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Everything posted by jetsetdanny
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Andy, I think this part of the game's description: 5. To make the game a bit more initially friendly, Willy starts with seven lives instead of three however: is incorrect. I believe it should say, "Willy starts with eight lives instead of three", since there are seven spare lives, while normally there are only two spare lives. If you count the "currently used" life as one, altogether there are eight of them.
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I included renditions of "The Meteor Storm" and "The Final Barrier" in "JSW: The 2010 Megamix", although I didn't use the forcefield guardians there.
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Thanks for sharing information about your project with us, f_pede, and good luck with its development! :)
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An interesting technical, improvement, Ian, and very well designed examples illustrating it - congratulations! :) Andy, well done on the alternative escape route! B) However, the proper solution is very simple: Fixed Opening Wall solved.rzx
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Thanks for the file, Andy, and for your comments and RZX recording, Ian! My spontaneous reaction to this file is: it is nice and refreshing to see a new cavern! :)
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Hello, MathUseMyth! I am 99.9% sure that the version you are referring to is Dan Richardson's excellent JSWII remake for the PC (or, to be precise, one of them - please see below). In fact, I believe (without checking it in detail) that Spider has given links to this very version. If you don't think it's the one you remember, I think your memory is playing tricks on you. The reason I say it is because: - I think it's actually the only remake of JSW2 for the PC in existence; - It *is* the one that came with a room editor, and I *really* doubt that there could have been another PC version with a room editor. The remake and the editor were discussed on the Manic Miner & Jet Set Willy Yahoo! Group in the past. The actual original announcement of the level editor is here. The link there to Dan's homepage is dead, but perhaps you will have some luck looking it up on the Wayback Machine if you choose to do so. In the text file accompanying one of the releases I mention below, Dan says, "I originally released two previous versions of a Jet Set Willy II remake a while ago (...) You can find them at these two web pages.. - http://homepage.ntlworld.com/chrisylaa/ - http://www.bandstash.co.uk/jetsetgaming/" These links are dead, but what I want to highlight here is that Dan apparently released two versions of a JSWII remake. So perhaps if the version which you can download from the link Spider gave does not look like the one you remember, it could be that you remember Dan's other version, if there were two of them. In any case, I am sure you do have a remake by Dan Richardson in mind. The version which I believe was the final released one is here: Jet_Set_Willy_II_PC_(Dan_Richardson_2004).zip Below there are also some files which used to be hosted in the Files section of the Manic Miner & Jet Set Willy Yahoo! Group (not accessible any more). Among them is the first release of Dan's PC version, a test version of the Sprite Editor, a Mass Collaboration file (which never really took off, IIRC) and "JSW Remix", which is " basically Jet Set Willy with some screens from Jet Set Willy II and some extra screens" designed by Dan Richardson. Perhaps this is the one you remember. I am not sure about the current status of these files. Please don't spread them excessively and do let me know after you have downloaded them, and I will delete them from here, just in case Dan wouldn't want them available for download at this time. Enjoy and do let us know if any of these is what you remember and what you've been after! :) jswIIwe_V1.zip Sprite_editor_test_2.zip MassCollabPC.zip JSW_RemixPC.zip
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Great stuff! :D :thumbsup: :D
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I have no idea why anyone designing a JSW game would use PGD rather than JSWED*. Having said that, I've never used PGD so far, so I can't really say that it's not good. It's just that JSWED and the original game engine are so good (and the extended JSW128 and JSW64 game engines even better), that I can't imagine that anything else could match them. *The only exception being: a project aimed at recreating the original JSW as closely as possible, but using a different game engine - just for the heck of it (as it'll most probably be inferior to the original). I might actually have a go at it myself one day (in a distant future, when I have more spare time). Please note that I'm not suggesting that the person who is carrying out the project is not using PGD - I have no info about it. And - whatever game engine and design tool he or she is using - it's GREAT that a ZX Spectrum version of "The Perils of Willy" is being created :thumbsup: - and I look forward very much indeed to playing it! :)
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A nice comparison :)
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Thanks for mentioning my recording, Andy :). The direct download link is here, while the web page where it is hosted is here. The recording shows the game completed without unnecessary loss of life at 7.59 am in-game time. My other recording, which is included in the RZX Archive download, shows the game completed at 7.56 am with some lives lost.
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Thanks a lot for this, Norman Sword! :thumbsup: I appreciate very much your creating and sharing these programs! :)
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Thanks for the info! Would you share this program for use by others?
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Thanks for all those names, Norman Sword! :thumbsup: May I ask how you dumped them?
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Thanks a lot for your replies, Norman Sword! :thumbsup:
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Makes you wonder if Fate doesn't have something to do with all this... :D
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My idea for a future complete list of JSW room names is the following: if a tool (such as JSWED) allowed to dump the names of the rooms into, say a text file, with one click, I would go game by game, loading them into that tool and dumping the room names. Then I would merge all the text files into one huge text file and I would save it in MS Word format, where I would make necessary corrections and additions. The end result would be a working MS Office file for me (to easily add future updates) and a PDF file for publication, the same way Chronology is done. Anyway, that's something for the future...
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There's more about it here and here.
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Andy, I believe it's a joke - read the comments :). I've come across it before. I've been trying to find an earlier reference to it now, but I can't. In any case, I don't believe such a game has ever existed :o .
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View File Italian and Spanish versions of 'Manic Miner' Similarly to the Italian and Spanish versions of Jet Set Willy, Load 'n' Run released also Italian and Spanish versions of Manic Miner. The Italian version, called 'La miniera' ('The Mine'), was released on the Italian Load 'n' Run tape 10 in November 1984. The Spanish version, called 'Minero loco' ('Crazy Miner'), was released on the Spanish Load 'n' Run tape 1_04 in May 1985. Both versions feature modified loading screens (in the original MM style), modified title screens and full translations throughout the game. The Spanish disk version features also an introductory screen with the following text (diacritical characters are not present in the text on the Spectrum, and the text is all capitalised): "MINERO LOCO LOAD'N'RUN '85 Haz andar y saltar a nuestro minero protagonista por las veinte cavernas letales. Dentro de cada una de las cuales encontrarás: objetos animados e inanimados no destelleantes que deberás evitar, y objetos inanimados destelleantes que nuestro minero tendrá que ir recogiendo. A partir del momento en que ya no quede ninguno de estos, se iluminará la entrada hacia otra caverna a la que habrá que dirigirse rápidamente, puesto que el tiempo de permanencia en cada una de ellas, está limitado por las reservas de aire. Pulsa una tecla para continuar" which means: "Make our miner protagonist walk and jump through the twenty lethal caverns. Within each of which you will find: animated and inanimate non-flashing objects that you must avoid, and inanimate flashing objects that our miner will have to collect. From the moment when none of these is left, the entrance to another cavern will light up which you will have to go to quickly, since the time of permanence in each of them is limited by the air supply. Press a key to continue" It is followed by another screen which says: "Cuántos mineros quieres? (Max 32) Si no tienes suficientes, pon 0 y serás inmortal! Cuántos mineros? (Max. 32)" which means: "How many miners do you want? (Max 32) If you don't have enough, press 0 and you will be immortal! How many miners? (Max. 32)" The Load 'n' Run tapes and disks can be downloaded from a website dedicated exclusively to these releases. The Spanish version on the tape appears to be buggy. It features an additional screen which says, "Loading .Z80 emulator snapshot" and this is probably the cause of the problem. After loading, the game doesn't go to the title screen, but to the first cavern, where Willy jumps repeatedly without the player being able to control it (apart from turning right and left). As far as I can tell, this is because the Kempston joystick indicator at #8459 is turned on. It can be turned off by inserting POKE 8459,00 (33881,0), or by quitting the game by pressing SHIFT and SPACE together. The game still won't run quite as it should, though, because it displays 8 spare lives and has inifinite lives turned on. The disk version works well. The TAP file of the 'disk version' made available for download here was probably converted from it. It is the same file that Andrew Broad used to host on his website (it is still available for download on its archival version), which he received from Philip Bee (as explained on his list of MM/JSW games), who must be the author of the convertion to TAP format. There is also another Italian version of Manic Miner, apparently older than the one by Load 'n' Run, because going back to 1983 (according to the information given in the game file itself). It is called 'Miniera magica' ('Magic Mine') and it is by Nuova NEWEL di F.M. & A.Gnesutta. It also features a modifed loading screen (MM-style), a modified title screen and Italian translations throughout the game. The room names are different from the ones in 'La miniera'. The name of the protagonist is also different: while in 'La miniera' it is 'Jack il Curioso', in 'Miniera magica' it is 'Pippo il Minatore'. 'Miniera magica' features an additional introductory screen which reads (all text is capitalised on the Spectrum, apart from the question on the bottom of the screen), 'Inserisci un numero che corrisponde agli omini che avrai a disposizione. Attenzione che il numero non deve superare 32. Nel caso 32 omini non ti bastino scrivi "0" e sarai inmortale! Nel caso tu voglia accedere alle caverne successive alla prima premi nell' ordine i numeri : 6 0 3 1 7 6 9. Premi poi un po' di tasti a caso Quanti omini vuoi? (MAX. 32)" which means: "Enter a number that matches the men you will have available. Be careful that the number must not exceed 32. In case 32 men are not enough, write "0" and you will be immortal! In case you want to access the successive caverns at once, then input the numbers: 6 0 3 1 7 6 9. Then press a few random keys How many men do you want? (MAX 32)" Choosing more than 16 "men" messes up the lower part of the spare-lives display, of course. It should be noted that back in 2004 Darkman (aka Nigel Bland) compiled a set of six Italian variants of JSW and MM, including 'La miniera' and 'Miniera magica', and sent them to Andrew Broad, who made them available for download (along with two other non-Italian files) on his website. Darkman retrieved them from the Italian Project on the Tipshop site. Eight files are available for download here, including TAP and TZX versions of all variants. Enjoy! Submitter jetsetdanny Submitted 08/08/2018 Category Manic Miner [Originals]
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629 downloads
Similarly to the Italian and Spanish versions of Jet Set Willy, Load 'n' Run released also Italian and Spanish versions of Manic Miner. The Italian version, called 'La miniera' ('The Mine'), was released on the Italian Load 'n' Run tape 10 in November 1984. The Spanish version, called 'Minero loco' ('Crazy Miner'), was released on the Spanish Load 'n' Run tape 1_04 in May 1985. Both versions feature modified loading screens (in the original MM style), modified title screens and full translations throughout the game. The Spanish disk version features also an introductory screen with the following text (diacritical characters are not present in the text on the Spectrum, and the text is all capitalised): "MINERO LOCO LOAD'N'RUN '85 Haz andar y saltar a nuestro minero protagonista por las veinte cavernas letales. Dentro de cada una de las cuales encontrarás: objetos animados e inanimados no destelleantes que deberás evitar, y objetos inanimados destelleantes que nuestro minero tendrá que ir recogiendo. A partir del momento en que ya no quede ninguno de estos, se iluminará la entrada hacia otra caverna a la que habrá que dirigirse rápidamente, puesto que el tiempo de permanencia en cada una de ellas, está limitado por las reservas de aire. Pulsa una tecla para continuar" which means: "Make our miner protagonist walk and jump through the twenty lethal caverns. Within each of which you will find: animated and inanimate non-flashing objects that you must avoid, and inanimate flashing objects that our miner will have to collect. From the moment when none of these is left, the entrance to another cavern will light up which you will have to go to quickly, since the time of permanence in each of them is limited by the air supply. Press a key to continue" It is followed by another screen which says: "Cuántos mineros quieres? (Max 32) Si no tienes suficientes, pon 0 y serás inmortal! Cuántos mineros? (Max. 32)" which means: "How many miners do you want? (Max 32) If you don't have enough, press 0 and you will be immortal! How many miners? (Max. 32)" The Load 'n' Run tapes and disks can be downloaded from a website dedicated exclusively to these releases. The Spanish version on the tape appears to be buggy. It features an additional screen which says, "Loading .Z80 emulator snapshot" and this is probably the cause of the problem. After loading, the game doesn't go to the title screen, but to the first cavern, where Willy jumps repeatedly without the player being able to control it (apart from turning right and left). As far as I can tell, this is because the Kempston joystick indicator at #8459 is turned on. It can be turned off by inserting POKE 8459,00 (33881,0), or by quitting the game by pressing SHIFT and SPACE together. The game still won't run quite as it should, though, because it displays 8 spare lives and has inifinite lives turned on. The disk version works well. The TAP file of the 'disk version' made available for download here was probably converted from it. It is the same file that Andrew Broad used to host on his website (it is still available for download on its archival version), which he received from Philip Bee (as explained on his list of MM/JSW games), who must be the author of the convertion to TAP format. There is also another Italian version of Manic Miner, apparently older than the one by Load 'n' Run, because going back to 1983 (according to the information given in the game file itself). It is called 'Miniera magica' ('Magic Mine') and it is by Nuova NEWEL di F.M. & A.Gnesutta. It also features a modifed loading screen (MM-style), a modified title screen and Italian translations throughout the game. The room names are different from the ones in 'La miniera'. The name of the protagonist is also different: while in 'La miniera' it is 'Jack il Curioso', in 'Miniera magica' it is 'Pippo il Minatore'. 'Miniera magica' features an additional introductory screen which reads (all text is capitalised on the Spectrum, apart from the question on the bottom of the screen), 'Inserisci un numero che corrisponde agli omini che avrai a disposizione. Attenzione che il numero non deve superare 32. Nel caso 32 omini non ti bastino scrivi "0" e sarai inmortale! Nel caso tu voglia accedere alle caverne successive alla prima premi nell' ordine i numeri : 6 0 3 1 7 6 9. Premi poi un po' di tasti a caso Quanti omini vuoi? (MAX. 32)" which means: "Enter a number that matches the men you will have available. Be careful that the number must not exceed 32. In case 32 men are not enough, write "0" and you will be immortal! In case you want to access the successive caverns at once, then input the numbers: 6 0 3 1 7 6 9. Then press a few random keys How many men do you want? (MAX 32)" Choosing more than 16 "men" messes up the lower part of the spare-lives display, of course. It should be noted that back in 2004 Darkman (aka Nigel Bland) compiled a set of six Italian variants of JSW and MM, including 'La miniera' and 'Miniera magica', and sent them to Andrew Broad, who made them available for download (along with two other non-Italian files) on his website. Darkman retrieved them from the Italian Project on the Tipshop site. Eight files are available for download here, including TAP and TZX versions of all variants. Enjoy! -
To Norman Sword: Thank you for your splendiferous, rocambolesque, scrumdiddlyumptious reply to my question! And thank you for Version K3. It is much appreciated :). Another question: I would like to add your game to the list of JSW games on JSW Central. Would you agree that a new category should be created for it, as the changes introduced are so numerous that they make it hard to consider it a game using the original Jet Set Willy (JSW48) game engine? If this is the case, would you have any suggestions for the name of game category? So far the list embraces the following ones: I. Manic Miner (MM), II. Jet Set Willy (JSW48), III. Jet Set Willy II, IV. Jet Set Willy 128 (JSW128) and V. Jet Set Willy 64 (JSW64). It would be good to differentiate the name of your game engine from the already existing Jet Set Willy 128 (JSW128). Any ideas?
- 28 replies
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- norman sword
- jet set willy
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Once again, this version is really great stuff! It is an outstanding coding achievement, as far I'm concerned. The fact that both versions of MM coexist in the same file, the additions: the effect when Willy gets killed, the Intermission screen, the Game Over screen, the icons, the cheat menu, the enriched title screen - all of these are extremely impressive. Huge congratulations, Norman Sword! :thumbsup: I have played the game to completion today (BB version). I have some questions. Am I right in thinking that the change between the BB and SP versions occurs either after the scrolling message has stopped scrolling and the attract mode kicks in (there is a preview of the rooms), or after the Game Over screen? In other words, you cannot switch between the BB and SP versions in mid-game? (i.e., in fact, you cannot switch before them at all 'actively', you can only wait for the other one to 'take over'). Please note this is not criticism at all, just a question aimed at establishing whether I have missed something (like an 'active switch') or not. What does the 'toolkit' icon - which appears when you press 3 when the cheat menu is active - do? Or what function does it symbolise? I couldn't identify any particular effect it has. I appreciate the '1' key being a switch which changes the style of jumping and movement, but - to be quite honest - I don't see any change in Willy's movement whether the corresponding icon is on or off. Is it just me? Am I missing something obvious here? In any case, once again a big thank you and congratulations on this amazing file! :)
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Thanks for your explanations, Norman Sword! I take it you mean in 48K (modified game engines which use 128K have up to 256 rooms), and not re-coded the way "Jet Set Willy II" is? I just need to point out that "Henry's Hoard", which fulfils the above criteria, has 75 playable rooms ;) . I am not aware of any game using (mostly) the original game engine which has 74 rooms. Did you have any particular one in mind when you set the benchmark? The "second best" I know of was the Final Edition of Steve Worek's "Jet Set Emily: Baby on the Go" which has 71 rooms. Of course you've beaten these numbers dramatically :thumbsup: .
- 28 replies
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- norman sword
- jet set willy
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Great stuff, fantastic! :) I have yet to explore it properly, but just an "introductory" question: why is the game file called "JSW 128" if it works on a 48K Spectrum?
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- norman sword
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Yes, it is mesmerising, indeed! :) I've just posted a comment in the WoS thread regarding the way the program handles other JSW games which use (more or less) the original game engine.