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Someone told me that JSW is like Dark Souls...


Korzy_iz_Adb

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This reminds me of what I once heard, I cannot remember the -exact- term they used for it but it was something like "The Manic Miner Factor"

 

It was about newer (and usually younger) gamers, they would really struggle to understand for some reason the concepts of this type of game, not just due to no "save points" but an example was given:

 

The 'player' would walk into the firecell, the green spiky bush losing a life as you'd expect.

 

Problem was they would then on the next life do it again completely unaware*** in blissful ignorance that it was not now inactive (my thought on why they did it again)

 

 

 

*** I say "unaware" rather than "hard of thinking" on this as its not the case I suspect.

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  • 4 weeks later...

I dunno I see videos of people playing the Souls games, and it's like they're doomed to make the same mistakes over and over.

 

I'm almost left wondering if us older gamers really have the advantage? I've read posts from younger people about so many games I've breezed through laughing all the way about how hard they are, and I've been left thinking "really? That was hard?".....

 

I dunno?

 

I love save states these days due to time constraints, but back then we didn't have them  :lol:

Edited by dm_boozefreek
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I love save states these days due to time constraints, but back then we didn't have them  :lol:

Multiface , provided you could stand the (long) re-load times from that snapshot. To be honest I don't really remember using the 'snapshot' more than a handful of times, if that many! :lol: Mind you, no 'rollback' aka rzx style so not really ideal. Only suited I suppose to "if I do x..."

 

I had an MF1 for a while, also later 'back then' an MF3 for my +3 that never worked properly, used to just crash the machine when you pressed the button. Sent it back , never heard from the company again (not R.Robot, was a third party place) :( Oh well.

 

I should of saved more for a +D I suppose :unsure: , that may of fixed most of the issues in one fell swoop! :D

Edited by Spider
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  • 1 month later...

This reminds me of what I once heard, I cannot remember the -exact- term they used for it but it was something like "The Manic Miner Factor"

 

It was about newer (and usually younger) gamers, they would really struggle to understand for some reason the concepts of this type of game, not just due to no "save points" but an example was given:

 

The 'player' would walk into the firecell, the green spiky bush losing a life as you'd expect.

 

Problem was they would then on the next life do it again :huh: :lol: completely unaware*** in blissful ignorance that it was not now inactive (my thought on why they did it again)

 

:unsure: :)

 

*** I say "unaware" rather than "hard of thinking" on this as its not the case I suspect.

This makes me think of playing the excellent re-master of The Bards Tale series last year and this. The dungeons in that game are

unforgiving, like MM & JSW. Things that damage you always do, and you are forced to learn that you have to avoid them, there is

no way to beat them or stop them from damaging you. Perhaps you can read into this a higher level of reality, as there are things

just like in it real life, and there is no way to avoid the damage except to avoid the thing itself (falling off a high building) etc. If you think

of say the original Tomb Raider, which is almost 25 years old now, there was so much forgiving scope in that game, you fell down

high places and did not die, that players didn't really have to be as nervous as maybe we were playing games in the 80s, when it was

a one shot deal, no saves, nothing. I am not saying that was better then, being able to save your game is a very useful feature, and

easily the thing that improved the re-master of the Bards Tale, to the point where it was a lot easier to complete. That and automap.

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