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Pyjamarama


Asmusr

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  • 2 weeks later...

A bit more information: :party:

 

The posted version is complete and working but I haven't had the opportunity to run it on real hardware.

 

There are 3 options for running the game:

  • With 32K expansion and disk system: Run E/A#5 DSK1.PYJA1. Includes full game but has no music and a limited ending.
  • With 32K expansion, disk system and Supercart: Run E/A#5 DSK1.PYJASC1. Includes everything except the title screen.
  • With 32K and 64K physical (non-inverted) cartridge, FinalGROM99, or emulators: Burn and run pyjamarama-8.bin. Includes everything.

The source code is available on GitHub: https://github.com/Rasmus-M/pyjamarama

 

I'm sure someone will design a cartridge label. :)

 

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What a smooth playing game! Impressive feat!

 

Thanks.

 

Regarding the smoothness, I think the original game is running at approximately 25 fps (but I don't think there is a way to detect vsync on the ZX Spectrum). The TI version is running at 30 fps (or 25 on European consoles), but more than half of the time is spent in a delay loop waiting for vsync. At the same time most (all?) sprites are moving at 2 pixes per turn. It should be possible to change this so that sprites move at 1 pixel per turn at 60 fps instead, but I have not tried this experient because, as you mentioned, it's pretty smooth as it is. :)

 

All in all I think the game looks better than the original, mainly because the lack of color attribute splashing, but also because of the slower animations. It would be possible to improve the graphics further by reworking the background 'furniture' from 2 colors per 8x8 character to with 2 colors per pixel line, but I don't think the difference would be worth the effort.

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Downloaded in yesterday on my android phone and to have a first look with JS99er and loading the disk. nice!

 

Just playing it in classic99, smooth scrolling. I was trying to find the manual as I did not

understand the switching of the objects, like key, radio, water-bucket, lift on/off, etc., but found

it here.

 

> The most important note is that you can only carry two objects at one time (and can switch them)

> or jump over it if you do not need to switch them.

 

 

WARNING - do not click on the link at the bottom of this post

(which has the solution to the game), but first try to solve it yourself.!

 

 

I copied to most important piece of the manual:

 

Wally really is in trouble this time. He has fallen asleep and in his
nightmare everything is enlarged to many times its normal size. To
release himself from torment he must find the alarm clock and wind it up.

This however is nowhere near as simple as it may sound because many
objects are needed to achieve different tasks which will become apparent
as the game progresses.

In many cases a particular object will be needed in order to collect or
use another one to satisfy a certain task. A seemingly impossible action
may merely require a different approach or object.

Only two objects can be carried at one time. To change an object, pass
over the one required and it will be exchanged automatically (to avoid
exchange, jump over the unwanted object).

There are many rooms in the house and a wide variety of "distractions" to
overcome. Keys will be required to open some doors, to open others, just
jump at the handle.

Even though you are asleep, energy is also a factor in this game. At the
top of the screen you will see a glass of milk with "Snooze Energy". A
short while after the start of the programme this will begin to decrease.
It will also decrease if you are hit by an object or you hit an object.

To replenish this lost energy there are items of food in the house, which
will appear singly, and in different locations. Once one has been
consumed the next will appear elsewhere, but always in its same location.
When your Snooze Energy has run out 3 times, losing 3 lives, you will
have to start the game again.

 

-------------

 

2nd WARNING,

this manual has the solution to the game, please play first and try to solve it yourself,

but the manual has good info:

http://www.gamesdatabase.org/game/sinclair-zx-spectrum/pyjamarama

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Wow. I think I enjoy this more than Jet Set Willy, but this one is also difficult to find the solution

and first of all to get a map into your mind, I almost get it in my head.

 

 

Do not open if you do not want to see the map,

but I found one online: https://viva-games.ru/wp-content/uploads/zx-spectrum/games-maps/p/Pyjamarama.gif

 

 

Furthermore I found some errors, when in the video game room and shooting after you die

then the end screen is scrambled, see next post:

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Thanks for letting me know. I will fix it.

 

I thought there were some more glitches, but I just played the ZX-Spectrum one here: http://torinak.com/qaop#!pyjamarama

and I saw the same things happening, but I am still learning the game. I first thought that sometimes the lift did not work and I was

locked in the room, but later I saw there is a light switch on/off button in one of the rooms, then it works of course.

(I did not realise that the 1, 2, 3, 4 are lifts, until I saw the map (see previous post)

 

 

Now I can see that your TI-99/4A version is also much better with colours/sprite handling, etc.

compared to the ZX-spectrum version

 

 

Other versions:

PS. there are also Commodore 64 versions: game play video: https://www.youtube.com/watch?v=E3KjKOIWT9M

 

and Amstrad CPC

> Help how to start it: https://amstradabandonware.com/en/help

> online emulator https://www.juegotk.com/juego/pyjamarama/online.html

(but I could not get it started so far with run"pyjama (or alternatives, like run"pyjama.bas

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