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IRF

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  1. IRF

    Manic Miner 3D

    Incidentally, prior to me writing that, I had tried to translate "I'll get my coat" into Latin, but it came up as "Et lorica meum", but when I checked how that translated back into English, it ended up as "The coat is". So I gave up on that. Oh, and for Danny's benefit (and anyone else who might not be familiar with it), "I'll get me coat" is the punchline of a regular character from the 1990's BBC comedy sketch show 'The Fast Show'. The character is in polite company (like a dinner party or something), after a few moments of everyone talking on a subject on which he is evidently out of his depth (like politics), he makes an inappropriate/irrelevant/childish/offensive gag - leading to stern silence from everyone else who just stare at him [if it was an American show you would see tumbleweed floating past at this point] - and then the character in question says, in a thick Brummie accent, "I'll get me coat".
  2. IRF

    Manic Miner 3D

    By the same logic, a tricycle should have thirty wheels? And a vice-president should be twentieth in command, not second? 😜 ... I'll get me coat.
  3. IRF

    Manic Miner 3D

    But looking at the structure of this and related words: tricenarian: tri=3 octogenarian: oct=8 'genarian' (interchangeable with 'cenarian') seems to relate to a 'generation' - which here is defined as a decade? So an octogenarian is in their eighth 'generation' - although actually they're in their ninth decade, now that I think about it! So that's my theory shot down in flames!! 😂 *** Anyway, v's and b's do seem to be interchangeable in many languages, so I still maintain that if the English language had evolved slightly differently, then we might be riding around on vicycles (which sounds painful!), or looking back wistfully on bicenarian dreams (which sound a bit kinky!) 😁
  4. IRF

    Manic Miner 3D

    Conversely then, why don't we ride vicycles? 😂
  5. IRF

    Manic Miner 3D

    I'm not sure why the word isn't bicenarian?
  6. Considering that this project is dedicated to key workers during the pandemic - including doctors working with patients on ventilators - having an unlimited air supply is a nice touch. Gives them time off from worrying about such a thing. 🙂
  7. It would actually have been an even more impressive performance if you had done that - making those precise, pixel-perfect and perfectly-timed jumps would be almost impossible with a fast-running emulator, I believe. I won't 'spoiler' it in advance, but if anyone is curious as to how RuffledBricks managed to complete the original Jet Set Willy in under 2.5 mins, with the machine running at normal speed and without using any POKES, then check out this link:
  8. I was quite amused by your 'Complete Jet Set Willy in under two and a half minutes' Youtube video. At first glance of the name, I thought it might involve you playing the game in an emulator running at super-fast speed. 😂
  9. Welcome to the jswmm forum, RuffledBricks! Wow, that's some great feedback! Thank you very much! "Labour of love" sums up our approach to the game very nicely! I enjoyed watching your Youtube walkthrough/commentary as well. 🙂 I think the point about the invisible stuff in the first few rooms is fair comment, particularly your thought that it might have put some 'casual' players off. I think we came to the conclusion ourselves, in hindsight, shortly after releasing the game. I recall that a friend of mine commented on Facebook that "I can't even complete The Bathroom!" - (presumably because he was trying to collect the second tap (top-right corner) directly - by crossing the succession of virtually invisible Fire cells - whereas accessing the item that way is blocked by a solid wall and you have to go into the alcove from the East Wall in order to access it). That direct route was intended as a 'red herring' to sharpen the mind at the start of the game, but perhaps some people quickly formed the conclusion that the game was virtually impossible, and consequently abandoned any attempts to complete the game without exploring much further (which would have been a shame). On the other hand, I must admit to a feeling of guilty pleasure after hearing of your first deadly experience with the invisible inverted cross. 😂 I like your novel phrase "Deathwarp", which seems to be an alternative name for the approach that we have tended to describe as "kamikaze-ing" an item. Your feedback has given me a nudge to make more of an effort to find some time to continue working on my longstanding project 'Willy's Recurring Nightmare'... the intention behind which is to ramp up the difficulty/nightmare level even more! 😁 By the way, if you haven't done so already. you could try out some of our other 'labours of love' that are available from the Downloads section here at jswmm! P.S. One thing I noticed whilst watching your Youtube video/commentary - I thought your pronunciation of 'Nightmare Luni' was a bit strange: "Nightmare Lunny", to rhyme with 'dunny'. As with the original JSW room, "Nomen Luni", the second word should surely be pronounced "Loony"? As evidenced by the presence of a 'lunar' guardian in the room, as well as the fact that the layout (the crashed plane) is a bit, er, 'loony'. Well, that's my interpretation anyway!
  10. IRF

    MM : Freeze-Frame

    And conversely, the fact that a movement key is currently being pressed doesn't necessarily mean that Willy is moving in accordance with that key. e.g.: 1) If he is trying to walk through a solid wall; 2) If he drops vertically down onto a conveyor with the 'upstream' movement pressed, he the key counteracts the effect of the conveyor but he stays on the spot.
  11. Nice tool. For me, it seems that it is the keys closest to the 'centre' of the keyboard that don't seem to work together. e.g. 3-4-5, D-F-G. X-C-V does work for me though, which would seem to break the pattern. 🤔
  12. IRF

    Technician Ted

    The Radetzky March always reminds me of Jet Set Mini. The fact that we used the (short) intro as the title screen tune, but it didn't sound quite right with a series of notes of the same pitch (with nothing to punctuate them), was what spurred me on to experiment with tweaking the title tune routine to allow for 'dead' [silent] notes - something that came in very useful in subsequent projects. 🙂 Have you heard the 'comically awful' MM title tune routine applied to the JSW title tune (A Moonlight Sonata)? If not, then check out the attached test files in this thread (where you can also hear The Blue Danube given the JSW title tune treatment):
  13. Thanks Andy, I just tried it and it works a treat! 🤩
  14. Conversely, looking at MtM's last post, he seems to have written it after only trying out v2.2.9. So once he installs v2.3.7, he'll probably find that the 'small display' problem isn't quite as bad as it currently seems. 😀
  15. Thanks Norman! I suppose it is possible to notice that an item has been collected (when playing on mute) by the fact that the score will have incremented, but that presupposes that you paid keen attention to what the accrued score was before the item was collected. (Which isn't something the player is likely to be keeping a close eye on whilst simultaneously trying to dodge the numerous hazards!) Anyway, aside from the functional purpose of the border flash (to highlight an item being collected if you're playing on mute), it is a nice visual addition to the game. 🙂 I haven't encountered any problems using S-D-F to toggle the border flash off (nor A-S-D for the interrupts). However, I don't seem to be able to switch off the 'kicking up dust when landing' feature - i.e. the D-F-G key combination doesn't work for me. That's the reason I mentioned it - I was wondering if it works for anybody else? (It is possible that I am having emulator problems - in a similar way to how not all rooms in the original Jet Set Willy are always accessible via teleportation instigated by number key combos, depending on the emulator being used.) In any case, I have checked whether the underfoot dust has any effect on gameplay - such as causing a fatal pixel collision with guardians - and it doesn't, so as Norman says it is purely an aesthetic feature (and another neat one at that! 😉)
  16. Norman, am I at liberty to divulge the other two similar keypress combinations, which have minor aesthetic effects during the game? I ask because I had difficulty getting one of them to work, and I wonder if others might encounter the same problem?
  17. I was thinking the same thing about the topic having 'veered off' a bit. To bring it back on topic, JianYang mentioned that they found the game a bit too fast. There is a combination of keypresses which will slow the game down, which would perhaps make it more playable. (NS revealed it to me in private correspondence.) Question for NS: would it be appropriate to reveal this secret here, or is it not intended for public knowledge? P.S. I would like to add my appreciation of your FREE contributions as well, Norman Sword!
  18. My personal experience was that v2.2.9 was more buggy - it crashed more often - and is therefore less 'stable' to my mind than v2.3.7 is. So I would also recommend just using the latter as it has more features and ironed out some annoying aspects of the former. Plus it's probably easier just to get used to using one version. P.S. I seem to recall that I once compiled a list of suggestions, in case John Elliott ever got round to doing another update of the editor.
  19. I can't help thinking that it might be possible, in theory, to beat a total score of 40,000? Or, failing that, at least 39,500? Perhaps with a bit more judicious jumping in Solar Power Generator to avoid the solar beam (which saps air and therefore reduces the potential score whenever Willy gets touched by it)? EDIT: I take back that last point about the solar cavern - I just watched Danny's recordings of it (in both BB and SP versions of the game), and he manages to get Willy in almost exactly the right place throughout, so that he hardly ever gets zapped by the beam!
  20. If the fast speed is panicking JianYang, then maybe that is the point of 'Manic Panic'... 😄
  21. Here are some further ideas: The collectable items could be Christmas presents. (Either that or fairy lights, since the items do 'twinkle'!) Deadly baubles on the branches? I think the water/ramp cells in 'Out on a Limb' look very 'coniferous'. I wonder whether this should be a mini-game (10 to 20 rooms), as 64 rooms of tree branches might be a bit repetitive? If it is a full game, then perhaps the lower levels should be a few rooms across, with only the upper reaches being a single room (split down the middle by the trunk) wide? That way, it would taper inwards from the bottom to the top, like a Christmas tree! Obviously there should be either a star (a multi-component guardian, like the demon in 'Entrance to Hades'?) or a guardian fairy - something difficult to navigate past anyway - at the very top of the tree! Maybe there is a nativity scene under the tree on the far side, and the mission is to reach the stable and deliver all the presents to the Baby Jesus? You have to get past Mary/Maria first though! 'Jingle Bells' would fit perfectly as a 64-note in-game tune. With a different Christmas carol as the title tune, to accompany a snazzy Christmassy title screen. Willy's sprite is wearing a Santa hat.
  22. 'Willy's Christmas Caper' sounds like a great idea, Danny! Like the upper rooms of the Banyan Tree (i.e. A Bit of Tree and the lower half of Under the Roof), but stretching upwards for many more levels/rooms before you can cross from one side to the other. I presume it would be Christmas presents that you have to collect from amongst the branches? (Whilst dodging deadly baubles?) P.S. Perhaps you should create a new topic for other Xmassy suggestions?
  23. BTW, that's a very interesting titbit of knowledge about JSW2. 🙂 We should probably give Pgyuri a shout anyway, pointing him to this project and saying: "Look what someone else has done with a similar idea to yours (developed independently). It would be a good way to announce the revival of this site over on WoS. 😀
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