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The aim of Manic Miner is to guide Miner Willy through each screen - collecing all keys and then reaching the exit
without being caught by the guardians. Use the arrow keys to move, and SPACE, SHIFT, or 'Z' to jump. 'P' to pause. Full instructions are at the bottom of the page. For the full list of high scores, click here.
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 | Announcement
Love Manic Miner? Why not try Blagger... you'll love it too!
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| | Original game copyright 1983 Bug-Byte Ltd. This version developed by g2 development, based in part on the Manic Miner Javascript version written by Carl Woffenden. |
June and July's top 20 high scores:
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World high scores
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Click here for the top 500 high scores!
Instructions
| Guide Miner Willy: | |
Through each of the caverns. He can walk on floors such as these: | |
| These sorts of things will kill him.: | |
| Avoid the guardians: | |
| He must collect all of the items from each cavern: | |
| And make it to the exit to get to the next cavern: | |
Use the arrow keys to move, and SPACE, SHIFT, or 'Z' to jump. Press 'P' to pause the game, and 'P' again to unpause.
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Manic Miner Forum
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| Author |
Manic Miner |
matt
Super Administrator

Posts: 36
Location: The grand old London Borough of Tower Hamlets
Joined: 04.07.05 |
| Posted on 13-04-2008 14:20 |
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Post your thoughts about Manic Miner here!
Edited by matt on 13-04-2008 14:21 |
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| | <<<<< 20 posts omitted - click here to see the forum in its entirety. >>>>> |
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| Author |
Problem: to compute the best possible score for a cavern |
andrewbroad
Member

Posts: 18
Location: England
Joined: 23.11.05 |
| Posted on 23-12-2008 17:13 |
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1. When I said the maximum number of items in a cavern was 10, I forgot about Cavern 34, which has 15 items. That is the only exception.
2. I am less concerned about Crumbly cells (quicksand, as you call them) than about items, because there's no requirement to make them all crumble away before you complete a cavern (although it can be a fun additional challenge!). Of course Crumbly cells can add a whole new dimension to the complexity of a cavern if used intelligently (e.g. if you go the wrong way, you get rid of Crumbly cells that you need to cross later). But the bottom line is: without items, the problem reduces to finding the shortest path from A to B (polynomial complexity), but with items, it reduces to the Travelling Salesman problem (NP-complete).
3. The implementation is an unenviable task, because it needs to take into account all the quirky features of the game-engine. The only reliable approach would be to adapt the existing code into a function that takes a state and a move, and returns the resulting state, rather than running continuously and interacting with the keyboard. To do that for Spectrum MM would be a meaty challenge, and would involve emulating Z80 machine-code instructions. To do it for Flash MM, I wouldn't even know where to start, not having access to the source-code, or knowledge of how to decompile/disassemble/interpret the binary (the closest I've got was to download a 44K file called Manic.swf).
Edited by andrewbroad on 23-12-2008 17:16 |
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| Author |
RE: Manic Miner |
mitkey
Member
Posts: 5
Location:
Joined: 23.09.07 |
| Posted on 23-12-2008 20:00 |
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ad 3) Taking hold of the source isn't a problem - the source of Javascript MM (which this one was based on) is available on the web. The gameplay (i.e. the scoring) seems to be identical in the first Cavern. For the sake of efficiency it would be nicer to have a C version though.
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RE: ANNOUNCE: JSW64: Flash Manic Miner |
andrewbroad
Member

Posts: 18
Location: England
Joined: 23.11.05 |
| Posted on 30-12-2008 22:37 |
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I am delighted to announce the gamma-release of JSW64: Flash Manic Miner, which is available as a free download from http://geocities.com/andrewbroad/spectrum/download/
The game is a Spectrum conversion of the new caverns in Matthew Gordon's Flash Manic Miner.
JSW64: Flash Manic Miner starts in Cavern 21 ("Central Cavern II") and starts looping after Cavern 43 ("Killer Birds"), which is the last edited cavern in either version. So you have 23 rooms to play through, and 180 items to collect.
The game is based on John Elliott's JSW64 engine (Variant Z), which combines almost all the features of Matthew Smith's classic Manic Miner and Jet Set Willy. In particular, this game is based on John Elliott's conversion of Manic Miner to JSW64.
I chose JSW64 primarily because it supports having more than 5 items in a room (the Flash MM caverns have up to 15 items each), and also in order to simulate certain features of Flash MM not supported by the Spectrum MM/JSW game-engines (e.g. being able to fall onto a conveyor and walk the wrong way, guardians passing through 'inkful' Fire-cells, and vertical guardians needing to have their columns specified in pixels rather than characters).
JSW64: Flash Manic Miner comes with a bonus-game: Manic Miner: Matthew Smith 2008 Remix. This is a minor variant of Manic Miner inspired by the interview with Matthew Smith in Retro Gamer magazine (Load 48, February 2008). I have taken on board everything Matthew Smith said about doing things differently - within the limitations of the MM game-engine - and made numerous changes of my own, such as adding the unused cell-graphics, and forcing the player to do things that aren't enforced in the original.
2009 looks like being an exciting year for Broadsoft MM/JSW games, as:
(a) I'm much further ahead with my tennis-reports than I was with last year's tennis-reports a year ago, which should leave much more time free for MM/JSW in 2009 than in 2008.
(b) I plan to release v1.1 of JSW64 Manic Miner: James Bond, which adds "Quantum of Solace", and will come with an easy variant, edited music and full room-documentation. There's a beta-version in the Files section of the Manic Miner and Jet Set Willy Yahoo! Group if you can't wait to play "Quantum of Solace".
(c) I plan to start work on a new MM/JSW game, which is top secret for now! 
--
Dr. Andrew Broad
http://geocities.com/andrewbroad/spectrum/willy/
Edited by andrewbroad on 30-12-2008 22:38 |
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| Author |
RE: Manic Miner |
wanley1
Member
Posts: 3
Location: northern ireland
Joined: 16.03.09 |
| Posted on 27-03-2009 17:31 |
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     i am stuck on cavern 11. can anyone help me!!!
wanley1 |
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| Author |
Cavern 11 |
andrewbroad
Member

Posts: 18
Location: England
Joined: 23.11.05 |
| Posted on 27-03-2009 19:32 |
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Cavern 11 ("Attack of the Mutant Telephones")
1. Start by dropping down to the left of the magenta telephone.
2. Jump over the green horizontal guardian (HG) to take the item - without clipping the yellow HG overhead.
3. Take the leftmost item by jumping from the left-conveyor.
4. Jump back onto the left-conveyor, and walk right immediately until you're standing on the non-crumbling Water-cell above the red HG.
5. The easy way to get past the red HG is to wait until it goes to the left of you, drop down and walk right. The efficient way is to drop down immediately, and jump right over it between the two spiders overhead.
6. Take the bottom-right item.
7. Take the top-right item.
8. The easiest way to get past the yellow HG is to stand as close to the right wall as possible, jump left onto the yellow HG's platform, and immediately jump left over the yellow HG, taking the top item in that same jump. The efficient way (you have to be feeling very confident) is to jump onto that platform and take the item immediately, wait to the right of the top spider, and jump straight up over the yellow HG.
9. If you did all previous steps as efficiently as possible, you'll be able to jump over the magenta telephone immediately. If not, you'll need to wait as far over the left edge of the yellow HG's platform as you dare to stand, and jump straight up to avoid the yellow HG before you jump over the magenta telephone.
Edited by andrewbroad on 27-03-2009 19:45 |
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