WIP: Manic Miner port
Moderator: Moderators
Re: WIP: Manic Miner port
The death animation of the Kong screen was one of those anything-can-happen-in-this-game moments (which Perils Of Willy was sadly missing).
- Kweepa
- Vic 20 Scientist
- Posts: 1303
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Re: WIP: Manic Miner port
Yeah, it's not possible in the c16 port and not necessary in the c64 port. Disappointing!
I don't really understand why Steve Hearnden decided to redesign the levels and enemies. The original is a work of great imagination.
I don't really understand why Steve Hearnden decided to redesign the levels and enemies. The original is a work of great imagination.
- Kweepa
- Vic 20 Scientist
- Posts: 1303
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Re: WIP: Manic Miner port
Beta is ready for consumption.
Please let me know if there's anything missing, broken, or unplayable. I've played through all levels but not in one sitting.
Also please DO NOT make a youtube video just yet, in case I decide to tweak or fix some things.
Ah, playing through I see that Eugene's Lair is broken
[EDIT: Fixed versions attached]
Please let me know if there's anything missing, broken, or unplayable. I've played through all levels but not in one sitting.
Also please DO NOT make a youtube video just yet, in case I decide to tweak or fix some things.
Ah, playing through I see that Eugene's Lair is broken

[EDIT: Fixed versions attached]
Re: WIP: Manic Miner port
Awesome.work. will take a look tonight.
I'm really impressed by the speed with which you have cranked this out.
I'm really impressed by the speed with which you have cranked this out.
Re: WIP: Manic Miner port
Ditto!beamrider wrote: I'm really impressed by the speed with which you have cranked this out.
- Mayhem
- High Bidder
- Posts: 3007
- Joined: Mon May 24, 2004 7:03 am
- Website: http://www.mayhem64.co.uk
- Location: London
Re: WIP: Manic Miner port
I used to be able to endlessly loop this on the Spectrum and C64 versions, so should be interesting to see how I cope here..! 

Lie with passion and be forever damned...
- Kweepa
- Vic 20 Scientist
- Posts: 1303
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Re: WIP: Manic Miner port
Being able to loop the game endlessly is impressive!
You will no doubt find some differences here... most obviously with the behaviour of the conveyor belts, but also when you drop down off a platform onto the edge of another platform.
You will no doubt find some differences here... most obviously with the behaviour of the conveyor belts, but also when you drop down off a platform onto the edge of another platform.
- Mayhem
- High Bidder
- Posts: 3007
- Joined: Mon May 24, 2004 7:03 am
- Website: http://www.mayhem64.co.uk
- Location: London
Re: WIP: Manic Miner port
Looks, sounds and plays really well compared to the original, and all in 16k so far too! Going to have to remind myself of the correct patterns, and hopefully I'll be able to get through all 20 screens (although not looking forward to the Warehouse!)
Also when I dropped into the exit hole for Eugene's Lair, the level didn't end immediately, I had to move to the right a little to trigger it.
Do you mean if you drop onto a conveyor belt that is travelling in the opposite direction to that you're facing, you don't get turned around automatically to face that direction? So if you drop onto a left moving belt facing right, you don't turn to face left, you still face right, which is incorrect.Kweepa wrote:most obviously with the behaviour of the conveyor belts
Also when I dropped into the exit hole for Eugene's Lair, the level didn't end immediately, I had to move to the right a little to trigger it.
Lie with passion and be forever damned...
- Kweepa
- Vic 20 Scientist
- Posts: 1303
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Re: WIP: Manic Miner port
Yeah, I was recording a playthrough video and died about 20 times on the warehouse 
I'll fix that exit collision.

I'll fix that exit collision.
- Kweepa
- Vic 20 Scientist
- Posts: 1303
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Re: WIP: Manic Miner port
Fixed the exit collision.
Moved the exit to the right spot in the Uranium Workings.
Tweaked a guardian path in the Vat.
Moved the exit to the right spot in the Uranium Workings.
Tweaked a guardian path in the Vat.
- Attachments
-
- miner-20180129src.zip
- (32.93 KiB) Downloaded 400 times
-
- miner20180129.zip
- (10.88 KiB) Downloaded 404 times
- Ola H
- Vic 20 Enthusiast
- Posts: 176
- Joined: Thu Aug 20, 2015 6:08 pm
- Website: http://www.athleticdesign.se/
- Location: Sweden
Re: WIP: Manic Miner port
Well, I died at Eugene's Lair so I can't comment on the later screens yet. I then immediately fired up the C64 version and died on Eugene's Lair again (I had forgotten that Eugene moves down to guard the exit - a splendid example of the neat touches missing in Perils of Willy).
Very fascinating to compare all the subtle litte differences, but all in all I think the Vic version plays a little better, being faster, but I really should play the Speccy version too!
I'm stunned by how quickly you have produced such a faithful port of a top-notch game (though some consider Manic Miner's design outdated, I'm struck by how well it holds up - feels really timeless, each screen is like a dream-like little puzzle: engaging, yet releaxing due to the simple controls).
What a lovely addition to the Vic 20 game libarary
When it comes to platform games Vic owners are really spoilt for choice now - so many great modern releases (Blue Star, Astro Nell, Carling the Spider, Popeye, Cheese & Onion, and Manic Miner) complementing the old classics like Pharaoh's Curse and Atarisoft's Donkey Kong - (and I still like Perils of Willy though this is vastly superior!)
Very fascinating to compare all the subtle litte differences, but all in all I think the Vic version plays a little better, being faster, but I really should play the Speccy version too!
I'm stunned by how quickly you have produced such a faithful port of a top-notch game (though some consider Manic Miner's design outdated, I'm struck by how well it holds up - feels really timeless, each screen is like a dream-like little puzzle: engaging, yet releaxing due to the simple controls).
What a lovely addition to the Vic 20 game libarary

- Kweepa
- Vic 20 Scientist
- Posts: 1303
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Re: WIP: Manic Miner port
Thanks for the kind words!
Your mention of Eugene reminded me that I didn't make him flash as he descends.
I fixed that and also the toilet paths.
Your mention of Eugene reminded me that I didn't make him flash as he descends.
I fixed that and also the toilet paths.
- Attachments
-
- miner-20180130src.zip
- (32.94 KiB) Downloaded 449 times
-
- miner-20180130.zip
- (10.88 KiB) Downloaded 426 times
Re: WIP: Manic Miner port
Latest version is great, looking fantastic. Very slick!
Think I might have discovered a bug though - after loosing a game it appears to have frozen completely. I have attached a VICE version 2.4 snapshot.
Think I might have discovered a bug though - after loosing a game it appears to have frozen completely. I have attached a VICE version 2.4 snapshot.
- Attachments
-
- manicminerfroze.zip
- (12.7 KiB) Downloaded 386 times
- Kweepa
- Vic 20 Scientist
- Posts: 1303
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Re: WIP: Manic Miner port
I'll take a look.
[EDIT]Ah poop, that seems to be a snapshot from a very old version of VICE (2.4 or earlier)... I don't know where to find that build...?
Meanwhile, I uploaded a walkthrough to youtube:
[EDIT]Ah poop, that seems to be a snapshot from a very old version of VICE (2.4 or earlier)... I don't know where to find that build...?
Meanwhile, I uploaded a walkthrough to youtube:
Re: WIP: Manic Miner port
pm sent