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Message: 5767

Author: Daniel

Date: 29/03/2006

Subject: DrUnKeN mAsTeR!!!'s games

 

I've posted it once already, but it seems to have disappeared. Sorry
if you get it twice.


DrUnKeN mAsTeR!!! wrote:

> Thanks for the kind words and also for the critcism/advice.

I was actually a little bit worried when I posted my message,
because optically the critical part was much larger than the praise.
But this is because I feel that I can be most useful by pointing out
specific problems which I find. I wouldn't generally refer
to "garish colours" or other things like this, because it's not my
cup of tea. But if I see a possible IDS after a jump through an ILB,
I can point that out, and it makes me feel useful :-) .


DrUnKeN mAsTeR!!! wrote (concerning the room "Munty Muntersons
basement"):

> I can't take credit for the single sprite guards in this room,
> they originated from Lee Tatlocks "Willy Vs The Vampire Lord".

The three vertical guardians do come from "Willy V's The Vampire
Lord". However, the excellent two-headed monster (Munty Munterson, I
presume - who was he? :-) ) does NOT come from Lee Tatlock's
otherwise very nice game.


DrUnKeN mAsTeR!!! wrote:

> The reason I ask is because Daniels post has inspired me to re-
> release all my gamma released games (original only no SEs or
> demos) in a massive 10 game Box-Set Egotistically called 10 of the
> best. It will contain bug fixed versions of my original games that
> need another bug fix and unfixed versions of the ones that don't
> (after all if it's not broken don't fix it).

Wonderful! :-)


DrUnKeN mAsTeR!!! wrote:

> If anybody has discovered any bugs please let me know ASAP, and
> please do not be offended if they are non-critical and only applied
> by quirky features and are not fixed in the Box-Set. Not every
> player looks for QFs and I'm trying to keep everyone happy.
> However if it's easily done I will change it.

I would agree that an IDS resulting from an accidental jump through
an ILB in not a problem in a game which generally does not realy on
QF and does not require such jumps in other rooms (which is the case
of all of DrUnKeN mAsTeR!!!'s games I've played so far). However, in
a game where you are supposed to make this kind of jump in one room
(in order to get to the room below), and in another room the same
kind of jump results in an IDS, it is a serious bug, IMO.


DrUnKeN mAsTeR!!! wrote:

> I do not intend this Box-Set to replace my original releases as at
> least 5 of the games will likely have no changes made. This is a
> Box-Set or compilation just for posterity.

Will you agree, DrUnKeN mAsTeR!!!, that the files of your games I
send to Steve of the TZX Vault (together with all the other files
I'm going to send him, and the comprehensive list) will be the files
from the Box-Set? After all, the main purpose of converting the
files to the TZX format IS preserving them for posterity, isn't it?,
so I think that it is only logical that the files to be converted
should be the most perfect versions in existence.


DrUnKeN mAsTeR!!! wrote:

> I've already started this project and as Daniel said it should
> only take me a few hours, but realistically I think it will take
> me a little bit longer. But then again I'm adding games to the
> list Daniel made. I'm going to play all 10 from start to finish
> without cheating too so it may take me a long long time.

Yes, it will certainly take you longer if you playtest all games
from start to finish.

Since preparing the files for Steve is one of my JSW priorities at
the moment, I would be quite willing to help you out with this task
(the sooner the games are playtested, the sooner there will be bug-
free versions; the sooner there are bug-free versions, the sooner I
will be able to send them to Steve). So here's my offer: just send
me each game after you have modified it and think it's problems-
free. I will playtest it from start to the end (without any POKEs,
just by saving and reloading snapshots) and let you know that it's
OK. How about it?


DrUnKeN mAsTeR!!! wrote (concerning the collision during the toilet-
run in "Fantasy World Willy"):

> this was intentional you're supposed to hold right so you stop,
> although now I can see how this can affect the gameplay for people
> who don't know about this.

DrUnKeN mAsTeR!!! wrote (concerning the collision during the toilet-
run in "The Fucked Internet Resurection")

> Can this not also be remedied by stopping Willy?

Sorry, I don't understand. How can you stop Willy during the toilet-
run by holding right (the "Right" key?), if he is already moving to
the right at double speed? You can only stop him if he drops down
and you hold the "Left" key before he touches the ground. But both
collisions in "FWW" and "F.I.R.3" occur /before/ he drops down from
the room which is the original "Top Landing" into the room below
(the original "First Landing").


Andrew Broad wrote:

> I tested the toilet-run in response to Message 5762, and found a
> new quirky feature! If Willy falls onto a left-conveyor during the
> toilet-run, he stops and cannot move (he can still run over left-
> conveyors if he doesn't fall onto them). This makes FWW not toilet-
> completable.

Sorry, I don't understand again - Willy does /not/ fall at all
between starting the toilet-run and the collisions with either of
the guardians in the two games.

The way to stop Willy during the toilet-run without falling is to
put a right-conveyor. Willy stops at the edge of it and moves on
only after you press the "Right" key. I have used this feature
extensively in the ending of "JSW: The 2005 Megamix".

It is a quirky feature, I guess, because during his rightwards
toilet-run Willy passes smoothly over the left-, off- and sticky-
conveyors, but stops on the right-conveyor. How strange!

So putting a right-conveyor in "You'd think by now that people" can
solve the problem. The conveyor has to be placed so that after
resuming the toilet-run (when you hold the "Right" key and get off
the conveyor) Willy can avoid ALL of the guardians in this room - or
the guardian movements have to be adjusted to make it possible
(actually, they don't - I've checked it. But another conveyor is
needed in the next room). It can create a very interesting final
challenge if the conveyor placement and the guardian movements are
synchronised well.

Placing a right-conveyor would also solve the problem in "A Landing
for a Novelty" easily.

Incidentally, another way to stop Willy during the toilet-run is by
using ropes. Again, I have exploited it in the ending of "JSW: The
2005 Megamix" (if you hold the "Left" key before Willy falls onto a
rope, he will not move on the rope), and it opens some interesting
possibilities.


Daniel

 

 

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