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jetsetdanny

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  1. Yes, that's absolutely correct! I'm not sure you can say the place is 'inaccessible', though, it's just that Willy would get killed if he tried to be in that particular position/location. Which still does not make it a Forbidden Hallowed Ground, of course. This is where Willy can stand (until he gets killed by the arrow or the boulder guardian):
  2. Thanks for your kind words, Mtm! 🙂 Inspired by your mention of "Ultimate Manic Miner", I have just posted an extensive 'historical' comment about it in another thread, which I believe is more appropriate than this one.
  3. The release of Igor Makovsky's "Ultimate Manic Miner" was a much-expected event on the MM/JSW scene back in 2005/2006. This was due to Igor's pre-release announcements and teasers. After the release, there were quite a lot of reactions, ranging from awe and high praise to strong criticism, and a fierce debate regarding the use of the so-called "quirky features" (or "bugs", according to the critics) in JSW games ensued. Igor went out of his way to impress the audience with exploiting all possible features of the JSW64 game engine. He also carried out a strong 'promotion campaign' on the Manic Miner & Jet Set Willy Yahoo! Group before the game's release. To quote from a message he posted back in September 2005: "It uses JSW 64 engine. Every of 64 rooms presents you some interesting effect of the JSW engine (both old and JSW64) or a quirky feature, not letting you feel boring. Tons of triggers, stoppers and MANY MORE!" To quote from some other posts in the Yahoo! Group he made later on: "I want this game to be a really surprise for all the members, so I will keep all the secrets about it now. You won't regret about waiting for so long. 😃 promise..." "In fact, this game is the result of all my JSW-editing experience since 2000 and I want it to be such a game, that won't make you regret for waiting it for so long." "I warn you that UMM is strictly restricted for playing to those people, who keep their mental health ok and don't want to see all the scenes, I've included to keep the atmosphere of the panic, horror and appearance of the unknown forces in a mine, where Willy came to work (because of Willy, himself)." "I wish to create UMM with unusual effects of engine, not changing any code only with my own secrets of designing rooms (...)". "I now work under the last quarter of rooms making some unbelievable effects so that player would be interested in trying to solve the whole game and not to stop playing." "...and wait for UMM where all the rooms will bring more surprises and won't make you feel boring!..." "I just advice you to put something fast'n'heavy like Apocalyptica in your hi-fi system when playing my game. =)))" The expectation in the Yahoo! Group was high. Before the release, there were comments like: "Anyway from what you say about UMM it should be an almost euphoric experience to play when it finally arrives" (comment by the DrUnKeN mAsTeR!!!); "(...) UMM looks like it will be incredible" (comment by Carl Murray) and "This new screeshot from UMM confirms that your future game will be really a very great game! it's very beautiful" (comment by Herve Ast). The game was released on 20 February 2006. There were a lot of very positive reactions from the Yahoo! Group members: "And what a game it is. The intro blew me away. It's... it's... so beautiful... You totally took us to a new level. You are _the_ master. *bows down*." - Jet Visy "I love the atmosphere and the overall graphical style, it's very vivid and leaves a lasting impression in the imagination (...) Wonderful stuff :)" - Sendy "Your new game is fantastic. The quality of the graph of the rooms is incredible. It's an enormous work to arrive at this result. It's a strange atmosphere, unknown and it will take much time before explored whole." - Herve Ast "Igor I think UMM is unbelievible, I've spent most of yesterday playing it, and I'm not very far yet. The gameplay itself doesn't seem ridiculously hard but it's working the secrets out so far that seems to be the way of progressing. All in all it blew me away (...) All in all, all I can say is well done you've far outdone yourself this time (...) It was well worth the wait!!! Cheers you've made my week." - the DrUnKeN mAsTeR!!! "WOW! I am soo amazed! 😄 its just so great (...)" - Dasse "I had a quick, casual go of UMM today, and it was enough to see that the game deserves full marks for novelty, amazing graphics, and a unique atmosphere. It seems to be an excellent showcase of what can be achieved withJSW64 with the extra cell-classes, cell-types, and guardian-types (...) It's also nice to see some quirky features. (...)" - Andrew Broad "Wow! Wow! Er, wow! What else can I say? It's smegging incredible! I thought ZX Heroes pushed the JSW engine as far as it could go, but this... It's like comparing Half Life to Quake 2! The ideas, the graphics, the animation... Without meaning to sound like one of those pompous "intellectuals" on late night BBC 2, you've elevated JSW design to a new level, to a new art form. Wow!" - Carl Murray "I have had my first look at "Ultimate Manic Miner", and I have to say that "ultimate" it really is! I haven't played it very seriously yet, just wandered around a bit (...), but I can already express my very high praise to Igor for this groundbreaking product. It does set new standards, indeed, and it is a very powerful show, for me at least, of the possibilities offered by the JSW64 game engine (...). Igor, your game is truly wonderful in the sense of the atmosphere, graphics and new ideas. When playing it, I had the feeling I was not playing a JSW game at all, so different it was from the "traditional" games." - Daniel (myself) There was also some criticism. Andrew Broad pointed to two aspects of the game: "One downside of UMM (and, I guess, of JSW64) is the uncertainty. Because there are so many cell-classes, it's hard to know what to expect in terms of cell-behaviour, whether something is a guardian or not, whether it is stand-onable or not. The other downside of UMM is the lack of items, most of which seem to be hidden inside portals, or to be extra-life items (not necessary to fulfill the ending-condition if the sole aim is to escape?). So I guess I'll miss the joy of being able to tick off rooms as I clear them of items." After completing the game recently, I have to say that the lack of collecting items is the biggest downside of the game for me. Collecting items is a BIG part of MM and JSW, and being deprived of this particular pleasure is not something one can enjoy. Andrew Broad summed up the feelings in the Yahoo! Group when he wrote, on the World of Spectrum forums, "the general consensus in the MM/JSW community is that Ultimate Manic Miner is brilliant". Outside of the Yahoo! Group, i.e. outside of the circle of people particularly interested in and fond of "MM" and "JSW", reactions to the game were mixed. Some were very positive (e.g. "Thanx for this gem ! One of the best JSW clones ever created" - Tom-Cat), but there was also much criticism regarding various aspects of the game: "It's too messy (...) Seriously, the programmer's tried to impress soo much with screen design (awful choice of colours in some places - yellow and white???), and cluttered it up soo much, that it kinda ruins the game for me. (...)_ It's too messy, and on a couple of screens, I'm clueless on what's going on. I tire of this game far too easily." - The Starglider "It's like a prog-rock version of Manic Miner. There's an astonishing amount of detail and a lot of time and talent has gone into it and yet... there's not really any game left." - Zagreb "(...) the game appears very, very poorly designed." - Dunny "hm i dont really like it tbh." - mel the bell "I agree with Dunny on this, don't like it very much." - Daren Much of the criticism was related to the use of the "quirky features" (or "bugs", as the critics would have it) of the game engine: "Relying on engine quirks really makes it a game for a select club of people only. It makes the gameplay counter-intuitive, if not downright illogical. It's a bit like saying "jump into the cabbage to deactivate the power station"." - JMK "That is a *very* bad idea in game design in general. To rely on quirks (or to be absolutely fair, BUGS) which the player may or may not know of is grossly unfair to a player than may be new to the whole JSW phenomenon. You won't get many new JSW/MM gamers liking this at all, especially when they find out that you've *punished* them for getting past the intro." - Dunny "It would appear that unless you have knowledge of every single bug (sorry, "quirk") in MM you won't stand a chance of getting anywhere anyway. I'm still stuck on screen 4 and I give up. Finding the random holes in the scenery by sacrificing 200 lives each time is not my idea of a fun afternoon." - Malc74 "Great graphics and use of the engine, but it's possibly the least enjoyable game I've played in years. Manic Miner and JSW were fun because you could see what you were supposed to do generally, even if it sometimes took a lot of skill to do it. But a game where you can't even see what you are supposed to do to get off a screen, and instead have to pause the emulator, read this forum, a page about JSW "quirks" etc - that's just a waste of everyone's time." - Neil^P More criticism (partly by the same people) was also expressed on the comp.sys.sinclair forum (there were also some positive or balanced reviews there): "It just looks like the guy's gone all-out trying to get a MM/JSW style game to do stuff that it wasn't intended to do, and made a right mess of it in the process. You can certainly *play* it. But as there's very little that can actually kill you, it's no real fun." - Dunny "Graphically, it's been superceded by many other games in your own archive. I can appreciate that you're a fan of MM/JSW (as am I - there's been some fantastic work done with the engine), but you can take fanboy-ism too far. Not every new release is "fantastic". This is just abysmal. The guy has really tried to break through the barriers thrown up by the engine and just not succeeded at all in anything other than an insult to the original games." - Dunny (replying to Andrew Broad's message) "I can't say that I found this game enjoyable at all. It was annoying, it had attribute clash all over the place, the screens had no clear objectives. I would have to give this a 4/10. Only saving grace was the excellent music, but that doesn't make a game great. And I have played many other versions of JSW, that were far better implemented than this effort." - Daz "Ultimate Manic Miner" was the last major JSW project ever released by Igor Makovsky. Afterwards, Igor released two more JSW64 games, but they were smaller projects, one having 21 edited rooms, the other 6, incidentally, both inspired by his girlfriends (different ones in each case, AFAICT 😉) at the time. I have always thought that the lack of uniformly positive reception of "UMM" must have been a disappointment for Igor and must have affected his enthusiasm for the creation of new JSW games. That's just my personal theory. I hope he will make a comeback someday, though, like other authors have done...
  4. Thanks for posting the screenshots, Andy! 👍 I would have two suggestions. One is to use the term "Forbidden Hallowed Ground", which was recently discussed between Sendy and myself in this thread. I believe adding the word "Hallowed" adds an air of importance and mystery to this term 🙂 . My other suggestion would be to delete "Cuckoo's Nest" from the screenshot selection, as it is definitely NOT a "Forbidden Hallowed Ground". By definition, this should be a place which the player cannot reach without using the Writetyper cheat or POKEing the game. The spot in the "Cuckoo's Nest" which you show is, in fact, very easy to reach: Willy only has to jump through the ramp (at the floor level) and continue walking right, then jump up vertically at the edge of the green leaves (once he is beyond the Fire cells above him). It is true that once he is in the position you have shown, he will not be able to go back safely and will have to lose a life (or all lives if he drops down to the room below). However, the concept of "Forbidden Hallowed Ground" is NOT about being unable to get out/back safely, it's about being unable to reach the given spot. So "Cuckoo's Nest" does not belong there.
  5. Thank you for your feedback, MtM! 👍 The congratulations and gratitude for creating this great game go to Carl Paterson, its author 🙂 . He designed all of the beautiful rooms we can now enjoy (I only assisted with some 'postproduction' aspects, such as music). Thank you, Carl! 🙂 I'm glad you have mentioned that, because it is one of the things I've been 'preaching' very hard all along: that it is good to have a clear distinction between games that are evidently new games (using the excellent JSW game engine and its general concept, and perhaps some other elements, like selected sprites - but still new games) and 'products' which are not new games as such, but modifications of the original JSW (and MM, respectively), sometimes very minor, sometimes a little more expanded, but still not enough to be considered new games. On JSW Central, the distinction is made at the level of the lists: the "List of Manic Miner and Jet Set Willy games for the ZX Spectrum", with all its sublists, is the place where (what I consider to be) new games are listed, while there are separate lists for what I classify as "Versions of the original MM" and "Versions of the original JSW". It is an arbitrary choice of how to classify a given game, of course. In some cases, the classification is not so obvious, which has led me to create a sublist called "B. Advanced modifications of the original Jet Set Willy" within the list of "II. Jet Set Willy (JSW48) Games using Matthew Smith's original Jet Set Willy game engine for the 48K Spectrum and its modifications". Fortunately, in case of "WiLLY iN ThE MiRRoRVeRSE" (as well as Carl's first game "AmAZiNG WiLLY") there is no doubt whatsoever: they are new games, allowing the player to experience brand-new parts of Willy's universe, while still using the exquisite game mechanics of Matthew Smith's timeless original 🙂 .
  6. It's quite a cruel punishment for being inept enough to lose a life! 😉
  7. Updates on the JSW Central YouTube channel since the last video I mentioned in this thread: "Willy's Afterlife" "Manic Scribbler" "Jet Set Willy: Spectrum Computing" "Goodnite Luddite" "Ultimate Manic Miner" "Manic Panic" "Skint Willy" "Willy the Rogue" "Still Stealin'" "Manic Miner Mythologies: Eugene - Lord of the Bathroom" "Monstrum!" "Willy in the Islands of Mystery (Part 1: Exploration)" The videos of "Goodnite Luddite", "Manic Panic", "Skint Willy", "Willy the Rogue" and "Steal Stealin'" were made from RZX walkthroughs I had recorded previously (back in 2007 in case of "Goodnite Luddite", in 2019 in case of the three parts of the "Down and Out Trilogy" and in 2021 in case of "Manic Panic"). The video of "Ultimate Manic Miner" was made from an RZX recording I made recently, as I had not played this game to completion before. I managed to complete it at 11:35 pm, which is an improvement over the other publicly available recording(s) of this visually-stunning game. For the other six videos, I replayed and re-recorded them in order to improve my own earlier performances. I hugely improved my previous score in "Manic Scribbler" - from 25,465 points to 32,730 points. I moderately improved my earlier score in "Manic Miner Mythologies: Eugene - Lord of the Bathroom" - from 26,428 points to 27,001 points (I got my kicks out of beating the 27,000-point mark! 😁). Furthermore, I brought down my completion time of "Willy's Afterlife" from 8:08 am to 8:02 am, of "Jet Set Willy: Spectrum Computing" from 7:57 am to 7:51 am, of "Monstrum!" from 8:36 am to 8:24 am and of "Willy in the Islands of Mystery (Part 1: Exploration)" from 8:38 am to 8:26 am. All of the newly-recorded RZX files can be downloaded from the games' respective pages on JSW Central.
  8. I extended the death effect in "Willy's Hoard" to make it longer (and different) than in the original "JSW" . To quote from the Readme: I modified the value of the addresses #8C1A - #8C30, copying the code from the 1985 version of "Henry's Hoard", to change the "lose a life" special effect.
  9. There are at least two ways in which the issue of Willy dying several times in a row after getting killed has been addressed, I believe: 1. Safe restart positions. You respawn not where you died, but at a location within the same room where it's safe (you won't die again immediately). I believe (off the top of my head, without checking) that this is something that was initially done in "Jet Set Willy II", but there is also a patch for a regular JSW48 game that does it. My recent description of it is here. 2. Norman Sword's immunity. Right after being killed, Willy is immune to, I believe, any kind of danger for a second or two: he does not get killed by guardians or Fire cells or by falling from an excessive height. Norman has applied it in "Jet Set Willy in Altered Reality" (where Willy is flashing while the immunity lasts) and "Manic Jet Set Willy" (where a receding horizontal bar below the screen shows the immunity) [please note that the JSW Central web page for "Manic Jet Set Willy" needs updating, it's on my to-do list]; possibly also in some other projects, I'm not sure right now without checking. The 'side effect' of this solution is that it in some cases it allows the player to take an alternative route through the game (by sacrificing one life to be able to fall from a great height and land safely, or pass a guardian or a Fire cell that would normally not be passable), which can accelarate the completion time (by sacrificing a life/some lives you can complete the game faster than normal).
  10. Without understanding exactly how Erix1's code modifications work, I don't think the changes I've made to the file should interfere with what can be modified using Hackulator, possibly with the exception of some changes falling within one 'class of changes': those that concern special, PV-like effects in some rooms. There was (at least) one special effect from "Maria vs Some Bastards" that was not used in "JSW: RR" (the opening of the Temple of Frogs and the related message that was printed on the screen). I wiped out that code completely and replaced it with other code, useful for "JSW: RR". I also 'built up' on some other similar code, e.g. adding the printing of guardian sprites in addition to a message being printed. Again, I'm not sure how Hackulator handles these particular special effects, but if it does, it'll certainly be confused and not do its job any more in these few particular cases. Also, in some other cases, I compacted Erix1's code related to these special effects a little bit. So there can be problems related to two issues: the code being moved up and down (if Hackulator looks for a particular address to modify a particular special effect in a given room, it may not find it where it expects) and the code being optimised. For example there was an LD A,00 instruction somewhere (3E 00). I changed it to an XOR A (AF) instruction, which produces exactly the same result, but takes only one byte (instead of two), because I needed every single byte I could get in that particular area of the code (to add some more code). However, if Hackulator should be wired to be able to insert different values there (by modifying the operand of the LD A instruction, so for example doing 3E 01 instead of 3E 00 to change the value of the address in question to 01 rather than 00), it won't work any more and, in fact, by introducing *any* changes, will actually completely mess up the code. I don't think there should be any problems with modifying the building blocks (cells) of each room. TTBOMK, I did not interfere with that at all. [EDITED: Another potential sources of problems was added.]
  11. Thanks, Ian! 👍 It's based on what you wrote, of course. Let's wait for Vidar then, to see if he approves the 'official' bugfix.
  12. Great job, Ian! Thank you! 👍 I've done it, the results are attached. The fixed file comes first, the unfixed second. The only difference above #8000 is the #AF at ##8633. The comparison shows some differences below #8000, in the Attribute buffer at #5Cnn and #5Dnn (cavern + Willy + guardians + items + portal). I'm not sure why this happens, as the TAP file with a JSW or MM game only contains data from #8000 to #FFFF (it's a block of code loaded starting at #8000), doesn't? So what does SPECSAISIE compare below #8000? In any case, to be on the safe side, I have prepared a fixed TAP file which is only different (as analysed by SPECSAISIE) from Vidar's original file at #8633, and I also saved it as a TZX file. It is attached below, as a 'draft proposal', with a description typical of the bug-fixed versions of games I host on JSW Central. Ian, would you have any suggestions for changes in the description in the ZIP file? And Vidar, would you be so kind as to 'officially' approve it as a bug-fixed version? I mentioned your endorsement in the attached text file, but of course it's only tentative, awaiting (and hoping for) your approval. Please let us know! 🙂 eugene.txt UNAPPROVED_Please_do_not_spread_Eugene_-_Lord_of_the_Bathroom_(bugfixed_version).zip
  13. So the TAP file that has been circulating on the internet (the one that can be downloaded, among other places, from the game's page on JSW Central) is dated 09.05.1999. The game was released (according to the Chronology I once created, and it was a fruit of a careful investigation) on "17 May (or a little earlier)". So I think there is every reason to suspect that it's always been like that. [The TZX file that is also available on the web, dated 30.12.2001, is secondary; it must have been created from your original TAP file in order to be placed on the TZX Vault; it behaves exactly in the same way, i.e. jumping from the title screen to start the game immediately.] In the recording hosted on RZX Archive, the title screen and the scrolling message are indeed displayed properly. The recording was made by "Fil" (Philip Bee, I believe), and published on the RZX Archive on 19 January 2005. I have downloaded it and wanted to compare a SNA file saved it and a SNA file saved after launching your original TAP file to see if they are different (I meant to do it using Andrew Broad's SPECSAISIE). As it turns out, however, Philip Bee recorded "Eugene..." in 128K mode. Because of this, I cannot compare the files in SPECSAISIE, as it only compares 48K SNA files (I don't think it's possible to save a 48K SNA file from an emulator when the emulator is running in 128K mode, which is enforced by the RZX recording). The files could still be compared 'manually', so to speak, especially the areas of the code where the different behaviour of the program may lie. It's a little mystery then. I did try to launch your original TAP file on an (emulated) 128K Spectrum, but it behaved exactly the same way as described before (starting the game immediately). So it looks to me like Philip used a modified/different file for his recording. One thing I have not tried (because I don't remember offhand how to do it) is to try launching your original TAP file on a 128K Spectrum but in the 48K mode. I don't think it will make any difference, but perhaps someone could try it. In any case, if you checked what the problem is and released an updated version with the title screen and the scrolly displayed properly, that would certainly be good 🙂 . Your game is so fine it deserves to be available to the world without any glitches!
  14. Hi Vidar, (or do you prefer to be addressed as Erix1?) Thank you SO MUCH for your kind words and official approval of the fixed version of "MVSB"! This is really fantastic and extremely gratifying 🙂 . I am speaking for myself now, but I am sure Ian (IRF) and Andy (Spider) who were involved in creating it share my sentiment. Also, congratulations on "MVSB" winning the Manchester PLAY Expo competition! I was there, in person, it was a very memorable weekend for me, meeting Matthew Smith, Richard Hallas, Daren Pearcy (who has since passed away...) and other guys for the first time. Good old (pre-pandemic) times 🙂 . So thank you once again, your approval and endorsement are greatly appreciated! I will post this now and then reply regarding "Eugene" in a separate message.
  15. Ian, I'm glad you like the loading screen I created for "JSW: RR" 🙂 . Erix1's loading screen looks like that:
  16. As a person who is already well acquainted with the game, I would like to encourage everyone to check it out, and not just have a brief look at it, but really play it, preferably to completion! It can be completed without losing a single life (not easy if you don't save/reload snapshots or use Rollback! 😉). It's an amazing result of Sendy's brilliant design using Erix1's enhancements to the JSW48 game engine, pleasing visually and full of interesting challenges in terms of gameplay. It's also a game with a history. A beta file was uploaded to the old (today nonexistent) MM/JSW Yahoo! Group back in 2004, but then the gamma release, which at times seemed imminent, didn't happen. It's been a long wait for those who remember the Yahoo! Group days, but it's been worth it - and what a comeback by Sendy it is! So don't miss it, play it to the end, and then watch out for Sendy's other maturing projects! 🙂
  17. Erix1, welcome to the forum! 🙂 It's really great that you have joined it! 😁 Thank you for your outstanding contributions to the MM/JSW scene! "Manic Miner Mythologies: Eugene - Lord of the Bathroom" and "Maria vs. Some Bastards" are truly amazing games! 1. Regarding the former, while re-recording it to make a JSW Central YouTube video very recently, I realised it has a problem in that the title screen is displayed only for a split second and then the game starts immediately, as if ENTER has been pressed. I believe your intention was to display the title screen 'normally', as it says on the title screen "PRESS ENTER TO START", so the program is supposed to wait for the player to press ENTER before proceeding to start the gameplay. In my video linked above I actually stopped the start of the game "artificially" to allow the viewers to appreciate your title screen. The question arises though: would you consider releasing a fixed version where the game would not launch 'automatically', but allow the player to savour the title screen? 2. Regarding the latter, I trust you are aware that back in 2019 this forum's team (with the leading role of Ian Rushforth - IRF), frustrated at the prolonged impossibility to complete "MVSB", released a bug-fixed, completable version of your beautiful game. We did try to contact you back then to ask for your 'blessing' for the project, but were not successful. So I would like to kindly ask you now to confirm you are fine with this release. It was a labour of love, a lot of effort went into analysing the game and coming up with solutions that would not distort the original Rev. E in any way or take away from it, only add to it. It was also a delight to record it for the JSW Central YouTube channel. If you could "officially" approve of this effort, it would be greatly appreciated! Finally, I will second Sendy's request for releasing Hackulator if you still have it. This would give people a chance to create more Erix1-mode JSW games! 🙂
  18. Thanks, Sendy. The game is also on Spectrum Computing. The SC people may have some contact info for Vidar.
  19. Everything is possible in the 'meta' world! Even Facebook turned to Meta, hasn' it? 😉
  20. Thanks for your reply. That's too many to port the game to the Spectrum, unless it was done as a two-part JSW128 game (where you could have 512 rooms in total). Thanks for having a look at "WNM"! 🙂
  21. Great discussion! 🙂 I will just add to the bit quoted above that in the Readme accompanying "Goodnite Luddite" Andrew Broad says, "You can consider yourself to have passed Goodnite Luddite if you finish the game using infinite lives (POKE 35899,0) on a real Spectrum, or saving and loading snapshots on an emulator. If you cheat by using any other POKEs, or by using WRITETYPER, you should consider yourself disqualified. ;-)" So the author himself states that playing this particular game by saving and loading snapshots is NOT cheating, but a valid method of completing it. This is (that's my comment) because the game is designed to be so hard it would be unrealistic to expect people to finish it without this kind of help (or the infinite lives POKE). He also establishes the same "rules of engagement" for some of his other games, e.g. "Party Willy".
  22. I like the word "Hallowed" for use in JSW terminology 🙂 . However, I doubt that it conveys the meaning of "forbidden" strongly enough. These places in JSW games we are discussing are simply inaccessible, you cannot and you will not reach them (unless you use the Writetyper cheat or POKE the game). I wouldn't argue about it (not being a native speaker of English), but if you look at these examples of "hallowed ground", for instance, and the definition of "hallowed" itself ("used to describe something that is respected and admired, usually because it is old, important, or has a good reputation"), I don't see the element of the entrance to these places being forbidden at all. So perhaps a "Forbidden Hallowed Ground" would be a good compromise? 🙂 Not that it matters much, of course 🙂 . I made my remark about the "Forbidden Holy Ground" simply because I am so used to it, and I made my remark about sticking to unified terminology probably out of my subconscious desire that it would be the optimal scenario (as it would allow us to avoid any possible misunderstandings and save one's time thinking about what term to use if that term came to mind immediately because it was so universal). However, I suspect that our destiny is rather "unity in diversity", so of course feel absolutely free to use any term you like 🙂 .
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