Manic Miner | |
---|---|
Publisher(s) | Bug-Byte (June 1983) [1] [2] Software Projects (Nov 1983) [3] Amsoft (1985) |
Designer(s) | Matthew Smith |
Programmer(s) | Matthew Smith (Spectrum) |
Platform(s) | ZX Spectrum, Amiga, Amstrad CPC, BBC Micro, Commodore 16, Commodore 64, Dragon 32/64, MSX, Oric, SAM Coupé, Tatung Einstein, MTX, PMD 85, Game Boy Advance, Xbox 360, Mobile |
Release | 1983 |
Genre(s) | Platform |
Mode(s) | Single-player |
Manic Miner is a platform game written for the ZX Spectrum by Matthew Smith. It was published by Bug-Byte in 1983, then later the same year by Software Projects. [4] The first game in the Miner Willy series, the design was inspired by Miner 2049er (1982) for the Atari 8-bit computers. [5] [6] Retro Gamer called Manic Miner one of the most influential platform games of all time, [7] and it has been ported to numerous home computers, video game consoles, and mobile phones.
In each of the twenty caverns, each one screen in size, are several flashing objects, which the player must collect before Willy's oxygen supply runs out. Once the player has collected the objects in one cavern, they must then go to the now-flashing portal, which will take them to the next cavern. The player must avoid enemies, listed in the cassette inlay as "...Poisonous Pansies, Spiders, Slime, and worst of all, Manic Mining Robots..." which move along predefined paths at constant speeds. Willy can also be killed by falling too far, so players must time the precision of jumps and other movements to prevent such falls or collisions with the enemies.
Extra lives are gained every 10,000 points, and the game ends when the player has no lives left. Above the final portal is a garden. To the right is a house with a white picket fence and red car parked in front. To the left is a slope leading to backyard with a pond and tree; a white animal, resembling a cat or mouse, watches the sun set behind the pond. Upon gaining his freedom, the game restarts from the first level with no increase in difficulty.
The in-game music is In the Hall of the Mountain King [8] from Edvard Grieg's music to Henrik Ibsen's play Peer Gynt . The music that plays during the title screen is an arrangement of The Blue Danube .
There are some differences between the Bug-Byte and Software Projects versions:
This section may contain an excessive amount of intricate detail that may interest only a particular audience.(January 2023) |
The game was officially ported to the Amiga, [12] Amstrad CPC, [13] BBC Micro, [14] Commodore 16, Commodore 64, [15] Dragon 32/64, Game Boy Advance, [16] mobile phones. [17] MSX, Oric 1, and SAM Coupé,
The SAM Coupé version, programmed by Matthew Holt, like the ZX original requires pixel-perfect timing, and both graphics and audio, the latter by František Fuka, were greatly updated. In addition to the original twenty caverns, forty additional caverns were included in this release. Levels were designed by David Ledbury, and winners of a competition run by SAM Computers Ltd. [18]
The game was ported for Czechoslovak Computers PMD 85 in 1985. The authors of the PMD 85 version are Vít Libovický and Daniel Jenne. They made it as accurate as they could. [19]
The BBC Micro version does not have the Solar Power Generator, instead containing a completely different room called "The Meteor Shower". This has the "reflecting machines" from the Solar Power Generator, but there is no beam of light. Instead, it has meteors which descend from the top of the screen and disintegrate when they hit platforms, like the Skylabs in Skylab Landing Bay. It also has forcefields which turn on and off, and the layout is completely different.
Also, the last screen (which is still called "The Final Barrier") is complex and difficult (unlike the Spectrum version, which is considered to be fairly easy) and has a completely different layout. It also features the blinking forcefields.
The Amstrad version was effectively the same as the Spectrum version by Software Projects, except that Eugene's Lair was renamed "Eugene Was Here", and the layout of "The Final Barrier" was again completely different (but is more similar to the Spectrum version than the BBC version).
The Dragon 32 version, programmed by Roy Coates, had two extra rooms (i.e. 22 altogether) and a cheat mode accessed by typing "P", "P", "ENGUIN". To retain the resolution of the original, the Dragon version used PMODE 4 in black/white mode. [20]
Programmed by Chris Larkin, the Oric version has 32 screens instead of 20. [21]
The Commodore 16 version was limited in a number of respects - this was mainly due to the initial lack of developer material for the C16 machine, and a two-week deadline to produce and test the game, then generate a master tape for the duplication house. Other issues were the lack of a fast loader system for the C16 cassette deck, and as a result it took about seven minutes for the game to load, and a bug resulted in the game entering the first screen as soon as the tape had finished loading instead of waiting for the user to start the game. Further issues related to the lack of music and in game sound, and the way that video memory was mapped in the C16, this resulted in a number of the screens having to be removed so that load time and video mapping could be correctly handled. [22]
Publication | Award |
---|---|
Crash | Crash Smash [23] |
In August 1983, sales of Bug-Byte's original ZX Spectrum release of Manic Miner took the game to the top of the UK video games charts replacing Jet Pac . [24] The Commodore 64 version, released by Software Projects, reached the number one position in early 1984. [25] It went on to become the best selling Commodore 64 game and third best selling ZX Spectrum game of 1984. [26]
The SAM Coupé version scored 84% in Your Sinclair [27] and 88% in Crash . [28]
Manic Miner was the winner of "Best Arcade Style Game", and placed third in the "Game of the Year" category at the 1983 Golden Joystick Awards voted for by readers of Computer and Video Games magazine. [29] Manic Miner was placed at number 25 in the " Your Sinclair official top 100" [30] Spectrum games of all time, and was later voted number 6 in the Readers' Top 100 Games of All Time. [31]
In 1991, ACE magazine listed Manic Miner and its sequel Jet Set Willy, along with Hunchback , Impossible Mission , and the Mario series, as the greatest platform games of all time, calling Manic Miner "the first great home computer platform game". [32]
The game was #97 on Polygon's 2017 retrospective list of the 500 best games of all time. [33]
Unofficial ports exist for the Acorn Archimedes, Acorn Atom, [34] Acorn Electron, Atari ST, Cambridge Z88, Commodore 128, [35] HP48, Linux, Macintosh, Microsoft Windows, MS-DOS, Neo Geo Pocket Color, Nintendo 64, Orao, Playdate, [36] PlayStation, PMD 85, TRS-80 Color Computer, VIC-20, [37] Zune, [38] and ZX81.
The sequel to Manic Miner is Jet Set Willy , and was followed by Jet Set Willy II . Software Projects also released a game in the style of Manic Miner for the VIC-20 called The Perils of Willy. [39]
Manic Miner 360 was released for the Xbox 360 as an Xbox Live Indie Game in June 2012. [40] [41]
A homage to the Manic Miner loading screen appears in one episode of the 2005 British sitcom Nathan Barley .[ citation needed ]
Miner Willy is the protagonist in a series of platform games for the ZX Spectrum, MSX, Amstrad CPC and the Commodore 64 home computers. The first two games - Manic Miner and Jet Set Willy were written by Matthew Smith during the early 1980s.
Jet Set Willy is a platform video game written by Matthew Smith for the ZX Spectrum home computer. It was published in 1984 by Software Projects and ported to most home computers of the time.
Matthew Smith is a British computer game programmer. He created the games Manic Miner and Jet Set Willy for the ZX Spectrum, released in 1983 and 1984 respectively. Smith left the games industry in 1988 and later moved to the Netherlands. He has since returned to the UK and has worked on some games as well as appearing at conventions and in documentaries.
Underwurlde is a 1984 action-adventure platform video game in the Sabreman series by Ultimate Play the Game for the ZX Spectrum and Commodore 64. The player controls the adventurer Sabreman as he jumps between platforms in a castle and its caverns to find an escape past the exit guardians. Underwurlde features about 600 flip screen areas. Unlike other games of its time, Sabreman is not injured when touched by enemies and is instead knocked backwards. Underwurlde is the second game in the series, between Sabre Wulf and Knight Lore, and released shortly before the latter for the ZX Spectrum in late 1984. Another developer, Firebird, ported the game to the Commodore 64 the next year.
Chuckie Egg is a platform game released by A&F Software in 1983 initially for the ZX Spectrum, BBC Micro, and Dragon 32/64. It was ported to the Commodore 64, Acorn Electron, MSX, Tatung Einstein, Amstrad CPC, and Atari 8-bit computers. It was later updated for the Amiga, Atari ST, and IBM PC compatibles.
Monty on the Run is a computer game created by the software house Gremlin Graphics and released in 1985 for the Commodore 64, ZX Spectrum, Amstrad CPC and Commodore 16, written by Peter Harrap for the ZX Spectrum with the iconic in-game music on the Commodore 64 provided by Rob Hubbard. It is the third game in the Monty Mole series.
Jet Set Willy II: The Final Frontier is a platform game released 1985 by Software Projects as the Amstrad CPC port of Jet Set Willy. It was then rebranded as the sequel and ported to other home computers. Jet Set Willy II was developed by Derrick P. Rowson and Steve Wetherill rather than Jet Set Willy programmer Matthew Smith and is an expansion of the original game, rather than an entirely new one.
Tynesoft Computer Software was a software developer and publisher in the 1980s and early 1990s.
Software Projects was a computer game development company which was started by Manic Miner developer Matthew Smith, Alan Maton and Colin Roach. After leaving Bug-Byte as a freelance developer, Smith was able to take the rights to his recently developed Manic Miner game with him, due to an oversight in his freelance contract. Software Projects was then able to market and publish the ZX Spectrum hit game separately from Bug-Byte. Their logo was a Penrose triangle.
Blue Ribbon was the budget computer software publishing label of CDS Micro Systems.
Cauldron is a video game developed and published by British developer Palace Software in 1985 for the ZX Spectrum, Commodore 64, and Amstrad CPC home computers. It contains both platform game and horizontally scrolling shooter sections. Players control a witch who aims to become the "Witch Queen" by defeating an enemy called the "Pumpking".
Bug-Byte Software Ltd. was a video game company founded in 1980 in Liverpool, initially producing software for the Acorn Atom and ZX80. Bug-Byte's first hit was Don Priestley's Mazogs which was one of the most successful titles for the ZX81. In 1983, it published Manic Miner, considered to be one of the most influential platform games of all time. The company went into liquidation in 1985 but their name and logo were purchased by Argus Press PLC for use as a budget software label.
The ZX Spectrum's software library was very diverse. While the majority of the software produced for the system was video games, others included programming language implementations, Sinclair BASIC extensions, databases, word processors, spread sheets, drawing and painting tools, and 3D modelling tools.
Personal Computer Games was a multi-format UK computer games magazine of the early/mid-1980s published by VNU.
Penetrator is a 1982 ZX Spectrum video game made by Melbourne House programmers Philip Mitchell and Veronika Megler. The game is a clone of Konami's 1981 Scramble arcade game. Penetrator was ported to the TRS-80 and Commodore 64.
Hunchback is a video game developed by Century Electronics and published in arcades in 1983. The game is loosely based on the 1831 Victor Hugo novel The Hunchback of Notre-Dame and the player controls Quasimodo. Set on top of a castle wall, the player must guide the Hunchback from left to right while avoiding obstacles on a series of non-scrolling screens. The goal of each screen is to ring the church bell at the far right.
Alligata Software Ltd. was a computer games developer and publisher based in Sheffield in the UK in the 1980s.
Bugaboo (The Flea), later published in Spain as La Pulga, is a video game written by the Spanish programming duo Paco Portalo and Paco Suarez for the ZX Spectrum and published by Quicksilva in 1983. It was later released for the Commodore 64 and MSX were produced. The Amstrad CPC port was published under the name Roland in the Caves using the Roland character.
Ace is a combat flight simulator video game published for the Commodore 64, VIC-20, and Plus/4 in 1985 by Cascade Games. It was ported to the Amstrad CPC, Amstrad PCW, Amiga, and ZX Spectrum.
{{cite web}}
: Missing or empty |title=
(help){{cite web}}
: CS1 maint: numeric names: authors list (link)