Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
Archive of the
Manic Miner & Jet Set Willy Yahoo! Group
messages
|
|
||
|
|
Message: 4168
Author: andrewbroad
Date: 03/05/2004
Subject: Re: JSW64: Manic Miner
> Hello,Wow, that's a very faithful conversion! It looks very much like
>
> This email message is a notification to let you know that
> a file has been uploaded to the Files area of the
> manicminerandjetsetwilly group.
>
> File : /John Elliott/manic64.zip
> Uploaded by : john_elliott_uk
> Description : JSW64: Manic Miner
>
> You can access this file at the URL
>
> http://groups.yahoo.com/group/manicminerandjetsetwilly/files/
> John%20Elliott/manic64.zip
>
> To learn more about file sharing for your group, please visit
>
> http://help.yahoo.com/help/us/groups/files
>
> Regards,
>
> john_elliott_uk
JSW64 could be the game-engine prophesied in the bottom entry of my
List of MM/JSW Games!
>>>Perhaps someone will someday write a game that extends the features
of MM and JSW (e.g. by having extra rooms, diagonal guardians,
lifts, teleporters, and a collision-detection algorithm for
guardians that doesn't kill you if they collide with something other
than Willy, like in Jet Set Willy II), or adds completely new
features, such as bouncy floors or 3D graphics! These are Philip
Bee's ideas - what I personally would like to see (and maybe one day
to write) is a game which combines all the features of MM and JSW:
portals which take you from one room to another as well as the
connections at the edges of the screen; crumbling floors as well as
ramps; air supplies for individual rooms as well as a global time
limit; ropes, arrows, Eugenes, Kong Beasts, Skylabs, solar beams,
and so on. I would also like to relax some of the constraints
imposed by the room-formats, e.g. so that you could have multiple
conveyor-animations in a room, different graphics for the same block
type within a room, as many guardians as you want in a room, and so
on. Of course, the disadvantage of this is that it would lead to a
big, ugly, variable-length room-format! :-)
<<<
(Erix1 Mode meets some of these criteria too, of course.)
Notable differences between MM and JSW64:MM :
* 128K music;
* "Items collected / Time" instead of "Score / High Score"
* the sound of collecting items;
* collected items are retained after losing a life, or after
completing all 20 rooms and going back to the start;
* the sound of rushing air on completing a level sounds higher-
pitched and seems faster than in MM;
* Willy can walk left through wall-blocks at head-height, and
related quirky features;
* no half-speed horizontal guardians, hence "Amoebatrons' Revenge"
is impossible (as it was in my new JSW:MM until I tweaked one of
their start-positions by hand);
* no swordfish on completing "The Final Barrier" (unless it's
because I had to use WRITETYPER to reach "Solar Power Generator").
I can't believe you're already knocking out games based on JSW64! :-
) So how would you describe the release-status of JSW64 (and Dragon
32 JSW, and JSW64:MM) at this time - beta or gamma? I assume it's
beta because they're only in the Files section here, not yet on your
website. So I put JSW64 in "Other Future Games" the last time I
updated my List of MM/JSW Games.
--
Dr. Andrew Broad
http://www.geocities.com/andrewbroad/
http://www.geocities.com/andrewbroad/spectrum/
http://www.geocities.com/andrewbroad/spectrum/willy/
http://www.geocities.com/andrewbroad/spectrum/willy/list.html
