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JSW As Manufacturer (probably) intended .. kind of...


Metalmickey

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Whoops, sorry about that, have now attached the correct file on my previous post

 

incidentally, although this may belong in another topic here are the WRITETYPER key combinations to gain access to rooms 61-63 which of course in the original version would have just given us access to a mass of corrupted game data and random flashing cells and the inevitable IDS...

 

13456+9 - Room 61

23456+9 Room 62

123456+9 Room 63

 something that perhaps Skoolkid might want to add to his trivia page

Edited by Metalmickey
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Cheers Mickey!

 

I think we've nailed Conservatory Roof, and its relationship with The Orangery (perhaps you might want to add the article i.e. the word 'The', as we did in TNE?)

 

That 'One Flew Over the Cuckoo's Nest' is really psychedelic now!  I suppose that kind of references the theme of the movie of the same name, set in a psychiatric institute?

 

One late thought which I had - if you raised the rightmost Water cell in 'Tree Top' up by one cell-row, it would prevent the player from accidentally jumping into an IDS fall from the far left of 'One Flew...'

 

(I kind of raised the issue before, suggesting the platform in 'Tree Top' could be extended leftwards [so that it's two blocks long] to catch Willy, although I suggested that particular IDS was a bit less unfair than others we've discussed.  However, raising the platform instead of lengthening it would be less visually intrusive, so it might be worth doing?  Just a suggestion, that's all.)

 

Otherwise, I have no further suggestions.  (Except that you might want to replicate the final layout of Conservatory Roof/Orangery in your other project - the one where you filled in the gaps in the mansion layout with new rooms?)

 

P.S. I agree that WRITETYPER codes for Rooms 61-63 would be a worthy addition to Richard's disassembly.

Edited by IRF
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Yup i think i will do that, it does involve minimal alteration to the Tree Top and there's no extra cells to add. As for the psychedelic addition to OFOTCN (getting lazy now) it was a choice between that or changing the room name to Cloud Cuckoo Land and adding a load of Cuckoo Guardians but that involved too much work for me and besides, the original name fitted the screen nicely i decided to keep it .. certainly a room one would not want to spend too much time in. As well as the movie reference it was also something of a cheeky nod to Matt's crazy genius mindset  :P

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I've just noticed that the item shape which you've added to The Hall is the one from Above the West Bedroom, rather than the one from West Wing Roof as per Andy's suggestion.  (Mind you, both items are 'floating' in their original settings.)

That was the idea I had in my mind really to find one that was already "floating" so did not look too out of place. :)

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That was the idea I had in my mind really to find one that was already "floating" so did not look too out of place. :)

I thought about adding a poke or three to use that other one or a for/next loop but its just as quick to copy/paste inside JSWED unless there's a need or a requirement to do it "externally" , its not an issue to dig out and create said POKES for this though.

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I've just noticed that the item shape which you've added to The Hall is the one from Above the West Bedroom, rather than the one from West Wing Roof as per Andy's suggestion.  (Mind you, both items are 'floating' in their original settings.)

 

I do admit i am in 2 minds about this and i am considering going with your original suggestion as it is completely in mid air and not against any other earth or water cell, i mentioned this briefly in the attached text doc. I originally chose the one in the Above the West Bedroom because i was just looking at other bigger items. 

 

I even tried making my own item at one point, it looked rubbish so i abandoned that idea..

Edited by Metalmickey
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Mickey, one little thing that you should perhaps fix in the next build is the erroneous colour attribute in the Impossible Triangle on the Title Screen.  It's the Green/Black square inside the 'S' of 'SET'; it should be Green and Blue.

 

You can fix it in the 'Title' Menu in JSWED, or directly in the hex editor (address #98D2 should hold '0C' instead of '04').

 

Also, I wonder whether you should animate the Skull guardian in Out on a Limb?  In the original game it only uses one frame of animation, which seems a shame.

Edited by IRF
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 i think it's a fine line between increasing or restoring playability by removing the really unfair IDSs and not removing too much challenge from the game by deviating from the original layout of the room which would also mean that we would remove the spirit of 80s computer gaming, casting ones mind back to the many 8bit computer games on the market back then it was pretty much a certainty that most of them were nigh on impossible (for me) to complete due to elements of unfairness in them most of them intentional. Besides  .. you have to admit there's something of a (black) comedy element to watching WIlly repeatedly falling to his death because you inadvertently hit the jump button at the wrong moment .. unless of course you've just collected 80 odd items .. that's not quite as funny i guess :unsure:

 

Evidently he knew what he was doing when he created the rooms and the IDSs within many of them, I worked on the Conservatory Roof only because I had an inkling that he hadn't quite finished developing it, of course with the Orangery i made as discreet a change as possible and only at the very top of the room. Who knows, maybe he would have done something similar...

 

Speaking about the IDSes and recalling the 1980s, I think it's also important to remember that most people play on emulators these days (at least that's what I imagine). On emulators, it's very easy to save and reload snapshots or use the Rollback feature (frankly, I don't understand anyone who doesn't do it, unless you want to prove that you can complete the game without these modern "cheats"). This being the case, the IDSes are hardly important at all from the practical / gameplay point of view. I think it's good to avoid the unfair ones, but it's just for the sake of a "fair" / "elegant" / "proper" / call it what you wish game design, and *not* because they are a real problem for the player.

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