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:
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.
|
|