-
Posts
3,237 -
Joined
-
Last visited
Reputation Activity
-
jetsetdanny got a reaction from Spider in León Willy
You die.
It depends.
I'm not planning to investigate it 'scientifically' or at the code level, but I have a strong impression that if in the upper ("red") room you exceed the height from which you could normally fall safely (within that room), once you land in the "green" room below, you die. However, if in the upper "red" room you don't exceed the safe height, you'll be perfectly fine in the "green" room below no matter how far you fall in that latter room.
You can see it for example in the rooms "Peces voladores"/"Flying Fish" (I'll call it Room A) and "La entrada a Magna City"/"Entrance to Magna City" (I'll call it Room B). If you drop down to Room B from the floor level or Room A (or even from the lower end of the ramp-conveyor), you are perfectly fine down in Room B, you land safely. However, if you drop down to Room B from the platform in Room A where the middle item is, you are in for a Multiple Death Scenario in Room B below.
-
jetsetdanny got a reaction from IRF in León Willy
You die.
It depends.
I'm not planning to investigate it 'scientifically' or at the code level, but I have a strong impression that if in the upper ("red") room you exceed the height from which you could normally fall safely (within that room), once you land in the "green" room below, you die. However, if in the upper "red" room you don't exceed the safe height, you'll be perfectly fine in the "green" room below no matter how far you fall in that latter room.
You can see it for example in the rooms "Peces voladores"/"Flying Fish" (I'll call it Room A) and "La entrada a Magna City"/"Entrance to Magna City" (I'll call it Room B). If you drop down to Room B from the floor level or Room A (or even from the lower end of the ramp-conveyor), you are perfectly fine down in Room B, you land safely. However, if you drop down to Room B from the platform in Room A where the middle item is, you are in for a Multiple Death Scenario in Room B below.
-
jetsetdanny reacted to IRF in León Willy
Looks good!
The colour-coded fall height peril is an interesting concept, but I wonder what happens if you fall from a great height in a 'green' room, off the bottom and land in a 'red' room. Or vice versa, if you fall a long way through the bottom of a 'red' room but you land in a 'green' room? 🤔
-
jetsetdanny reacted to Ulkesh in León Willy
Hello jetsetdanny and other members, I am Pedro Magallares, the game designer. First I want to thank you for this great presentation you have made to the game, I also take this opportunity to say hello to everyone, and well, in the process I encourage people to try it and give us their honest opinion. I will greatly appreciate all contributions.
A cordial greeting to all.
-
jetsetdanny got a reaction from SymbolShift in León Willy
And so the game has now been released! 😁 Please see the announcement for more info and the download link.
-
jetsetdanny got a reaction from Spider in [File] León Willy
View File León Willy
I am delighted to announce, on behalf of Pedro Magallares Ocaña, the release of his game “León Willy”. It utilises the standard JSW48 game engine, albeit with some modifications, featuring 64 brand-new rooms and 256 items to collect. The game also showcases 14 in-game tunes and a title-screen tune that have never been used in any JSW game before.
Pedro designed the game in 2001, creating a navigable and charming environment inspired by ancient cultures, historical events, movies, songs and his personal life. He published it on a Spanish forum dedicated to the video game scene, especially consoles, a few years later. That version did not seem to reach fans within the MM & JSW community though.
Fast forward to this year, where the game has been reborn and rejuvenated. Pedro graciously allowed me to handle some 'postproduction' aspects, including custom loading and title screens, musical arrangements, and a few other enhancements. The definitive version you can now download (in Spanish and English) showcases León Willy in his full feline prowess.
Willy wakes up after a very crazy night, disoriented and uncertain of his whereabouts, with the events of the previous night shrouded in mystery. His surroundings appear somehow transformed. Slowly, he recalls acquiring a new residence somewhere in Spain. The name "Villamagna" echoes persistently in his mind.
As Willy rubs the sleep from his eyes, a strange weight tugs at his head. Panic sets in as his fingers trace the features that now adorn his face. The once-smooth contours have been replaced by coarse fur, and his once-familiar nose has elongated into a feline snout. His breath catches in his throat as he touches the majestic, flowing mane that surrounds his head like a golden crown.
In disbelief, Willy stumbles towards the mirror, praying that the reflection would dispel the absurdity of his imagination. Yet, staring back at him is a creature he could never have anticipated. His eyes widen with shock and wonder as the golden eyes of a lion meet his gaze…
Please refer to the Readme for the rest of the background story, Pedro’s narrative about the history of the game and its various sources of inspiration, instructions, and detailed credits, acknowledgments, and thanks.
Apart from its atmospheric and diverse rooms, the game introduces some technical novelties. It is likely the first JSW48 game where, in some rooms, you can survive a fall from any height, while in others, you will meet your demise. This is clearly indicated by the colour of the room name - if it's green, you can fall safely, but if it's red, exceeding the normal falling height will result in death.
Another novelty involves the (varied) in-game tunes. The tune initiates from the first note if a different tune was playing before Willy entered the current room; however, it continues if the same tune was already playing. This should enhance the listening experience of the in-game music, which mostly consists of tunes from the Spanish-speaking world.
I trust you will enjoy Pedro’s debut game, and I hope that your positive feedback will encourage him to design more JSW games 🙂.
Submitter jetsetdanny Submitted 11/10/2023 Category Jet Set Willy [Remakes]
-
jetsetdanny got a reaction from MtM in León Willy
A brand-new JSW game by a debut author is set to be released next weekend, barring any unexpected developments. The game's name is "León Willy" and it was created by Pedro Magallares Ocaña.
The game, along with its documentation, will be available in two language versions: English and Spanish (Pedro is a Spaniard). Navigating the game is relatively easy, offering a delightful and interesting environment inspired by ancient cultures, historical events, movies, songs, and the author's personal life. Stay tuned for the official announcement here – be on the lookout! 🙂
-
jetsetdanny got a reaction from Richard Hallas in Manic Miner 128
Thank you for this contribution, Richard! 🙂
-
jetsetdanny got a reaction from Spider in Jet Set Willy: Role Reversal release imminent
Thanks for your thoughts, Ian!
"Displacement Pseudo-Cell" sounds good to me 🙂 .
-
-
jetsetdanny got a reaction from IRF in Jet Set Willy: Role Reversal release imminent
Thanks for your thoughts, Ian!
"Displacement Pseudo-Cell" sounds good to me 🙂 .
-
jetsetdanny reacted to IRF in Jet Set Willy: Role Reversal release imminent
Yes it was indeed the > symbol which made me think of it as a new cell type. Perhaps we could call it a 'pseudo-cell'? (The pseudo prefix meaning false.)
I see what you mean about 'throwback' not covering all possible behaviour. I can imagine some interesting potential applications of it (where overhead blocks mean that jumping over it isn't an option) - for example, its sudden effect could throw the unsuspecting protagonist straight into the path of a guardian, or conversely, timing it well could allow the player to skip past a guardian which on the face of it blocked any progress on that direction.
With those scenarios in mind, a 'Displacement (pseudo-)Cell' might be a better description?
And of course it would be perfectly easy to have one with a < symbol that worked in the opposite direction.
-
jetsetdanny reacted to IRF in Jet Set Willy: Role Reversal release imminent
Makes sense now - I thought you meant you wanted to put it somewhere else (blocking the safe route to the large cluster of items in the middle of the room, meaning that you would have had to drop down through the items to collect them before dying upon landing as it's too great a drop).
I think Sendy was right that your idea would have had adverse consequences for Quirkafleeg 2 - as it happens, I first discovered that room coming in from the left (from West Lookout), so it presented quite a puzzle - how to cross it when the rope doesn't swing? - until I subsequently discovered the 'eastern approach' to Q2. The mystery of the (initially) non-swinging rope would never have presented itself to me in the scenario you originally had in mind.
-
jetsetdanny got a reaction from Spider in Jet Set Willy: Role Reversal release imminent
Well, it's an academic discussion, but the issue I have with calling it a new cell type is that it's not really related to any cell as such. The effect throws Willy back when he's at a certain horizontal location (x-coordinate). So it's related to some location in the room, but not to any particular cell as such. It could be happening in mid-air and without any visible reason.
Having said that, there is also a visual part of the effect - which is not necessary for the effect itself, it could be NOPped out, but it was indeed applied in "JSW: RR" - and that's the ">" shape and the different colour of one cell. And it's this visual effect that makes one think it's a different cell type.
But I would really call it a "paracell" (with the prefix "para-" in the meaning of "similar to, or helping to do a similar job", like in "paramedic" or "paramilitary").
I haven't coined a new name for this one and I'm not aware of Sendy having done so. I like your suggestion, but combining it with my reasoning explained above, I would call it "A Throwback Paracell" 🙂 .
On second thoughts, though, there's one problem with this. It throws you back if you approach from one side, but it also throws you *forward* if you approach from the other side. So "Throwback" doesn't really cover all of its behaviour. Something to meditate on... 🙂
-
jetsetdanny got a reaction from IRF in Jet Set Willy: Role Reversal release imminent
Well, it's an academic discussion, but the issue I have with calling it a new cell type is that it's not really related to any cell as such. The effect throws Willy back when he's at a certain horizontal location (x-coordinate). So it's related to some location in the room, but not to any particular cell as such. It could be happening in mid-air and without any visible reason.
Having said that, there is also a visual part of the effect - which is not necessary for the effect itself, it could be NOPped out, but it was indeed applied in "JSW: RR" - and that's the ">" shape and the different colour of one cell. And it's this visual effect that makes one think it's a different cell type.
But I would really call it a "paracell" (with the prefix "para-" in the meaning of "similar to, or helping to do a similar job", like in "paramedic" or "paramilitary").
I haven't coined a new name for this one and I'm not aware of Sendy having done so. I like your suggestion, but combining it with my reasoning explained above, I would call it "A Throwback Paracell" 🙂 .
On second thoughts, though, there's one problem with this. It throws you back if you approach from one side, but it also throws you *forward* if you approach from the other side. So "Throwback" doesn't really cover all of its behaviour. Something to meditate on... 🙂
-
jetsetdanny got a reaction from IRF in Jet Set Willy: Role Reversal release imminent
I can't remember the details right now. I know my idea was to make the player go around the room to collect an item that was back then placed on the lower left (IIRC). The idea of this special effect was to stop the player from crossing the room from right to left at the floor level, in a very irritating way - by throwing Willy back each time he got near the Water cells which would allow him to jump over the magenta cook.
I also remember there was an issue with going back - ideally, the player would have to go around the room to get the item at the lower left and then go back around the room. But then IIRC he couldn't get down safely in "Quirkafleeg II", because the rope is stopped if you enter from the left. So the special effect was designed to work only one way - Willy wouldn't have been able to jump over the magenta cook when coming from the right (because the effect would throw him back), but he could do it (jump over the cook) when coming from the left. So essentially he would have to go around the room counterclockwise and exit downwards. I don't believe that would have involved losing a life - my ethos when designing rooms (in this case: trying to come up with something that would make Sendy's great design a little more vicious to the player 😉) is always to make the game completable without the necessity of losing any lives.
I may be wrong on some details right now, but it was something along these lines. Anyway, it's history now that a different design was chosen for the released version 🙂 .
-
jetsetdanny reacted to IRF in Jet Set Willy: Role Reversal release imminent
I would say it's a new cell type implemented by a patch (vector), as opposed to being one of the standard cell types available in the regular game engine.
In Jet Set Mini, I implemented several non-standard cell types via the patch vector system - though none of them displayed the behaviour that this one does. Did you or Sendy coin a name for this one? If not, are you open to suggestions? (A Throwback Cell, perhaps?)
It's very quirky!
-
jetsetdanny reacted to IRF in Jet Set Willy: Role Reversal release imminent
I've just noticed there's a new* cell type in the room 'West Wing' in JSW: Role Reversal. Try walking over the cyan block at the bottom left corner of the room...
EDIT: Well, I'd not seen one of these before.
-
jetsetdanny reacted to IRF in Manic Person is finally released!
I just made a new observation about the Manic Miner game engine, whilst playing around in one of the caverns of Manic Person.
When Willy dies by falling from a great height, or by hitting a Fire cell or a guardian, then during the brief flash of the screen as he dies, the portal is not drawn.
However, in contrast, if Willy dies because the air supply runs out, then the portal does get drawn in that brief instant.
This observation proved to be quite useful in solving part of the cavern's puzzle. However, I won't say which Manic Person cavern it is yet, as I don't want to provide a spoiler so soon after the release of the game.
However, I will add another cryptic comment - there's another part of the puzzle in this cavern which wouldn't work so well in the JSW game engine as it does in a MM game.
I will reveal all in time...
-
jetsetdanny reacted to CPL in Playing around with the in-game tune in JSW
@Hamish
Here you go. This goes through all the variations on the theme that I made. Some are a bit tenuously linked - it's mainly the harmonic base that stays consistent so the music can fade into each other. Some are a bit daft. Some I'm not sure entirely work. But I had fun making them.
-
jetsetdanny got a reaction from IRF in Playing around with the in-game tune in JSW
OK, you were right! 🙂
Although, for the sake of discussion, one could probably say that the fact that someone claims something on their personal blog does not necessarily mean it's true. Corroboration by third parties would be needed to establish the claim to be factual truth.
Please note I'm not specifically questioning anything Steve Wetherill says, I'm just referring to a general rule regarding anyone's personal claims of some past achievements.
These are cool sprites which may be reused in the future. Credit to Steve will then be in order, I guess...
-
jetsetdanny reacted to IRF in Playing around with the in-game tune in JSW
Danny, the above linked blog by Steve Wetherill provides confirmation of something we were discussing a while back, when you were putting together a readme file for one of your/our projects (I can't recall which one off the top of my head).
You were attempting to give due credit for certain guardian sprites that you had adopted from Jet Set Willy 2. You had said something along the lines of "Sprites in rooms X, Y and Z taken from JSW2 by Derrick Rowson". I said that should have said "JSW2 by Rowson & Wetherall". You pointed out that JSW2 for the Spectrum was only itself credited to Derrick Rowson. I think in the end we settled on something like: "JSW2 by Rowson, which was itself back-ported from a version of JSW on another platform called JSW: The Final Frontier, by Derrick Rowson & Steve Wetherall".
Whilst you were right to insist on accuracy in terms of how the Spectrum version of JSW2 was credited at the time of its release (and I'm sure the 'source material' - original cassette sleeve notes for JSW2 - would have given Steve Wetherall a mention), my substantive point was that if your objective in the readme was to give direct credit to whoever designed the sprites (as opposed to, say, the new room layouts or game engine changes in JSW2), then solely mentioning Derrick Rowson might not have given that due credit.
Now, based on Steve Wetherill's blog that I linked to the other day, it transpires that he was indeed responsible for at least some of those sprites that you borrowed for the game that the readme was associated with:
Several of the new rooms contained sprites that I previously created for the demo that I’d originally sent to SP. I modified Willy, adding the space helmet, for the new Starship Enterprise “space” levels we added. Some of the sprites I created for Jet Set Willy CPC-464 -
jetsetdanny reacted to Hamish in Playing around with the in-game tune in JSW
I asked ChatGPT about it and it said it didn't know of such a movie, but that the synopsis showed great promise! Time to write to Spielberg ...
-
jetsetdanny got a reaction from IRF in Playing around with the in-game tune in JSW
Thanks for the interesting info and discussion about this tune.
I am pretty sure it's not coded into the Spectrum version. The whole game code has been analysed, there is an excellent disassembly, no mysteries left, at least not of this kind.
When I listened to the tune you posted in MID format, I couldn't identify it, but I had an association with a movie (I'm not sure if it's a real movie or a figment of my imagination) about a composer who suffers from a creator's block, but then starts hearing this tune in his head, it keeps haunting him, and he tries to discover where it comes from. And gradually he discovers that he was a child survivor of the Holocaust (which he didn't remember, perhaps pushed out of his memory) and that the tune was something from his childhood. And then he beats his creator's block and composes a magnificent symphony based on this tune, which he dedicates to other survivors (or something along these lines; is there really such a movie? 😮)
-
jetsetdanny reacted to Hamish in Playing around with the in-game tune in JSW
Turns out it's an original composition by Steve Wetherill, who did the MSX port: https://www.blogger.com/comment.g?blogID=1190683880796002&postID=5991347669152922159