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Message: 3797

Author: ShaneJ

Date: 06/11/2003

Subject: Re: [Manic Miner and Jet Set Willy] Re: Andrew from Mak / Frosya /

 

Yeah I am 34 this month and have owned allmost every type of computer since the age 13 when I first started out with a Vectex wire graphix system, then all the different amstrads, Spectrums, Com Vic 20, Com 16, Com + 4, Com 64(an awesome piece of kit, the sid chip could rival some of the PC sound cards with ease) Amiga 500, Amiga 1200, the list is endless. I have an full blown Amiga and Com 64 Emulators and I enjoy playing Manic Miner( I used too hammer this game and could never get past the room with the telephones, even to the day it still foxes me, I intend to complete this 20 level game before I am an old man lol) I liked the JSW released but Manic Miner had you going back for more. I got so good @ Nemesis on the C64 I could go right through the whole game with out losing a life :)

Like everyone else who will admitt and those who won't, we are all hooked with our Computers and couldn't imagine life with out it. I have a mate is 44 and he his just as bad. It would be like taking your soul away, its become part of us!

Shane.....:D

andrewbroad <no_reply@yahoogroups.com> wrote:
Igor Makovsy wrote:

>
> It means nothing to me.. I wasn`t born in 1984 too. I was born on
> 12th December, 1985, but why does the game has to be the truth
> documentary film, right?

Perhaps in the game we have a time-machine?


> ...it hard to imagine our future life without computers, right?
> You, ofcourse, have to agree with me, yeah?

I couldn't imagine my life without computers. For me, to compute is
to breathe! :-)


[Frosya the Cat]

>> ...some unfair rooms [66, 67, 70, 86, 99, 104, 111, 118]...
>
> Why unfair?

"The entrance to the HADES" [66]: unfair because of the one-way exit
from the room above.

"The souls that didn't pray" [67]: there are infinite-death scenarios
if you jump up so as to land on the static nasty in the room above,
or if you go down (it's only fair to encounter infinite death by
going down if you fall from a height of more than four characters).
Nice room, though.

"On the small ledge" [70]: it looks safe to go down on the left side,
but this leads to infinite death.

"The pond" [86]: infinite death if you jump right from the far edge
of the top-right bubble (also if you walk back into this room after
jumping right off that bubble - okay, you'd have to have the memory
of a goldfish to fall for this, but I still don't like it when you
can walk into a room and encounter infinite death if there's any
reasonable way to avoid this, such as having a `safety-net' four
characters under where you can walk in).

"The flag" [99]: the conveyor-ramp sends you to infinite death.

"St. Peter and one of your lifes" [104]: if you go down, even though
the drop looks safe, you fall forever and have to quit the game.

"Aliens like ice-cream too" [111]: it's impossible to get to the top-
right of this room (the bug), and you can easily get stuck on the
sticky conveyors and have to quit the game.

"The waterfall" [118]: if you go down on the right, it's infinite
death even though you only fall four characters to the bottom of the
screen, which is known to be safe.


> ...and some loop-holes where you can do things you shouldn't be
> able to [53, 77, 116, 117, 118, 122]...

"The place where we spend hot day" [53]: you can jump up for the item
from below, by jumping left through the overhead wall-block.

"This is the memory of your ZX" [77]: you can exit this room to the
left (walking through wall-blocks at head-height).

"The cleanest pond" [117]: you can jump left out of this room.

If you jump left from the bottom-left of "The cleanest pond" [116],
you land in the wall in the leftmost column of "The waterfall" [118],
and can walk left off the map!

"Nessie" [122]: you can exit this room at the bottom-left if you jump
through a certain wall-block. This gives a nice Promised Land effect,
so I strongly recommend leaving it in.


>> ...and I can't see a way back from "It is the old kind bathroom"
>> [127].
>
> I can`t see a way tooooo... listen, Andrew, I have copied all your
> remark page to my notepad and will release the patch for my game
> very soon.

Excellent. I take it you will be applying your changes to both the
original _Frosya the Cat_ and _Frosya Lite Version_? Please ask if
you need any further clarification about the rooms I listed as buggy
or containing infinite-death scenarios.


>> I still haven't played ZX Heroes yet, but the screenshots I've
>> seen look very impressive.
>
> Please, play it!!

I've had just a very quick, casual go, and I found at least two
infinite-death scenarios. I think one of them was in a room
called "REX" - when you jump up from the top-left of the room below,
it dumps you onto a static nasty in the top row of "REX" (c.f. "Under
the Roof" in the original JSW).

ZX Heroes is certainly very impressive, though. The graphics are
superb, and the many large sprites had a similar effect on me as when
I played _Maria vs. some bastards_ - "is this really Jet Set Willy?"

I haven't played all the games referred to in the room-titles, but
those with which I /am/ familiar (e.g. the Dizzy series, Chuckie Egg
2, Starquake) had an amazing feeling of authenticity about them, like
Willy really /had/ entered into those games! :-)

And I love the way you've used guardians to give the illusion of
different-coloured walls in "ARKANOID" - you had me fooled for about
thirty seconds there, then I remembered how *I* used guardians to
give the illusion of a new block-type in We Pretty's
"THRUTHECHROMOSOMESOFSPACEANDTIME" and Goodnite Luddite's "AN UPSTACK
POINTER".

My future JSW game Toy will have tributes to various Spectrum games,
too, including each of the Dizzy games (except the unofficial Russian
Dizzy games, which I never had for my real Spectrum - I
probably /will/ add Crystal Kingdom Dizzy though).


> BTW, if you will play it, then help me with one bug,
> that I can`t fix.
>
> - It is "FINDERS KEEPERS" room. When Willy enters it from the
> "TECHNICIAN TED"`s first floor, Willy teleports to the room with
> main enemy "Pentium 6 and the King Spectrum", though there are no
> teleporters there. "Finders keepers" is a buggy room. Willy likes
> to teleport in different places from there. Help me, please.

I haven't actually encountered this bug yet, but it must be to do
with the rope. If a rope is badly placed in a room, it can cause the
player to `teleport' to the room above.

I don't know all the ins and outs about ropes yet - especially not
the quirky fast-swinging rope in "FINDERS 'N' KEEPERS" (I have yet to
work out how you did that) - but the solution to the `teleport' bug
is to experiment with the placement of the rope.

Change one thing at a time until the bug goes away - or
alternatively, delete the rope, insert a new rope and change one
thing at a time until the bug comes back. The `teleport' bug often
depends on which column the rope is in, though I have a shrewd
suspicion that JSWED lets you edit ropes in ways that JSW CK does
not...

--
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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