Manic Miner for Windows

How Accurate can you get?

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Let's face it. If you want to play this game, it's because you liked the original, it's not because there's something special about my remake. So without diminishing the importance of the new graphics and sound, my main aim was to keep this remake as close to the original as possible. Here are a few things I've taken into account:

  • Accurate walking: It was very easy to find detailed explanations about Manic Miner's room format. This is because this data can be used to create other games using the Manic Miner "engine". But no one accurately describes the "rules of walking": How the combination of jumps, conveyor belts, crumbling floor, current direction of walking, and pressed keys effect what Willy will do next.

    I played a lot with the PJPP emulator until I decided I came to a solid understanding of the walking algorithm, and then I wrote it.  When I tested "The Final Barrier", and I was around this place:
    barier.gif

    I pressed the jump and left keys at the same time, and suddenly I didn't move on the conveyor belt. I didn't remember that from the original game. I remember you have to synchronize your entry to the conveyor belt so you wouldn't hit the big eye. You could slow to half speed by pressing the jump key, but I didn't remember you could actually stop moving to the right.

    I was really frustrated, because the walking routines are the oldest ones, and I wrote them years ago. I didn't want to start making changes to them. I even thought of not fixing it and hoping no one will even find out about this bug.

    But then I tried the original version (Once again, using the PJPP emulator), and saw that it works like that in the original game too. This of course made me very happy, but even more than that, I was happy that from my observations I extracted the rules that covered (correctly) some things I didn't observe.

  • Collision detection: Very important - Collision detection for nastys, keys, walls, etc. is done on a character level. Collision detection for Guardians is done on a pixel level. This means that to keep the game accurate, I tried to keep Willy and the guardians in as close as possible shape to the originals.

    For example, if you start walking right when the level "Wacky Amoebatrons" start, you can walk all the way without being killed. If you hesitate for a single frame and then start walking, you'll be killed. I had to make sure my remake works the same. If the Amoebatrons were bigger or smaller by just a bit, this behavior wouldn't have been accurate.

  • Accurate jumps: As with walking, I had to experiment a lot to accurately imitate the jumps. To finish the "Processing Plant" you have to make a jump exactly from the edge of the platform that's near the gate. If you start the jump one pixel (well, actually two pixels) to the left, you wouldn't enter the gate.

  • Speed: Using a stop watch, I measured the speed of the game, and paced my remake to use the same speed. It seems that now some games have faster pace, but I feel that Manic Miner requires precession that would have been lost if I accelerated the game.

  • Cheat Mode: In the original game (In the BUG-BYTE version) you could type in the number 6031769 to enter a cheat mode. In that mode you could press a combination of the numbers 1..5 plus the number 6 to instantly go from room to room. The 1..5 buttons pressed represented the room number in binary (Where "Central Cavern"=0, "The Cold Room"=1, ...).

    Some say that the number is actually the phone number of the apartment where Matthew Smith lived at the time he wrote Manic Miner. I have the same cheat code in my version, but the number is different. I used a phone number of my own. It shouldn't be too hard for you to find it...

    You could "poke" the original game to get infinite lives. This is not possible in my game, but while in cheat mode you can try a combination of the numbers 7..0 to get infinite lives...

While trying to be as accurate as possible, I still have some places where there are small differences:

  • In the 16th screen (Properly named "The Sixteenth Cavern") you can take the last key while begin in the gate. In the original game, this last key was not erased from the screen as you finished the level. In my remake, the key is erased. I believe we can live with that.

If you find any other inaccuracies, please let me know.

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