WIP: Manic Miner port

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Kweepa
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WIP: Manic Miner port

Postby Kweepa » Thu Jan 11, 2018 2:55 pm

I was off work feeling sick for a few days so I thought I'd whip this up:

manicminer.png


miner_20180111.zip
(9.53 KiB) Downloaded 25 times


Only the first 4 levels fit in 3.5k :(
Also, no sound, no air, no score... yet.

I think the best approach might be an 8k cart.

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beamrider
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Re: WIP: Manic Miner port

Postby beamrider » Thu Jan 11, 2018 3:02 pm

Awesome, will take a look later.

Cart would be great (make sure it's gold plated though) :wink:

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tokra
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Re: WIP: Manic Miner port

Postby tokra » Thu Jan 11, 2018 4:19 pm

Perils of Willy was 16K on the VIC-20. Sadly, I suck at these games, could barely finish the first level. Looks very true to the original though.

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Kweepa
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Re: WIP: Manic Miner port

Postby Kweepa » Thu Jan 11, 2018 4:43 pm

I didn't like Perils of Willy.
I'm not sure why they replaced some of the enemy sprites with less charismatic ones.
Also the jumps are too wide, the music is dreary, and the levels haphazard.

I split the vertical and horizontal movement into different tick rates so that I could control the jump width and make it more like the original's screen ratio. I may have made jumping over the guardians slightly trickier :(
Also, currently the stalactite and bush collision is block-based, which is a shame.

Note: I said 'port' above but the code is all new, based solely on screenshots and videos of the game.
Note 2: The first level is rather tricky - Matt Smith has admitted that it doesn't fit the difficulty curve of the rest of the game.

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Mayhem
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Re: WIP: Manic Miner port

Postby Mayhem » Thu Jan 11, 2018 5:24 pm

As someone who has played the Speccy and C64 versions to death, I shall approach this with interest :wink:
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majikeyric
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Re: WIP: Manic Miner port

Postby majikeyric » Fri Jan 12, 2018 6:31 am

looks very promising :)
Last edited by majikeyric on Fri Jan 12, 2018 9:22 am, edited 1 time in total.

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Re: WIP: Manic Miner port

Postby Ola H » Fri Jan 12, 2018 8:46 am

I thought Perils of Willy was a very fine version when it came out, but I agree about the dreary music. Also that the levels are much less visually distinctive and not as well-designed. Overall, it lacks the pleasant atmosphere and almost mystical sense of wonder that Manic Miner provides.

And, wow, your version seems nigh on perfect :D Looks just as good as the Speccy and C64 version and plays almost exactly the same, just seems a little bit faster (might be an illusion caused by the wider pixels). I also notice that it is possible to land between the shrubbery and brick platform mid screen, that is not possible on the C64 version, I don't know about the Speccy one. Played great in any case! I didn't find it harder than the C64 version.

An 8 k cart with all the levels, sound and music would be like a dream come true! (But Speccy tune, please, just better sounding :mrgreen: I never understood the deal with the C64 tune - it sounds like someone took an abbreviated version of The Hall Of The Mountain King and shuffled the beats and bars at random... Very strange, yet I have some nostalgic affection for it :lol:

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beamrider
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Re: WIP: Manic Miner port

Postby beamrider » Fri Jan 12, 2018 8:56 am

Suggestion: When you do the tune, consider using the recently posted 10-bit accuracy code to prevent it sounding off key...

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Kweepa
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Re: WIP: Manic Miner port

Postby Kweepa » Fri Jan 12, 2018 9:28 am

Speed - I may need to play around with the speed, since it'll be even faster on NTSC.
Shrub - yes, I noticed I could get into that gap. It's a little different but it doesn't affect the gameplay, so I didn't worry about it.
Music - I intend to use Aleksi's method for more on-key music. I used something similar, but slightly less sophisticated, in Doom.

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Re: WIP: Manic Miner port

Postby hasseapa » Fri Jan 12, 2018 12:35 pm

I had played a pirated copy of Manic Miner extensively on my dad's C64 before I bought Perils of Willy for my VIC, so I was well aware that the VIC-version was inferior but I still treasured it and - to this day - I think it is a very impressive VIC-game.

My main issues are the repetitive (and less imaginative) enemies, the lack of text descriptions/names for each level, and a never changing black background color. Together they make the levels much more forgettable regardless of actual level design.

So I can absolutely see the value in a proper port/conversion. Manic Miner may be very different from what the platform genre eventually evolved to, but it is still an ageless classic and your port plays great. Personally I don’t mind a slightly “too fast” version at all.

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beamrider
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Re: WIP: Manic Miner port

Postby beamrider » Fri Jan 12, 2018 3:46 pm

Just had a play. Good job!

I've haven't played the original (never having owned a spectrum) so looking forward to the completed game.

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Floopy
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Re: WIP: Manic Miner port

Postby Floopy » Fri Jan 12, 2018 7:36 pm

The reason why we still run NTSC television signals in the US is because it's so great we don't need to replace it. :wink:

(Just kidding where I live I don't even get internet (except dial up). Every time I travel to Europe I'm amazed at all the great stuff there is over there)
-Floopy

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Kweepa
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Re: WIP: Manic Miner port

Postby Kweepa » Sat Jan 13, 2018 12:48 pm

I remembered one other thing about Perils of Willy that bugs me - the flickering sprites. Ugh.

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srowe
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Re: WIP: Manic Miner port

Postby srowe » Sat Jan 13, 2018 1:18 pm

Gah! I'd forgotten how f*cking hard that first level was! That's far, far superior to the Perils of Willy.

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polluks
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Re: WIP: Manic Miner port

Postby polluks » Sat Jan 13, 2018 9:20 pm

I agree, we need a "true" port :)
VC20 [WGA103574] + UltiMem


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