Pity we can't see his genital organs :)
I'm right now in the first level with rising lava, it'll be great fun for sure!
Possible bug:
whenever you die, the map appears with a new password, also there's certain point when the lava stops rising.
A new password is generated as the password encodes the amount of lifes and coins you have. If you lose a life, the password is different.
When I went to take the paper, I was told that it weights too much and had to leave the sculpture, but i didn't have a sculpture at that moment but the scissors.
Afterwards when I came back to the scissors, it told me that it was a sculpture.
They are sculptures of a piece of paper, a pair of scissors, and a rock. They are made of marble, the problem is that the Spectrum colour palette didn't allow for a more faithful reproduction :-P
As for the passwords, I meant that every time you lose one life the map appears as opposed to the rest of levels appearing only when a zone is completed.
I haven't been able to reproduce the lava stopping again, nor other problem which only happened to me once as well, that is the game frozen after being caught by the lava. I guess this kind of problems will arise very occasionally.
Can I just say, I think this is a genius idea. It's probably really common, but I've not come across it before in a Speccy game :)
It was fairly common in 8 bits consoles before battery ram became affordable. There's plenty of Master System games which use this technique. I remember having to input really long passwords in Wonder Boy in Monster Land, for example :D Our own Maritrini - Freelance Monster Slayer (2011) uses generated passwords too :)
As for the passwords, I meant that every time you lose one life the map appears as opposed to the rest of levels appearing only when a zone is completed.
This was a decision of design. The level had to be completely restarted when you got trapped by the lava so you didn't end up in a situation where you are respawned under the lava level and lose all your lives (player is respawnec in the last safe position). Reentering a level brings up the map screen, and the map screen comes with the generation of a new password. I don't think this is a problem.
Sometimes you have to take such decissions which save tons of precious bytes, specially when programming a game for an 8-bits computer. Having to handle a re-entry of a level differently just for one level would have been a waste, specially when the drawbacks of doing it the way it was done are none.
It was fairly common in 8 bits consoles before battery ram became affordable. There's plenty of Master System games which use this technique. I remember having to input really long passwords in Wonder Boy in Monster Land
Yeah, Golvellius was another one that used this too.
Great idea for the speccy too :)
I've not this game a go yet, but will be over the weekend. Looks brill :)
Golden Sun on the gameboy advance had the longest password I ever saw. About 3 screens worth of letters and numbers! I never bothered transferring my party to the sequel due to this. You could also use a link cable if you had one and a second gba.
na_th_an, are you going to release current source code version, with this bug had been fixed? There is an idea to translate game to Russian, and it would be pretty tricky to get this done having compiled binary only :)
Sorry, but that bug only happens in the OPQAM version which hasn't been released by us, (it's a mod our friend Radastan made from the v1.1 sources), so I can't solve such bug! I have to talk to Radastan, 'cause maybe there was a problem in the generation of the tape itself.
By the way, if you need help with the translation, we'll be glad to provide assistance. But please, if you want to add OPQAM support, leave the WASD NM layout as well.
Sorry, but that bug only happens in the OPQAM version which hasn't been released by us, (it's a mod our friend Radastan made from the v1.1 sources), so I can't solve such bug! I have to talk to Radastan, 'cause maybe there was a problem in the generation of the tape itself.
The problem is that I am compiling 1.1 sources (without any modifications made) too and getting the same behavior on the same game level.
Seems that there can be some compiler version mismatch or something. I used z88dk 1.10.
The 1.1 tap version was compiled from those sources, but I'll check them out tomorrow anyways.
Note that after running make.bat, you have to move to the /tape folder, adjust the block lengths in loader.asm, and run gentape.bat to get a working tape.
If I can't find any problems with the sources, I'll just zip my z88dk folder and upload it somewhere.
Note that after running make.bat, you have to move to the /tape folder, adjust the block lengths in loader.asm, and run gentape.bat to get a working tape.
Thanks, I did not perfomed this step. But .tap file that originally can be found in your sources archive in /dev directory works ok, so it does not seems to be the reason. Blade from russian zx.pk.ru forum have found the issue. It is the absence of file /levels/behs4.txt in source tree of English version. Problem is solved by using this file taken from Spanish version of game.
Whoah thanks. I will correct the package ASAP. I'm sure it was Google Drive doint his job (badly) again.
Thanks again and sorry for the inconvenience.
About the tap generated in the /dev folder, beware. It doesn't work in +2A/+3 models, 'cause the BASIC loaders allows the interpreter to corrupt the RAM7 page, so some scripts may not work. That's why we added a more advanced loader (in assembly) in the /tape folder.
EDIT: I've fixed the issue and re-uploaded the package with the sources.
Well I can't speak for anyone else but I call it "Ninja Jar", with the "j" pronounced like the "J" in John - not the "J" in Jos?, Jean-Claude or Martijn.
How do you pronounce "Ninjajar"? We've found like ten variations just in the spanish speaking scene :lol:
Ni?atar! :-D
it's kind of funny and frustrating when you think you've punched a chaser just in its mouth but actually you've been touched and left with your fist in a frozen posture
We are releasing a series of short videos unconvering some of the secrets in the game. Here's one (Spanish version, sorry, but at least it shows how to get it).
Many people miss this one as they break the two upper blocks in the first screen :)
I had already found those secret screens in the video some days ago... but since I didn't write down the password and there was an 1-hour blackout at the neighbourhood when I was playing (no joke)... I haven't tried again to play Ninjajar! from the very beginning.
I will give it a try after my final exam for Korean language (Basic level A1) on June 17th. I'm going to be busy the next 2 weeks.
Correction: you missed just one secret! In the final level, on the first puzzle (to open the castle door). Notice how Zunda Zunda says "IF YOU INSIST, YOU GET A PRESENT!". So try activating the tiles again in the correct order once you have open the door for something extra ;)
Comments
A new password is generated as the password encodes the amount of lifes and coins you have. If you lose a life, the password is different.
They are sculptures of a piece of paper, a pair of scissors, and a rock. They are made of marble, the problem is that the Spectrum colour palette didn't allow for a more faithful reproduction :-P
As for the passwords, I meant that every time you lose one life the map appears as opposed to the rest of levels appearing only when a zone is completed.
I haven't been able to reproduce the lava stopping again, nor other problem which only happened to me once as well, that is the game frozen after being caught by the lava. I guess this kind of problems will arise very occasionally.
JSpeccy-win32-portable
Can I just say, I think this is a genius idea. It's probably really common, but I've not come across it before in a Speccy game :)
It was fairly common in 8 bits consoles before battery ram became affordable. There's plenty of Master System games which use this technique. I remember having to input really long passwords in Wonder Boy in Monster Land, for example :D Our own Maritrini - Freelance Monster Slayer (2011) uses generated passwords too :)
This was a decision of design. The level had to be completely restarted when you got trapped by the lava so you didn't end up in a situation where you are respawned under the lava level and lose all your lives (player is respawnec in the last safe position). Reentering a level brings up the map screen, and the map screen comes with the generation of a new password. I don't think this is a problem.
Sometimes you have to take such decissions which save tons of precious bytes, specially when programming a game for an 8-bits computer. Having to handle a re-entry of a level differently just for one level would have been a waste, specially when the drawbacks of doing it the way it was done are none.
Great idea for the speccy too :)
I've not this game a go yet, but will be over the weekend. Looks brill :)
The bug doesn't seem to be present in the main (WASD NM) version, as far as I know. The sources you can download from the game card are up to date. Direct link: http://www.mojontwins.com/juegos/mojon-twins--ninjajar-src-v1.1.rar
By the way, if you need help with the translation, we'll be glad to provide assistance. But please, if you want to add OPQAM support, leave the WASD NM layout as well.
Seems that there can be some compiler version mismatch or something. I used z88dk 1.10.
Note that after running make.bat, you have to move to the /tape folder, adjust the block lengths in loader.asm, and run gentape.bat to get a working tape.
If I can't find any problems with the sources, I'll just zip my z88dk folder and upload it somewhere.
Blade from russian zx.pk.ru forum have found the issue. It is the absence of file /levels/behs4.txt in source tree of English version. Problem is solved by using this file taken from Spanish version of game.
Thanks again and sorry for the inconvenience.
About the tap generated in the /dev folder, beware. It doesn't work in +2A/+3 models, 'cause the BASIC loaders allows the interpreter to corrupt the RAM7 page, so some scripts may not work. That's why we added a more advanced loader (in assembly) in the /tape folder.
EDIT: I've fixed the issue and re-uploaded the package with the sources.
How do you pronounce "Ninjajar"? We've found like ten variations just in the spanish speaking scene :lol:
Love it! And yeah, I think this is your best yet! And not just because of Rick Astley..... :D
Ni?atar! :-D
it's kind of funny and frustrating when you think you've punched a chaser just in its mouth but actually you've been touched and left with your fist in a frozen posture
JSpeccy-win32-portable
I pronounce it in 'Chiquito de la Calzada' style, you know... ninja-jaaaarrrrl, as in 'jaaaarrl, no puedor, no puedor'...
In fact I believe every person in the dev group pronounces it differently.
We are releasing a series of short videos unconvering some of the secrets in the game. Here's one (Spanish version, sorry, but at least it shows how to get it).
Many people miss this one as they break the two upper blocks in the first screen :)
More to come!
I will give it a try after my final exam for Korean language (Basic level A1) on June 17th. I'm going to be busy the next 2 weeks.
I don't know if I have mapped all screens ;-).
http://www.zx-spectrum.cz
I think you pretty much found every secret in the game, but level labeled "MABILFFA" seems incomplete.
Awesome job! Congrats :)