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IRF

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Everything posted by IRF

  1. It's nice to see from the screenshots that the item in Swimming Pool (auto-collected upon entry in the original JSW) is visible in this version. 🙂
  2. My interpretation was that those random flashing block at the bottom right represented bits of debris that had come off the plane upon impact. And of course the front half of the plane can be seen in the room below (Under the Roof) - with the propellors and nose of the plane intact, which rather shoots my above theory down in flames!! 😆
  3. There's a joke in there about having not seen so many Willies on one screen at the same time since... [feel free to add a punchline] Anyway, Merry Christmas everybody!
  4. You've got it. The J is the hook that the key is hanging off, the end of the key is S-shaped, and the top of the pair of cyan Fire cells (a stool of some sort?) together form a W. Next question is: why is there a key when there isn't actually a door in the door frame?! 😄
  5. Two out of three. Status bar doesn't count. There's an 's' somewhere within the playing area.
  6. I've just been watching Danny's JSW Central Youtube recording of Jet Set Mini. Well done on completing the game by 8am in-game time, Danny! https://www.youtube.com/watch?v=UuorIPdVyYQ There are so many little special and novel features in the game (implemented via Geoff's Patch Vector system) that I'd forgotten all about! Such as the dripping tap in the Bathroom; the 'oscillating arrow' in the Hall; the first ever appearance of an 'invalid rope' in the Overgrown MegaTree; the 'ropes that aren't ropes' in the West Wall; a crumbly ramp on the Beach; animated Fire cells in the Conservatory Roof (those little gremlins - as per my profile picture - which get angry when Willy steals their beers!); the intermittent drilling noise in the Tool Shed; the way that the sun appears to come in and out on the Beach (as the whole room's BRIGHTness settings are toggled on and off now and again). Unfortunately, Maria's occasional appearance in 'At the Beach' - as a nautical figurehead attached to the prow of Willy's yacht, overhanging the edge of the beach - doesn't occur in Danny's recording. (It's a pseudo-random event when you walk into the room as to whether or not she appears; it doesn't affect the gameplay though.) See attached screenshot below. Mind you, it's not the only appearance (beyond her usual setting in the Master Bedroom) that Maria makes during the course of the game... Something else which doesn't get showcased in Danny's recording is the changing room name for the Attic room (it alternates between 'A 'Bug' in the Attic' and 'Problematic Attic' each time you enter the room). However, Danny's video displays one of those names, whilst the screenshot of the room in the entry for Jet Set Mini at jswcentral.org shows the alternative name. Which is nice (although, whilst serendipitous, I doubt that this was an intentional decision on Danny's part!) Also on the subject of the Attic room in Jet Set Mini, there's something very odd about that conveyor (behaviour which is not shown in Danny's walkthrough as it isn't essential to use the conveyor to complete the game). It's worth having a play around on that 'Problemattic' conveyor (jumping onto various parts of it, from various heights; trying to land and walk along it versus doing a 'landing jump') - I'm not entirely sure any more how I implemented it, although I seem to recall it has similar characteristics with the spider web in the East Bedroom that slows down Willy's progress when he tries to walk through it... EDIT: It might assist with investigating the Attic conveyor if I point out that the X-O-R keypress combo works in this room, to apply a XOR command to reverse the direction of flow of the conveyor.
  7. Can anyone spot the initials J, S and W in this screenshot from the Back Door of Willy's downsized mansion?
  8. Perhaps Robin did that just to make the game run faster? Fewer lives means the program spends less time executing the animation of the remaining lives on the status bar. (Plus in Geoff Mode, they're animated out of sync; perhaps sorting that out slows the game even more than in original JSW where the remaining lives are all in lock-step?)
  9. IRF

    JSW Central

    Danny, did you not mean to say there that you had moved those (MM-themed) games to Section A of the 'Other game engines' section? Section B is for JSW-themed games with a new engine?
  10. IRF

    RIP Clive Sinclair

    Unless I've missed it, nobody on here has yet mentioned the sad news that Clive Sinclair, inventor of the ZX Spectrum amongst many other things, passed away the other day. RIP Clive.
  11. Known in the trade as an example of an 'Innocent-Looking Block', I believe?
  12. Indeed, it hadn't occurred to me before but some details like the conveyors are in exactly the same place (and run in the same direction). So where I had thought that, for example, the conveyor in The VAT was cunning placed to trap an uncareful Willy, it is actually the room elements surrounding the conveyor that have been cunningly placed (the overhead wall/crumblies underneath the conveyor/Fire cell on the conveyor to the left) around the pre-existing conveyor.
  13. IRF

    IRF on holiday? ;-)

    Indeed, I got a bass guitar for my birthday this year, so a lot of my spare time has been spent plucking and twanging!
  14. I think it's more accurate to say that both Ligan's 'The Collapsed Plains' and Norman Sword's 'Mercinary Kongs...' use the graphics from 'The Menagerie' in original Manic Miner. EDIT: I see that Norman Sword has just made essentially the same point and our posts have crossed. And this cavern is different from the 19 other new caverns in M40M in the sense that all the other new caverns retain the cavern names from Ligan's game, whereas this one has an entirely new name.
  15. Having compared and contrasted the screenshots for Ligan's 'Back to the Mine' and 'Manic 40 Miner', I noticed that one of Ligan's caverns ('The Collapsed Plains' - the equivalent of the 'ostrich' cavern in original MM) was replaced entirely in 'Manic 40 Miner', by the new cavern 'Mercinary-Kongs on Hire Perches '. Danny, perhaps you might want to amend the entry in jswcentral to reflect this point? Incidentally, that cavern name is a partial play on words, based on the phrase 'hire purchase' - which perhaps isn't a familiar phrase to those for whom English isn't their first language? https://en.wikipedia.org/wiki/Hire_purchase I think the pun would have worked better if the cavern name was 'Mercinary-Kongs on Higher Perches', to reflect the height of the perches upon which the Kongs are sat? (But I guess that runs up against the 32 character limit for a cavern name (unless you omit the hyphen?) **** A couple of other points which occurred to me during playtesting: - The VAT was more difficult in Ligan's original variant, due to the opposite direction of the conveyor meaning that Willy could get stuck if his head hit the overhead solid blocks (thus stalling his 'upstream' progression, leaving the only way out to commit kamikaze against the top-left Fire cell); - The placement of the item near the portal in Ligan's version of 'The Art Gallery' (which would have been 'The Bank' in old money!) - or rather, the absence of that item in Norman Sword's version - means that the route through this cavern is quite different. (In the latter, you don't have to ascend the 'trellis' - although Danny did take the trellis route in his walkthrough of Manic 40 Miner.)
  16. Ah, I just watched Danny's Youtube walkthrough, and it seems that I made things much more difficult for myself than I needed to! Danny's jump at 20:17 in his video (https://www.youtube.com/watch?v=gtg3BnujmEE), launching himself off the conveyor to get past the Fire cells which are situated on the conveyor, meant that the entire upper crumbly platform was available to him for his escape after collecting the bottom-right item. The way I did it (after multiple attempts using roll-back) was to jump over the pair of conveyor Fire cells from off the solid (magenta) floor platform above the conveyor (and just to the left of the pair of Fire cells) - a jump which itself needed to be well-timed to avoid hitting the cyan penguin - landing on the upper crumbly platform but making sure not to land on the right-hand crumbly cell of that two-block platform, then dropping down (through the lower crumbly platform) to get the item. Then jumping vertically up onto the conveyor, from there Willy can't go left as the conveyor stops him [can't jump leftwards onto the conveyor to counter that, as Willy would hit the moneybag Fire cell], then jump rightwards onto the one remaining crumbly cell (beneath the 'urn' Fire cell), and then (with a very short time limit due to the crumbly nature of the platform upon which he stands) try to jump leftwards over the pair of conveyor Fire cells but under the penguin (which is both fast-moving and has a very limited horizontal range). Very tricky indeed! To see what I'm on about, please see the attached snapshot file, taken (with the game paused) just after Willy has made the fateful jump off the magenta platform above the conveyor. If you load up the snapshot file and press any movement key to resume the game, your mission (should you choose to accept it) is to try and collect the bottom-right item (the one underneath the conveyor) and then make your way safely back up onto the magenta platform which Willy had just jumped off at the moment when I saved the snapshot. Extremely tricky, but I did manage to do it after many attempts! P.S. If Norman ever wanted to create a super-hard version of this game/this cavern, then the tricky jump described above (as opposed to the easier method which Danny executed in his Youtube video) could be enforced by placing another Fire cell on the conveyor, just to the left of the existing pair of Fire cells on the conveyor. Pronce's Palace snapshot.z80
  17. I believe that the above (problem Danny reported in 'Pronces Palace'; now fixed) was being caused by the attributes for the solid wall blocks matching the attributes for some of the Fire cells (the spiky bushes, as well as the money bags and the 'urn' to the right of the cyan penguin. Incidentally, I found collecting the bottom-right item (and escaping afterwards) to be very tricky, due to a combination of the cyan penguin, the money bag, the urn, the spiky bushes, the right-moving conveyor and the crumbly platforms. Firstly, you have to make sure not to crumble all of the upper of the two crumbly platforms on your way down to collect the item. And secondly, a well-timed, pixel-perfect jump from the remaining crumbly platform, underneath the penguin, is required to escape from that corner. A very cunning design for what initially appears to be a relatively simple task! Oh, and on a technical level, there is something else which I just noticed in this cavern - the switches work differently than in original MM. Rather than the left-hand one opening the wall and the right-hand one flipping Kong, here it is the first switch to be flipped (whichever one you choose to touch first) which opens the wall, whilst the second switch causes Kong to tumble. 🙂
  18. I've been away from these parts for a while, but just thought I'd say well done, both to Norman Sword for creating a completable version of this project, and to JetSetDanny for completing the game in your usual efficient manner!
  19. IRF

    Pokes (Spectrum Version)

    From memory, you have to stand one move shy of the edge before making the jump in JSW2.
  20. The quirks relating to the jumps referred to above in JSW occur because, in each increment of a jump cycle, Willy is moved vertically before the check is made as to whether there is a standonable cell underneath him. (Logically, you might expect the check to be made before the move.) Then horizontal motion is dealt with later in the jump cycle: if Willy is about to pass horizontally into the next pair of cell-columns, there is a check for solid blocks immediately ahead of him, and if not then he is moved sideways. The net result means that he can fall down into solid blocks during the descent of a sideways jump at a certain angle, especially if there is a solid wall to the right of his head (which 'guides' him into the situation, as per the approach to The Chapel). The combination of the above also means that he can't jump sideways into a channel between solid blocks, so Matthew fudged that by removing the check for head-height solid blocks to Willy's left only. That fudge allows him to access the items in the left-hand side of the Wine Cellar, which would otherwise be unreachable (and also to jump back over the barrel in Ballroom East after returning from the top of Front Door. In a laterally inverted game, Willy lands on the floor where he is supposed to in the approach to The Chapel, but the Wine Cellar is impossible to complete.
  21. Endorian Forest is also lacking a third placing in the high score table.
  22. I've already put someone straight in the comments section, regarding the joke (in the room names of the two opening rooms).
  23. I just completed all six caverns in Expert mode, anticipating that Ace mode would now be available in the title screen by pressing 'T'. However, it doesn't appear in the list of modes. Do you have to complete Lantern or Torch mode to activate Ace mode, or is the above quote not correct about there being an Ace mode in this demo version?
  24. I've seen that in action now, it's a nice touch. I haven't managed to get high enough up in the cavern yet to be affected by the beam - those pesky balloons keep appearing and getting me! - but I can imagine the beam always being deflected towards Willy will make it harder for him to avoid contact with it. The solar beam also seems to switch on and off, seemingly randomly. Is there anything controlling that, or is it random? Have to go offline now but I'll resume playtesting the new caverns later this evening. 🙂
  25. I've just managed to complete Smelly Genes in the Expert mode - choosing the correct order to collect the items is important; there is more than one 'Eugene'. Those disguised trap cells in Yellowstones are really sneaky! (Also, to a lesser extent, the hidden crumbly cells in Virus Attack.)
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