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jetsetdanny

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Everything posted by jetsetdanny

  1. There is a nice JSW-type Flash game called "Get Set Boogie", staring a character called Sunny who has to collect items on roller skates in a roller-disco. I don't think it's been mentioned here before (I did mean to post about it once, but I think I've never got down to it before). What looks to me like its original web page is here, and it can also be played e.g. here or here.
  2. I've just come across information about a LibGDX 8bit style platform engine, based on Manic Miner and Jet Set Willy, which is being developed by James Stoddern. It's here and here on YouTube, and here on GitHub. It looks very promising :) .
  3. I've just stumbled across a YouTube video of "MM" (Andy Noble's remake) played by an algorithm. It starts here and the second part is here. It's very interesting :).
  4. Cool! :) Thanks for making and sharing it... and welcome to the forum! :)
  5. Thanks for the link, Ian, indeed I wouldn't have thought of the alternative meaning :) .
  6. The RZX recordings of my two walkthroughs of "JSWII+" Version +e.22 are now hosted on RZX Archive and can be downloaded from here. The ZIP also includes, as a historical curiosity, the walkthroughs of Version +e.2, which is still hosted on Julian D. A. Wiseman's website. I have been able to complete Version +e.22 (in the sense of reaching "Oh $#!+!The Central Cavern!" after the toilet run), with all items collected and no unnecessary loss of life, at 01:16:30 in-game time, and with the minimum necessary number of 298 items collected and some lives lost in order to gain time, at 00:52:59 (to be precise, I collected 299 items, because the bathroom tap was collected inadvertently during the toilet run). I need to correct my statement from a previous post: the total number of items which can be collected in the main playing area (before triggering the toilet run) is 325 (not 323). In my first attempt I missed two items in the "Glitch in Holodeck" mini-maze. Another correction is that two lives (not one) need to be lost in order to collect all items AFAICT. A note about the "Glitch in Holodeck" mini-maze: It is accessible from the lower east of "Shuttle Bay". It comprises four rooms: one without any guardians, two with a bird and one with a dumbbell. There are 15 items in each of these rooms in Version +e.22 of the game. The room numbering does not matter as far as gameplay is concerned. The easiest way to pass through the maze is to keep walking right (jumping over the gap in the floor, so as to always exit to the right rather than downwards). Also, I would just like to add to my previous post that I am not negative in any sense about Version +e.22 of "JSWII+". I think it's great that it has been created :) , and the new rooms and technical features certainly add to it, and are very impressive in the sense of so much being crammed into 48K :) . It would be truly fantastic now if John Elliott was able to develop JSWED to allow people to edit this new version of the game, using horizontal lifts, turbo down lifts and all of the other new features :ph34r: . Don't we all? ;)
  7. Okay, it's time for the answers :) . Before I give them, it must be stated that the basic question concerned the original "Jet Set Willy II", and the bonus question concerned the revision of "Jet Set Willy II+" hosted (since November 2016 and still at the time of this message being written on 11th March 2017) on Julian D. A. Wiseman's website, which is, in fact, "Version +e.2" (as stated in the scrolling message on the title screen). It has since transpired that newer revisions of "JSWII+" have been created and "the last update" is "Version +e.22" hosted on this forum. So the correct answer to both questions is A :P . Both the original "JSWII" and "JSWII+" Ver. +e.2 can be completed (in the sense of reaching "Oh $#!+!The Central Cavern!" after the toilet run) in less than 45 minutes of in-game time :D . I have been able to complete the original "JSWII", with the minimum necessary number of 150 items collected and some lives lost in order to gain time, at 00:42:42. Additionally (beyond the quiz question), I have been able to complete the game with all 175 items collected and no loss of life at 01:08:11 in-game time.The RZX recordings of both of these walkthroughs have now been added to the original recording of "JSWII" done by AndyC and hosted on RZX Archive since August 2004, and can be downloaded from here. As far as "JSWII+" Ver. +e.2 is concerned, I have been able to complete it, with the minimum necessary number of 180 items collected and some lives lost in order to gain time, at 00:44:42 in-game time. I really had to push this one to the limit to go below 45 minutes, re-recording the walkthrough for efficiency and looking for a more optimal route. Completing this version with all 207 items collected and no loss of life has taken me, in turn, 01:12:56 of in-game time. The RZX recordings of both of these walkthroughs have now been included (as a historical curiosity) in an updated set of recordings of "JSWII+" hosted on RZX Archive and can be downloaded from here. Now, as far as "the last update" of "JSWII+" is concerned, i.e. "Version +e.22", I have been been able to complete it, with the minimum necessary number of 298 items collected and some lives lost in order to gain time, at 00:52:59 (to be precise, I collected 299 items, because the bathroom tap was collected inadvertently during the toilet run), and with all 325 items collected and two lives lost (which is necessary to collect some of the items) at 01:16:30 in-game time. The RZX recordings of both of these walkthroughs are in the ZIP file which was mentioned above, hosted on RZX Archive, which can be downloaded from here. All of these completion times are only possible thanks to an extensive use of the Rollback feature in ZX Spin, which is the ultimate game changer (pun intended) ;).
  8. Interesting, I didn't know about this bug until now. It's also cool to be able to control the lethality of the Solar Beam :) .
  9. You would have to make it "Special Branch over the Door" or perhaps "Special Branch over Front Door" to make it fit...
  10. Advice on the internet I found after a brief search suggests that "prepositions containing four letters or fewer" should not be capitalised in titles. Which would include "over". However, my personal, possibly incorrect preference (at least at this moment ;)) is to capitalise "Over" - perhaps to avoid the situation in which "Under" and "Above" are capitalised, but "over" isn't? Concerning the comma, I don't think it's necessary, but it's just a gut feeling, basically. If I were to justify it, I would say: "on a branch over the drive" as opposed to "on a branch over the off licence" or something - the second element is not just additional information, it's a vital part of the basic information which makes it precise by differentiating it from other pieces of information. :rolleyes:
  11. I've just completed the game, using Rollback in SPIN, with 323 items collected (328 after the final, or pre-final, room) [EDIT: I missed two items, see a comment in a new post below], 15 spare lives and 142 rooms on the room counter (I didn't visit "Swimming Pool", "Entrance to Hades", "cheat", and the rightmost of the newest rooms, whose name I don't remember right now - it's very nice, actually, but itemless EDIT: it's called "Eureka"). I concur with Metalmickey there is one instance where you have to lose a life in order to collect some of the items [EDIT: there are two such instances]. I don't see a way to avoid it (not a problem, of course, with so many spare lives you gain). I have recorded an RZX walkthrough of which I am moderately satisfied. I will send it to RZX Archive as an update to the currently-hosted file [EDIT: done, see a comment in a new post below]. I think that before I do, though, I should also investigate and record the shortest possible completion of the game (with only the minimum number of items collected needed to complete the game and lives lost in order to gain time). However, that will probably require at least a day of work, so it'll have to wait until the weekend [EDIT: done, see a comment in a new post below]. Some comments: Yes, the changes in this version are numerous and far-reaching in relation to the version hosted on Julian Wiseman's website. While I trust they are technically impressive (more rooms, additional features), I have to say I am not extremely fond of some of them. For example, the game has been sped up (it can also be slowed down by the player, which is a new feature, I think). It's even faster than the regular JSW2, which is already very fast in relation to the original JSW. I don't really mind the speed as far as gameplay is concerned, but I don't particularly like it. You know, it's like sipping good wine or some other drink - the idea is not to pour it down in one gulp, but to enjoy it, take your time. Same here. I don't particularly like the modifications to some rooms, like to "Banned", for instance. It may be that I've just got too used to the previous version of "JSW2+" I played and/or the original "JSW2", but I like the original versions better. It's nice to see some brand-new rooms, although most of them give an impression of being designed primarily as technical samples, so to speak, to show off new features. The loophole in the older version which allowed the player to exit the final two-room loop and wonder around the playing field again, repeating the toilet run and collecting two additional items every time a long detour is completed, has apparently been closed - which is good. I don't think any more cheating is possible in this department. That's all for now :) .
  12. Thanks, Andy, I've now been able to download the file :) .
  13. Wow, what an amazing development! :wacko: And it means more (pleasant) work me, I guess, in the sense of recording another set of RZX walkthroughs B) . However, I don't see any file to download where you've indicated: Please re-upload, I can't wait to see what else was done to the file. And are you Derrick P. Rowson, by any chance ;)?
  14. Take your time, Metalmickey, we'll be here whenever you are ready :D .
  15. I have no strong feelings either way. I would probably either just leave things as they are in the original, or go by whatever was done in "JSW2", as the earliest part of the canon :) .
  16. And the current official homepage of the game is here :) .
  17. Nice tricks, Ian! :) Such modifications can serve to enhance future projects, just to give them a familiar yet distinct flavour.
  18. I will have another go and record the walkthrough :) , but I would prefer to do it on the final version. In view of the two above comments, I assume you will be releasing another revision, is that right?
  19. Thanks for your replies, guys! :) The answers will be revelead soon (in a few days' time) :ph34r:
  20. Thanks, Ian. Any other guesses, before the answer is revealed? :) Plus, a bonus question: Considering that in "JSW2+": - the player has to collect 180 items (out of a total of 207) to trigger the toilet run which ends in "Oh $#!+!The Central Cavern!"; - kamikazing some items can yield time gains; - a few seconds of immunity after losing a life, used properly, can yield some time gains; - the player has 6 spare lives to start with, but additional bonus lives are awarded for rooms visited and items collected; what is the in-game time needed to reach "Oh $#!+!The Central Cavern!"? A. less than 45 minutes B. between 45 and 60 minutes C. between 60 and 75 minutes D. more than 75 minutes Any guesses? :)
  21. Yes, that's the project I was referring to in my previous message. I'm glad you will include these rooms in your new game :) . I remember Ian commenting about some of them being impossible to pass, and I remember my confirming that in gameplay (I think I didn't post about it, but I did have a look at the new rooms, setting the starting point in JSWED to one of them) - so there's a need for some fixes there. But in any case you are already advancing in your project, which is nice :) .
  22. Okay, here's the complete result of my playtest, which only goes to show that *everything* should be playtested from start to finish before release: AMI4 playtest.rzx The game is impossible to complete, because there is an invisible item in "A Bit of Tree", in the right half, three blocks to the right from the second lowermost platform. The item can be collected by jumping from the platform, but the collection will always result in an Infinite-Death Scenario (IDS) [without cheating, such as using the Writetyper]. I found out about the item in JSWED, when I started wondering why Maria wouldn't disappear with 100 items - seemingly all of them - collected. Anyway, it's not a big deal and can be corrected easily :) . Now, my impressions after playing the game. The first one - and it doesn't really concern *this* particular game, but theJSW48 game engine in general - is that I played the game after playing "JSW2" and "JSW2+" repeatedly in recent days, many times over. And my first impression upon loading "AMI4" into the emulator was that it was slow... painfully slow! :o It's amazing what happens when you get used to things. I've got used to the speed of the "JSW2" game engine, and the original "JSW" almost seems boring by comparison. Soooo slow.... Well, towards the end of the playtest I forgot about the speed of "JSW2" - apparently I've got used to the speed of JSW48 again. Now, concerning your project, Metalmickey: It was very nice and refreshing to play the new rooms. I liked all of them, I thought they were very good, and I am looking forward to your new projects - I am sure there will be a lot of new, exciting rooms in them. In fact, you did design several new rooms already in another project - isn't this right? I remember seeing them in JSWED a couple of weeks ago, nice ones, too. What's happening with that project, by the way? The shortcut to "The Front Door" is very nice. It induces a change in the optimal route. My recording would have been marginally more efficient if I had done "Ballroom West" right after doing "To the Kitchens / Main Stairway". But at that time I didn't know about the shortcut. I might improve my route if you release a fixed, final version and I re-record it :P . The completion time should be around 8.10 am anyway. I did note some details corrected / improved(?) in relation to the original "JSW", but I am not the best person to comment on these things - I am more interested in new games (and rooms, at least), than improvements on the details of the original. Anyway, thanks for this fine effort and I look forward very much to your future work on "JSW" :D .
  23. I am quite intrigued by what you ended up doing, Metalmickey, and since I have an evening all to myself (a rare luxury!), I will have a go at version 4 of your project after posting this message, and I will post an RZX here when I'm done. Regarding this: > My next project is creating a 128K version (obviously moving away from the as Mr Smith intended theme) which, i hope, will be the first one to use all of the available 256 rooms :o .. i'll start another topic on that once i'm nearing the half way stage .. if the internet is still around by then... or someone else hasn't beaten me to it If you mean a project (a game using the JSW128 game engine, since it's the only one which allows up to 256 rooms) in which there are the 60 original JSW rooms plus 196 other rooms - no, it has never been done before TTBOMK. If you mean a JSW128 game with all rooms edited (not necessarily including the original JSW rooms) - it has been done before. Question 61 in "Willy Games: The First 30 Years Quiz" actually concerns it: Which was the first JSW game ever to feature 256 edited rooms? A "Frosya the Cat" B "Soul Miner" C "strangel" D "where's woody" The correct answer is D. Sendy did it in back in 2000, and I did it (using also other author's material) in 2010. "where's woody?" has 256 edited rooms. So does "JSW: The 2010 Megamix". This is not to say, of course, that it won't be nice if you design another game with 256 rooms - quite to the contrary, it'll be great! :) Plus there is something else you could do, which would be a first: [I would insert it as a spoiler, but I don't know how to do it :o ] Neither of the above games I mentioned requires the player to play all 256 rooms in order to complete the game successfully. If your future project did, it would be a first, indeed ;) .
  24. Considering that in "Jet Set Willy II": - the player has to collect only 150 items (out of a total of 175) to complete the game (= trigger the toilet run which ends in "Oh $#!+!The Central Cavern!"); and - kamikazing some items can yield time gains, and the player has 7 spare lives to use in this way; what is the in-game time needed to complete the game? A. less than 45 minutes B. between 45 and 60 minutes C. between 60 and 75 minutes D. more than 75 minutes Any guesses? :)
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