without any loss of life, both "Frosya the Cat" and "Frosya the Cat - Lite Version" suffered from some critical bugs that made them impossible to complete. I have prepared - with Igor's kind approval - bugfixed, fully completable editions of "Frosya the Cat" and "Frosya the Cat - Lite Version", so that anyone who wants to play these fine games can do so with the certainty that they will be able to complete them. The attached ZIP file contains bugfixed versions that were prepared following the principle that only issues making the game incompletable or forcing the player to lose lives would be fixed. A couple of exceptions were made to this rule, and changes were introduced to avoid making the available in-game routes too complicated. Other issues, such as unfair Multiple-Death Scenarios (MDS), loopholes allowing the player to do things they should not be able to do, or the accuracy of some room names, were not addressed in order to preserve each game in its original shape as much as possible. The only aesthetic change is the addition of the word "FIXED" on the title screen to make the bugfixed revision easily identifiable. The included Readme contains a detailed description of what was changed in each file. The original game files and Readmes of "Frosya the Cat", "Frosya the Cat - Lite Version" and "Jet Cat Frosya" (which did not need any modifications, because it could be complete without any loss of life as released) are included in this ZIP package as separate ZIP files. Having completed these games several times over (during playtesting and then making 'proper' RZX recordings of them), I can confirm that they are great fun to play, and Frosya the Cat (aka Jet Cat Frosya) is an extremely likable protagonist 🙂 . Do have a go at them and let Igor know if you done so! - his e-mail address is in the Readme. Igor has also kindly provided sketches of the game map, rooms and sprites from his time working on "Frosya". This exclusive material can be downloaded from https://jswcentral.org/download/memorabilia/frosya.zip. Please visit also Frosya's page on JSW Central. You can download there my RZX walkthroughs of all incarnations of the game. The walkthrough of "Frosya the Cat" is already available as video on the JSW Central YouTube channel, and videos of "Frosya the Cat - Lite Version" and "Jet Cat Frosya" will follow soon. So once again a great thank you to Igor Makovsky for his support for these bugfixed versions and, of course, for the making the three editions of this great game in the first place! 👍 -
Welcome, lemmylemmings, and thank you for your contribution! 🙂 I hope this won't be too off topic. I wasn't familiar with this expression, so I asked ChatGPT about it. Here's what it told me: Graded grains make finer flour" is an established phrase, but it is best known as an example of articulation testing rather than a common proverb or saying. Meaning & Origin This phrase is often used in speech clarity tests because it contains multiple similar sounds and can be tricky to pronounce clearly. The idea behind it is simple: "Graded grains" refers to sorting or refining grains by size or quality. "Finer flour" results from using well-sorted, high-quality grains. Interpretation While not a widely used proverb, it can be loosely interpreted as: Better preparation leads to better results (i.e., carefully selecting and refining components improves the final product). Precision matters (particularly in processes like milling or even in broader contexts like writing, speaking, or craftsmanship).
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Willy in the Islands of Mystery : part II : The Temple
jetsetdanny replied to Hervé AST's topic in Remakes
Hello, Hervé and Everyone, I absolutely agree it is not a competition about how many games one has created! And it would be useless, anyway, because one day a well-trained ChatGPT or other large language model (LLM) will be able to produce thousands of MM/JSW games in a split second. So there... I also agree with this view and personally have deep respect for every single author of a released MM/JSW game, even if they only created one. And respect for everyone else who keeps the scene alive, including the players, because without them creating games would be like graphomania 😉 . It's great that "The Temple" is progressing so nicely, Hervé! I really, really look forward to playing it once it comes to the beta stage (if you let me playtest it) or after the release 🙂 . -
Willy in the Islands of Mystery : part II : The Temple
jetsetdanny replied to Hervé AST's topic in Remakes
Hello, Hervé, Thank you so much for the updated list of your future projects. It's EXTREMELY impressive and I honestly hope you will be able to create all of these games. I will certainly always do my best to encourage you to continue, and I will assist you with playtesting and everything else I can 🙂 . I've never tried to count who created most MM and JSW games. From a cursory glance at the complete list of released games on JSW Central, I would say that if we considered both MM and JSW games (using all possible engines), Andrew Broad would probably be the one to have most entries on the list, with the DrUnKeN mAsTeR!!! taking the second place. However, if only JSW games were counted (not the MM ones), the DrUnKeN mAsTeR!!! would probably come first. However, this is just a rough estimate. I am not willing to devote my very limited spare time with LOTS of JSW-related things I am currently doing AND wanting to do to answer this question based on detailed calculations. Anyone interested can do the counting themselves and let us know the results 🙂 . -
Willy in the Islands of Mystery : part II : The Temple
jetsetdanny replied to Hervé AST's topic in Remakes
Thank you for the update, Hervé! It is much appreciated and it is good to know that you are making nice progress on the game 🙂. -
Martyn Brown, a co-author of "Henry's Hoard" (and hence also of "Willy's Hoard"), passed away on 28th December, 2024, at age 57. Some links to his obituaries: https://venturebeat.com/games/in-memoriam-team17-cofounder-martyn-brown-and-other-game-devs-who-died-in-2024/ https://www.gamedeveloper.com/business/obituary-team17-co-founder-martyn-brown-has-passed-away https://www.gamesindustry.biz/team17-co-founder-martyn-brown-dies-aged-57 https://www.obscuregamers.com/threads/obituary-martyn-brown-team17-co-founder-1967-2024.4467/ I've only learnt about this sad news today, thanks to a comment below the walkthrough of "Henry's Hoard" (1986 version) on the JSW Central YouTube channel. Thank you for your contribution to the JSW scene, Martyn! ❤️
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It IS JSW-related! There are Chinese dragons there, just like in "The Attic!" 😁
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I will keep my fingers crossed, UncleWan, hoping that you will indeed have the time and energy to create a new JSW game! 🙂 And I would definitely second Jet Set Willie's suggestion of using JSWED - unless you're into coding and prefer to code your own game from scratch, it's a great and easy-to-use tool for creating MM and JSW games.
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Willy in the Islands of Mystery : part II : The Temple
jetsetdanny replied to Hervé AST's topic in Remakes
Thanks for all the info, Hervé! Yes, he's a member here, although rather an infrequent visitor. He joined this forum on September 14, 2014 and has posted 15 messages over the years. He last visited the forum on February 26, 2024. However, should you ever need to contact him regarding something related to JSWED, it can be done by e-mail, he responds quickly and is always helpful 🙂 . I look forward to the picture of the title screen. I love all your previous JSW128 and JSW64 title screens! 🙂 -
Thank you, UncleWan, and Happy New Year to you, too! Have you ever considered designing a JSW game for the Spectrum? It would be very interesting and certainly refreshing to see a new Chinese angle to old Willy... 🙂
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No worries 🙂 . It's a treat to see some glimpses of an unreleased variant 🙂 .
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Willy in the Islands of Mystery : part II : The Temple
jetsetdanny replied to Hervé AST's topic in Remakes
Hello Hervé, Thanks for the progress report! It's great to know that you have made such nice progress, that your creative process is going so well and that you already have inspiration flowing in for your next game! 🙂 Which game engine are you using for "The Temple"? I look forward to cursing you when playing the game! 🤣 By "presentation page" do you mean the title screen? Looking forward to that! Have a great and productive week 🙂 -
Thanks for posting the screenshots, Andy! However, the screenshots you posted do not come from v. 3.01 of the game. I am pretty sure they come from v. 3.02 (or whatever it's called) that you have but that hasn't been made public. I'm saying this because in your screenshot in the room "Blue Sky" the background colour is blue, there are two birds and the letter "S" in "Sky" is capitalised, while in v. 3.01 the background colour is black, there is one flying pig in the room (no birds) and the letter "s" in "sky" is in lower case. Furthermore, in your screenshot the letter "B" in "A Brief Visit" is capitalised, and in v. 3.01 it's spelled in lower case.
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Thank you for your reply, Norman Sword! 👍 I have updated the information on JSW Central (most of the changes concern v. 3.01). It now reads as follows: Version 1.05a Number of edited rooms: 80 Number of rooms accessible without cheating: 80 Number of rooms which need to be visited to complete the game: 79 ("Entrance to Hades" should be omitted as entering it results in a multiple-death scenario.) Number of items to collect: 168 Bugfix needed after original release? NO Spare lives at the start: 7 Completable without loss of life? YES Starting time: 7:00 am Best documented completion time / cash reward without loss of life: When playing at the slowest speed: 8:37 am / £ 45,862,430 When playing at a high speed with music: 8:39 am / £ 45,819,730 When playing at the highest speed: 8:40 am / £ 45,808,330 Version 2.00 Number of edited rooms: 80 Number of rooms accessible without cheating: 80 Number of rooms which need to be visited to complete the game: 79 ("Entrance to Hades" should be omitted as entering it results in a multiple-death scenario.) Number of items to collect: 100 in JSW rooms and 85 in MM caverns (Only items in JSW rooms count towards removing Maria; items in MM caverns have to be collected in order to complete those caverns, but they do not contribute towards the item count related to completing the game.) Bugfix needed after original release? NO Spare lives at the start: 7 Completable without loss of life? YES Starting time: 7:00 am Best documented completion time / cash reward without loss of life: When playing at the slowest speed: 8:47 am / £ 41,386,310 When playing at a medium speed with music: 8:47 am / £ 40,858,310 When playing at the highest speed: 8:49 am / £ 40,278,210 Version 3.01 Number of edited rooms: 84 Number of rooms accessible without cheating: 84 (There are four additional rooms in relation to the previous versions, all of them mostly empty: "Tower over" located above "Watch Tower", "Blue sky" located above "Rescue Esmerelda", "A brief Visit" located below "Entrance to Hades" and "Limbless" located to the left of "Out on a limb".) Number of rooms which need to be visited to complete the game: 80 ("Entrance to Hades", "Tower over", "A brief Visit" and "Limbless" can be omitted.) Number of items to collect: 102 in JSW rooms and 85 in MM caverns (Only items in JSW rooms count towards removing Maria; items in MM caverns have to be collected in order to complete those caverns, but they do not contribute towards the item count related to completing the game.) Bugfix needed after original release? NO Spare lives at the start: 7 Completable without loss of life? YES Starting time: 7:00 am Best documented completion time / cash reward without loss of life: When playing at the slowest speed: 8:48 am / £ 23,879,020 When playing at a medium speed with music: 8:49 am / £ 23,890,420 When playing at the highest speed: 8:50 am / £ 23,870,320 I hope it's all correct now, but do let me know if any further changes are necessary. What, aren't you human? Wow, I've always suspected, given your incredible coding skills, that you might be a supercomputer! 😉
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It does show the difference! Thanks, Andy! 🙂
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All right, so the video of my three walkthroughs of v. 2.00 is here, and a video of my three walkthroughs of v. 3.01 is here. I would appreciate it if people - and especially Norman Sword as the author and Andy as the play-tester of v. 3.01 (and perhaps also 2.00?) - had a look at the game's page and let me know if they had any comments or suggestions regarding the description, especially if they feel I should add things (if I missed something important) or change things (if some elements are not accurate). In particular, I wonder about the number of rooms. I believe that the following information is correct for v. 1.05a and v. 2.00: Number of edited rooms: 80 Number of rooms accessible without cheating: 80 Number of rooms which need to be visited to complete the game: 79 ("Entrance to Hades" should be omitted as entering it results in a multiple-death scenario.) and that the following information is correct for v. 3.01: Number of edited rooms: 81 Number of rooms accessible without cheating: 81 (There is an additional room in relation to the previous versions: "Blue sky", an almost empty room (except for a flying pig) located above "Rescue Esmerelda".) Number of rooms which need to be visited to complete the game: 80 ("Entrance to Hades" should be omitted as entering it results in a multiple-death scenario.) However, please correct me if I'm wrong. Also, please note that by "room" I mean a playable room, not any of the title screens.
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Willy in the Islands of Mystery : part II : The Temple
jetsetdanny replied to Hervé AST's topic in Remakes
Hello Hervé, That's great! And let me continue with this screenshot: Thank you so much! It's great to hear 😁. Oh yes, there is a whole new generation of great authors. A fourth or even fifth generation, I would say (that's arbitrary, of course). Fantastic! 😁 As mentioned before, I will be very happy to get involved! 🙂 Please keep us posted on your progress, Hervé, it will be good to know that "The Temple" is slowly becoming a reality! 🙂 -
Willy in the Islands of Mystery : part II : The Temple
jetsetdanny replied to Hervé AST's topic in Remakes
Hello Hervé !!! 😁 I've only now seen your message and you won't be able to imagine how happy it's made me! YOU ARE BACK!!! OMG, this is just wonderful! 🙂You wouldn't believe how many times I've wondered if we will ever see Part II of "Willy in the Islands of Mystery" and other fantastic games from you. I have no doubts whatsoever that they will be fantastic if you choose to design them, and I am looking forward to "The Temple" very, very much indeed 😊. I will be happy to assist you with playtesting, making additional language versions or (as much as I'm able to) adding some special effects to the game. So welcome to this friendly forum 🙂 . I am sure you will find it interesting and the people here supportive and eager to play your new creations. As you've mentioned, your comeback is You Tube-related. I'm not sure if you have stumbled across my JSW Central channel, I do hope you have. It gives me a particular pleasure - and is very motivating for the development of the channel - that a number of 'old-timers' seem to have come back, or at least got in touch, thanks to seeing the walkthroughs of their games on the channel. This includes Sendy (Alex Cornhill), Adban de Corcy (Fabián Álvarez López), Igor Makovsky, Stuart J. Hill and Mat Doughty. So, once again, welcome back, I do look forward to "Willy in the Islands of Mystery (Part 2: The Temple)" and, just to remind you and whet everyone's appetite, the other game projects you were once thinking of were: "Welcome to Willy's Fun Park!", "Willy in the Land of the Cathars", "Willy Saves Maria", "Willy in the Great Pyramid"*, "Jet Set Willy: The Legend of the Pied Piper" and "Jet Set Willy: The Labyrinth". The old Yahoo! Group is no longer online, but I can provide the descriptions of these projects you once posted there if necessary 🙂 . * Geoff Eddy, another old-timer who has made a great comeback, released "Willy does the Great Pyramid!" four years ago. Contrary to what one might think, it's not Egypt-related, so if yours was supposed to be, there's no reason not to create it 😉 . -
The clip ends there, but I'm sure the young man is saying: "I know what you're trying to do, Dad. You're trying to put me off Jet Set Willy, which is the greatest game of all time and my absolute favorite!" 🤣
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For this reason, I will probably record v. 3 in the same way I have recorded versions 1.05 and 2 - in three different speed modes. In case of v. 3, each speed mode will also present a different order of MM caverns (the third one being the random one). I am currently working on v. 2 video, if all goes well I will upload it to the JSW Central later tonight (I've got a few hours left since I'm in the western hemisphere right now 😉 ).
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Thank you, Norman Sword and Spider, for your replies - they are very helpful! 🙂 I have so far recorded Manic Jet Set Willy V2 played at the slowest speed with the "fixed MM order". Since I'm planning to record three walkthroughs of the game at varying speeds, I will record the medium-speed walkthrough with the "set by room" option, to introduce some variety, and then I will record the full-speed walkthrough with the "fixed MM order" again. As for Manic Jet Set Willy V3, I will probably record three speed versions again, each with a different play mode as far as MM rooms are concerned, and miss one MM room mode. I'm not sure I will be able to force myself to record four walkthroughs at different speeds with four MM room modes, it seems too much. I'll see how I feel about it when the times comes for it. Thanks again for your assistance! 👍
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I What are the four modes of play, please? "Manic Jet Set Willy" v. 3 will be my next recording, after the one I'm doing now. So I would like to get mentally ready for this job. II Currently, I am recording "Manic Jet Set Willy" v. 2. How many modes of play does it have? And a specific question (possibly related to the previous one). On the title screen, it reads "fixed MM order". I *think* there is a choice and that this setting can be changed to something like "random MM order". If this is correct, what key should be pressed to achieve this? I've looked through the posts related to v. 2 but can't see any pertinent ones. Any help on this will be appreciated 🙂 .
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That sounds great! I am definitely looking forward to Manic Miner 101 🙂 . How typical! 😉
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Thank you so much for this version, manic986! 🙂 I'm very glad my walkthrough was useful 🙂 . I can see that the Scratch community members have been quite active on your "Manic Miner 2" page - that's very nice! Are you planning to create any more MM or JSW projects in Scratch?