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jetsetdanny

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  1. I am pleased to announce the release of the 48K Edition of “Madam Blavskja’s Carnival Macabre” . First of all, my warm thanks once again to Fabián Álvarez López (Adban de Corcy) for the original 128K edition of the game and for his support for the release of this version. I would also like to extend special thanks to Ian Rushforth for his valuable cooperation and numerous contributions to the project. You can download the game from its page on JSW Central. You can also visit the game's *very* rudimentary home page on JSW Corner and download it from there. The same ZIP file is hosted on both websites. The package contains: - The official release file of "Madam Blavskja's Carnival Macabre 48K Edition" in the TAP format; - The official release file of "Madam Blavskja's Carnival Macabre 48K Edition" in the TZX format (created by saving the TAP file as a complex tape file); - The Readme; - A ZXK file which makes it possible to play the game on the Sinclair ZX Spectrum Vega/Vega+; - The Readme written by Fabián Álvarez López especially for the 48K Edition of the game; - A ZIP with the release files of the original 128K edition of the game; - A ZIP with bugfixed files of the original 128K edition (please see Section IX of the Readme for their description); - A ZIP with some early screenshots of the game, from the time when Fabián was still working on it as a 48K before upgrading it to 128K. The Readme (which counts over 90 pages when pasted to a Word document using Calibri 11 and single spacing) contains detailed credits and describes every aspect of the game, including descriptions and annotated disassemblies of various technical solutions used in it, some of them applied in a JSW game for the very first time. I hope you will enjoy this atmospheric adventure, created by Fabián and presented here, with some enhancements and an option to play either the original game or with five extra rooms, in 48K. Please let me know you've had a go at “Madam Blavskja’s Carnival Macabre 48K" - here or by e-mail. Fabián's e-mail addresses can also be found at the end of the Readme - do let him know if you have enjoyed the game! Daniel
  2. Thanks for the new file! :) As mentioned above, having a good look and commenting on the game will be my priority JSW task after the release of "Madam Blavskja's Carnival Macabre 48K Edition". I made good progress towards that release this weekend, so my testing of "Roddenwald" has also drawn closer :).
  3. Your work has had an enormous influence on this scene and has been the cornerstone of many a fine project :). The period of the Dark Ages will soon be over. As Ian mentioned, I intend to crack the mystery once
  4. Yes, I've said it already in another thread (didn't see this one), but I'm happy to repeat it here: Welcome! It's great that you've joined the forum! :D .
  5. It's good to see you around, John :). So what exactly is amusing about this thread?
  6. It is great that you have joined, that you are going to finish "Jet Set Jason in Roddënwald" and that you have shared an alpha version of it - thank you! I have had a brief look at several rooms around the starting room. My very first impressions: - The game is going to be more "intense" than your previous games - in the sense of graphical elements (probably because the JSW64 game engine allows more cell types than the older engines) and guardians. - The game is going to be more difficult than your previous games. - The initial rooms seem kind of "cramped" - there seems to be less open space in them than in your previous games. - I like the new sprites I can see in "Magnificence hides Depravity" and "Their Screams inside the Walls". - Going down from "Magnificence hides Depravity" (after activating the switch and getting rid of the wall blocking the entrance) leads to rooms from "Madam Blavskja's Carnival Macabre" which I think are not playable. - You cannot cross "Mail Room - 'Mad' Fritz's Lair", because the leftmost vertical guardian collides with a platform, killing Jason. I don't want to look at the game in JSWED, I prefer to do it in an emulator. I will play it properly in a few days' time - after the release of 'Madam Blavskja's Carnival Macabre 48K Edition". I promise it'll be the first JSW-related thing I will do once "MBCM 48K" is out the door - I will then post more extensive comments .
  7. JSW Central is celebrating its fifth birthday today! :D I am pleased about the development of the site in these last five years, even though it wasn't as intense as it might have been. It happened periodically and was interspersed with periods when my JSW-related activity was focused on other projects. After the latest one, the 48K Edition of Adban de Corcy (Fabi
  8. Eighteen years ago to the day, Adban de Corcy (in real life: Fabián Álvarez López) released a beautiful Jet Set Willy game called “Madam Blavskja’s Carnival Macabre”. It was the third part of his “Gothic trilogy”, after "Willy's Afterlife" and "A Bulgarian Requiem". The story: This time Willy feels completely lost. He had managed to escape from his vampiric uncle, Jetza Setov Willovsky, and all apparently was going fine, when the car broke down. As far as he knew, he was somewhere right in the middle of Europe, and there was no gas station anywhere to be seen. So, he saw some lights, and when he arrived there, he discovered he was in a Carnival. And now, he can't find the exit, and he can't return to his mansion, because he cannot escape the Carnival Macabre! This lovely, atmospheric game uses a 128K Jet Set Willy game engine (known as JSW128). Ever since I first played it, I felt distressed and upset that the owners of 48K Spectrums and the users of emulators which only emulate 48K machines could not enjoy this fine adventure 😉. I also felt that it should be possible to fit the game into 48K, especially since it does not use any features that would be hard to reproduce in the JSW48 game engine, such as diagonal guardians. I undertook this challenge late last year and today I am very pleased to announce the upcoming release of “Madam Blavskja’s Carnival Macabre 48K” 😀 . It is Fabián’s game transferred to the classic 48K Jet Set Willy game engine (modified in various ways to fit in more code and data), with some enhancements. The player can choose to play either the original game, or a version with several additional rooms. There is also a custom-made title screen, an additional Game Completed screen and new music… The game will be released this month, perhaps next weekend if all goes well. Fabián has provided a real treat which will be included in the ZIP package: a description of the rooms (which was not included with the original edition of the game) and some current comments. I am very grateful to him for his support for this 48K Edition of his game! I would also like to thank Ian Rushforth for his valuable involvement in this project, including (but not limited to) the new title-screen tune and various technical, code-related contributions and support. So please watch this space in the near future! The release announcement will be here before this month is over…
  9. Thanks for the update, Norman Sword! :thumbsup: I am looking forward to your uploading version 4.
  10. Hello, I am trying to contact Adban de Corcy (Fabi
  11. Good luck with your endeavours!
  12. Collecting it by dropping onto it is definitely faster than going for it from below.
  13. I do. It's here. "Manic Miner: Matthew Smith 2008 Remix" is a version of the original "MM", not a new game, in my classification.
  14. "Jet Set Willy 64" and "Jet Set Willy 64: Manic Miner" were never gamma-released by John Elliott as TAP files. The gamma releases were in the form of installers. In that sense, "Jet Set Willy 64: Manic Miner" did not originate from "Jet Set Willy 64" (it was a separate installer). Hence it's understandable that a glitch which is in one of these projects fortunately avoided the other project.
  15. The value of #EB90 is #4B in three JSW128 games I checked, so they are fine :) . It is #00 in "Willy Games: The First 30 Years Quiz" which means that the game is affected by the bug. No worries, as mentioned above, I believe that using the cheat mode in this particular game wouldn't make any sense.
  16. Thanks for all your comments and tips, Ian! :) I will continue the quest "when a convenient time presents itself" (to quote Geoff from another thread). No, not quite by chance. I modified the code to stop the game instead of increasing the value of the cheat mode indicator at #C400 by inserting the HALT instruction and I tried pressing various keys to see which one would stop the game. Then, when it looked like "s" was the culprit, I verified on an unmodified file that it indeed makes the cheat mode indicator at #C400 increase from 00 to 01. This is precisely the reason I mentioned before why I think this information should not be a secret any more - game developers should be able to test the cheat mode and all things associated with it in their creations. Fortunately, I have only designed one JSW64 game so far and it is Willy Games: The First 30 Years Quiz, where using a cheat mode would make exceptionally little sense :lol: . Does the missing graphic byte also affect the JSW128 games, though? If it does, it could affect "Jet Set Willy: The 2010 Megamix" and "Jet Set Willy: Mind Control"...
  17. jetsetdanny

    Hello!

    It's good that you are here now, Geoff, and I hope that the forum activity will be an inspiration for you to indulge in some more JSW-related creativity. :) My replies to some of your comments are in green below:
  18. It is! :) "Manic Miner - Highscore Challenge" (also described here) is a nice variant of the original game where you can play only one level at a time and so see what your highest score in each cavern is. My personal high scores are as follows: 01 Central Cavern - 1721 02 The Cold Room - 1965 03 The Menagerie - 1891 04 Abandoned Uranium Workings - 1850 05 Eugene's Lair - 1715 06 Processing Plant - 1809 07 The Vat - 1825 08 Miner Willy meets the Kong Beast - 4046 09 Wacky Amoebatrons - 1343 10 The Endorian Forest - 1805 11 Attack of the Mutant Telephones - 1718 12 Return of the Alien Kong Beast - 4243 13 Ore Refinery - 1866 14 Skylab Landing Bay - 1768 15 The Bank - 1708 16 The Sixteenth Cavern - 1789 17 The Warehouse - 1909 18 Amoebatrons' Revenge - 1314 19 Solar Power Generator - 1080 20 The Final Barrier - 1775 Attached below is a ZIP with a set of my RZX recordings, documenting each of the above scores. I am attaching it here for your convenience; it is also hosted on RZX Archive as part of a set of my recordings of various versions of "Manic Miner." 'Manic_Miner'_Highscore_Challenge_-_D._Gromann.zip After this blatant self-promotion :o , I have to admit that some people have managed to achieve higher scores than I have in various caverns. The current list of the best scores for each cavern is on the previously mentioned home page of "Manic Miner - Highscore Challenge" - these are the highest-known scores you will ever find anywhere, I think. According to the information published there, Pgyuri has managed to score 1724 points in "Central Cavern" and Woody is in second place with 1722 points.
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