MtM Posted June 2, 2020 Report Share Posted June 2, 2020 Menagerie, the problem I used to have was the 'top row' timing in that the rightmost guardian I'd jump over or out the way of and hit a fire cell on the roof area. The ways around it are either more careful timing (so its not near a cell when you jump) or you can cheat a bit and jump on the spot a few times to buy a few seconds to get it into a more sane place. I'd forgot to mention Solar Power, the main issue on that is the air limit due to the beam, well that and timing the jumps to get to the top of the screen again! EDIT... Can you use tape (.tap) files ? In that if I post an erm 'patch' you can load it then load in a version of MM ? Would this be a patch to fix what appears to be a bug on the Solar Power screen, whereby you do not die when your air runs out? I found this out last night. In truth, not tried it on other screens, that will be tonight when I get chance. I am not quite sure what you mean about using .tap files though? There is less flexibility with the Next for .tap and .tzx, you cannot stop/start the tape like you can with emulators, one advantage emulators have. I daresay the Next men will update this at some point. I could get my snapshot from the Next and load it into a pc emulator and manipulate it that way if necessary? Spider 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted June 2, 2020 Author Report Share Posted June 2, 2020 You can set manual tape control for tape files with some emulators, I do anyway :) If you want more 'AIR' in Solar Power generator without spoiling it too much, use the Emulators options to do a: POKE 64188 , X Set X to be: 69 = 30 Seconds extra air 76 = 1 Minute extra air 88 = 2 Minutes extra air Beware of much higher values. These are sane numbers chosen for a reason. :) Note this does cause a bit of odd erm extension onto the next line. To fix this you need to set 40768 to 40799 to 0 (or ignore it) MtM 1 Quote Link to comment Share on other sites More sharing options...
MtM Posted June 2, 2020 Report Share Posted June 2, 2020 You can set manual tape control for tape files with some emulators, I do anyway :) If you want more 'AIR' in Solar Power generator without spoiling it too much, use the Emulators options to do a: POKE 64188 , X Set X to be: 69 = 30 Seconds extra air 76 = 1 Minute extra air 88 = 2 Minutes extra air Beware of much higher values. These are sane numbers chosen for a reason. :) Note this does cause a bit of odd erm extension onto the next line. To fix this you need to set 40768 to 40799 to 0 (or ignore it) Thanks for that. At the moment there is no need for more air in Solar Power, as I say, when it reaches 0 you don't die anyway, it just continues. I will see if it does the same on other screens tonight. I am guessing it is a bug though? Quote Link to comment Share on other sites More sharing options...
Spider Posted June 2, 2020 Author Report Share Posted June 2, 2020 Thanks for that. At the moment there is no need for more air in Solar Power, as I say, when it reaches 0 you don't die anyway, it just continues. I will see if it does the same on other screens tonight. I am guessing it is a bug though? The POKE will work for that cavern, well "second to last cavern" for most ManicMiner games, including those that don't have unlimited air. Just makes it a bit easier to complete said cavern! Its not a bug, I'm not sure what you mean by other screens, that POKE only effects that cavern. I have and can provide a range of suitable adjustments to the air supply if needed for other screens, easiest with a tape file as its a bit of Basic (hence me suggesting tapes) as large .pok files, some emulators ZXSpin in particular have issues with. :) Quote Link to comment Share on other sites More sharing options...
IRF Posted June 2, 2020 Report Share Posted June 2, 2020 (edited) This is the bug that you're talking about; it only affects the Solar beam cavern: https://skoolkid.github.io/manicminer/reference/bugs.html#nineLivesInTheLight Edited June 2, 2020 by IRF MtM, jetsetdanny and Spider 3 Quote Link to comment Share on other sites More sharing options...
MtM Posted June 2, 2020 Report Share Posted June 2, 2020 This is the bug that you're talking about; it only affects the Solar beam cavern: https://skoolkid.github.io/manicminer/reference/bugs.html#nineLivesInTheLight Yes, that explains it perfectly, thank you! Here I was thinking I had found a bug and all ... ;-) jetsetdanny, Spider and IRF 3 Quote Link to comment Share on other sites More sharing options...
MtM Posted June 4, 2020 Report Share Posted June 4, 2020 Okay, here is my current score:- 65043 That was after completing it once and from the Wacky Amoebatrons screen for the second time. I have used snapshots as I have said so no worries if I am disqualified ;-) jetsetdanny 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted June 5, 2020 Author Report Share Posted June 5, 2020 Confused by what you mean by "from the Wacky Amoebatrons screen for the second time" :unsure: Its a score for one complete game loop (rollback or snapshots does not matter) ie: first to last screen once only then stop when you re-appear in the first cavern again and note the score. :) MtM 1 Quote Link to comment Share on other sites More sharing options...
MtM Posted June 6, 2020 Report Share Posted June 6, 2020 Confused by what you mean by "from the Wacky Amoebatrons screen for the second time" :unsure: Its a score for one complete game loop (rollback or snapshots does not matter) ie: first to last screen once only then stop when you re-appear in the first cavern again and note the score. :) Ah, right, in that case, starting back in Eugene's Lair, for the first time, my score is 36281. Spider and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted June 7, 2020 Author Report Share Posted June 7, 2020 36281 Thank you. :thumbsup: Yes its really a score submission for a "start to end" play of the game. I did think about your use of snapshots compared to rzx's rollbacks and in regards to how the game progresses its about the same I suspect. With snapshots if you make a bad mistake, have an accident or perhaps do not like the way you played a cavern you simply reload the last one you took and start from there again. Its similar with rollback with rzx's in that if the same erm 'concern' arises you just step back to the last point at which you saved your progress. I've updated the scoring. You can see it on both the main download page and the first page of this topic here. :) MtM and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
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