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Message: 3735

Author: andrewbroad

Date: 14/09/2003

Subject: Re: Announce: Update to JavaScript MM

 

Carl Woffenden wrote:

>
> It's been a long, long time (HDD failure, work commitments, moving
> house, etc.) but I have an update of my JS MM conversion:
>
> http://www.bigredswitch.co.uk/games/mm/
>
> The full 20 caverns are there for you to play - you can start from
> any by appending the number after the URL:
> http://www.bigredswitch.co.uk/games/mm/?1
>
> To start at The Cold Room, for example.
>
> There's still work to do but it can be played all the way through.
> I'll be preparing the tools for anyone to start using it on their
> own website with their own MM creations at some point. It works in
> IE and Camino on Mac OS (Safari, unfortunately has problems),
> Mozilla and IE on Windows, and Mozilla on Unix (tested on Irix and
> Linux).
>
> Feedback and comments welcome!

In many ways it is a faithful conversion, but I have the following
issues with it (I'm playing it under Internet Explorer 5 on a Tiny
M840 laptop PC with a PIII 600 processor):

1. There's a bug where the screen suddenly scrolls up (it happened
when I pressed Space to jump), making the top 4 character-rows
disappear off the top of the screen.

2. Usually when I restart the game I get a "Stack overflow at line:
0" pop-up error, and Willy keeps jumping. I have to restart Internet
Explorer to make him stop jumping.

3. Upon restarting the game, the room-titles, scores and remaining
lives sometimes disappear.

4. The jumping is inaccurate with respect to the Spectrum-version:
you land one step further than you should. This means you can jump a
5-character gap from standing on one leg.

5. I miss the sound.

6. I miss the Game Over screen.

7. As a Spectrum-purist, I miss the colour-clash. ;-)

8. I miss my usual keys (O & P for left & right, Enter to start the
game, and the PAUSE-BUTTON).

9. The speed is erratic (mostly too slow, but then it speeds up...
and slows down again...).

10. There's sometimes a long delay in starting the game or between
caverns.

11. The portal consumes you a step too soon (a step too late when
jumping up into it from below).

12. The playing-area doesn't go black and blue when you complete a
cavern.

13. There's no way to stop the remaining lives animating.

14. I seem to be finishing the caverns with less air left than on the
Spectrum.

15. In "Eugene's Lair", you can't jump over the static nasty and land
inside the wall. This is the major problem with all of the non-
Spectrum MM/JSW games that I have played - they lose many of my
beloved quirky features (I /am/ pleased that you can jump inside that
wall-block in "The Cold Room", but it doesn't work from right to
left, as demonstrated by the wall-block by the portal in "Eugene's
Lair").

16. In "Processing Plant", you miss the item when emerging from under
the wall holding jump (and the jump into the portal is not as tight
as it should be).

17. You can't stop on a conveyor by jumping up and holding the
opposite direction (or, for that matter, by walking against the
conveyor-direction and suddenly stopping, which is one of my
favourite manouevres in MM/JSW). On the other hand, you /can/ jump
straight up onto a conveyor and then jump in the opposite direction!
("Miner Willy Meets The Kong Beast")

18. The falling Kong Beast is red! (Tell Mikey I have good news...)

19. Collision-detection for guardians appears to be position-based
rather than pixel-based (this is particularly unfair in "Attack of
the Mutant Telephones" when you try to jump straight up to avoid the
yellow horizontal guardian on the anticlockwise route - that room
almost reduced me to primal scream-therapy with no facility to save
snapshots!).

20. You can fall onto a conveyor and walk the wrong way on it
("Skylab Landing Bay").

21. In "The Sixteenth Cavern", you can fall through the portal and
collect the item. In the Spectrum version, the portal consumes you
without collecting the item! For once I agree with /your/ game-engine.

22. In "Amoebatrons' Revenge", the magenta horizontal guardian
collides with you when you stand in one character-space! You should
implement/simulate pixel-based collision-detection for guardians (cf.
19).

23. The conveyor-animation in "Amoebatrons' Revenge" is missing.

24. No solar power.

25. No Room 19 picture.

26. You cannot use the wall to stop on the conveyor in "The Final
Barrier".

27. No swordfish when you complete "The Final Barrier" (unless this
is because I got there by teleporting ;-) ).

28. No extra life every 10000 points.

--
Dr. Andrew Broad
http://www.geocities.com/andrewbroad/
http://www.geocities.com/andrewbroad/spectrum/
http://www.geocities.com/andrewbroad/spectrum/willy/

 

 

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