JSW64 MANIC MINER: JAMES BOND (C) BROADSOFT 2007
============================= [v1.0]

For the Sinclair ZX Spectrum 128K

Written by Andrew Broad
http://geocities.com/andrewbroad/

--------
The Game
--------

The name's Bond.

JSW64 Manic Miner: James Bond.

It's a Manic-Miner-style game based on John Elliott's Jet Set Willy 64
game-engine (Variant Z, Hacklevel 12), which combines all the features of
Matthew Smith's classic Manic Miner and Jet Set Willy (except the ability to
combine cell-types by giving them the same colour-attribute, JSW's invalid
ramps, and MM's vertical guardians that kill you if they collide with an item).

In particular, this game is based on John Elliott's conversion of Manic Miner to
JSW64.

The game is based on the James Bond character created by Ian Fleming, and has 21
rooms, each corresponding to one of the official James Bond 007 films produced
by EON Productions.

James Bond is a fictional MI6 agent, whose assignments are to foil
supervillains' plots for world-domination, whilst fighting off some very cool
henchmen (and women). By all reasonable odds, he should have been killed
hundreds of times by now, but he is a clever and resourceful man (two qualities
which this game requires in abundance), whose enemies never decide to kill him
immediately when they have the chance - or if they do, someone else intervenes
in the nick of time. And so he keeps reappearing "with the tedious inevitability
of an unloved season" [Hugo Drax, Moonraker]. He goes into each assignment armed
with exactly the gadgets he will need and no others. He is always charming and
witty, even when facing the darkest and most hopeless-looking situations
("Choose your next witticism carefully, Mr. Bond - it may be your last" -
Goldfinger).

He is also a cold-blooded murderer, a promiscuous fornicator, a dangerous
driver, a smoker and an alcohol-drinker - but he is none of those things in this
game (I did consider implementing a 'licence to kill' whereby guardians would be
deleted instead of killing you on collision, but it kind of ruins the point of
designing intricate, challenging MM/JSW rooms - even if this mode were only
activated once all the items in a room were taken).

I strongly considered ordering the rooms by the publication-dates of Ian
Fleming's original novels:

Casino Royale (1953)
Live and Let Die (1954)
Moonraker (1955)
Diamonds Are Forever (1956)
From Russia with Love (1957)
Dr. No (1958)
Goldfinger (1959)
For Your Eyes Only (short stories) (1960)
Thunderball (1961)
The Spy Who Loved Me (1962)
On Her Majesty's Secret Service (1963)
You Only Live Twice (1964)
{Ian Fleming died}
The Man with the Golden Gun (1965)
Octopussy and The Living Daylights (short stories) (1966)

However, I decided to go with the order of the EON films. With all due respect
to Ian Fleming, I have always preferred the films to the novels, which in some
cases have radical plot-differences. And this order is natural for adding the
later films which do not use Fleming's book-titles.

Thus the rooms in v1.0 are as follows:

 [0] Dr. No (1962)
 [1] From Russia with Love (1963)
 [2] Goldfinger (1964)
 [3] Thunderball (1965)
 [4] You Only Live Twice (1967)
 [5] On Her Majesty's Secret Service (1969)
 [6] Diamonds Are Forever (1971)
 [7] Live and Let Die (1973)
 [8] The Man with the Golden Gun (1974)
 [9] The Spy Who Loved Me (1977)
[10] Moonraker (1979)
[11] For Your Eyes Only (1981)
[12] Octopussy (1983)
[13] A View to a Kill (1985)
[14] The Living Daylights (1987)
[15] Licence to Kill (1989)
[16] GoldenEye (1995)
[17] Tomorrow Never Dies (1997)
[18] The World Is Not Enough (1999)
[19] Die Another Day (2002)
[20] Casino Royale (2006)

I plan to extend my game as future Bond-films are released. At the time of
writing, Bond 22 is due in cinemas on 7th November 2008, so that will be added
in v1.1. I also intend to add a detailed discussion of each room, edit the tunes
(title-screen and in-game), and produce an easy variant of the game.

I don't feel so inclined to write rooms for the non-EON films - Casino Royale (a
spoof from 1967) and Never Say Never Again (the 1983 remake of Thunderball) -
which the James Bond community does not consider to be canon.

I was planning to release a James Bond game in 2007 since 2004, although my
enthusiasm for the project was so low that I was even willing to turn it over to
somebody else (Steve Worek volunteered on 2nd November 2005, but confirmed on
7th April 2006 that he had abandoned the idea).

But midway through 2007, I reflected that it was now or never for James Bond,
and I decided to go for it! I actually started writing the game in September,
determined to finish it in time for a gamma-release on 31st December 2007, or
abandon it altogether if it should fail ("This organisation does not tolerate
failure," as Ernst Stavro Blofeld would say).

I have not had time to watch through the Bond-films for research-purposes. It
had been two decades since I'd watched some of them, and I had no clear memory
(that said, I have gained a deeper appreciation of, and greater passion for,
James Bond through writing this game, and in October 2007, I started watching
through a subset of the Bond-films as televised on ITV1 - having already written
the corresponding rooms).

So I researched each film on the Internet - looking at plot-synopses and images
- before I wrote the corresponding room. I picked out the key elements of each
film: locations, characters, objects, and in some cases specific stunts that
would map well to JSW64. I tried to design each room as a picture first, and
think about the gameplay as I drew the picture.

JSW64 is well suited to drawing pictures, as you can have up to 16 different
cell-classes in a room, and Variant Z allows each cell to be an arbitrary
colour-attribute (which behaves as Water if no cell-class in the room has that
colour-attribute). Variant Z does have the limitation that the assignment of
cell-types (behaviours) to cell-classes is global, but I have found that having
two or three Air cell-classes in a room greatly enhances the atmosphere of two
or three locations from a Bond-film, compared to what could have been achieved
using the original MM game-engine.

I have also used most of the advanced features of JSW64, including new
guardian-types: fast horizontal guardians, diagonal guardians, colour-cycling
guardians, triggers (which alter the next guardian when all items in the room
are collected, or a switch is flicked), stoppers, opening walls, and the ability
to enable superjump on a room-by-room basis (used in "Moonraker" [10]).

Trap-cells may be unfamiliar to many players, but you will encounter them right
from the first room of James Bond: if you set foot on a Trap-cell, regardless of
what you're standing on with the other foot, you fall! Technically, a Trap-cell
is a Fire-cell that has had its 'licence to kill' revoked.

Variant Z only allows 64 rooms, but that should be more than enough for the
number of Bond-films I expect to be released before I die!

I have implemented several patches of my own in this game, as detailed in
TECHNICA.TXT:

* The game uses Broadsoft Lifts v0.2: my patch to make horizontal, vertical and
even diagonal guardians stand-onable if Bit 4 of Guardian-Byte 1 is set. The
game follows the convention that lifts use the lift-sprites and/or have white
ink. As the patch itself is only beta-released at the time of writing, it can be
downloaded from the Files section of the Manic Miner and Jet Set Willy Yahoo!
Group [http://groups.yahoo.com/group/manicminerandjetsetwilly/]. Even if I
improve Broadsoft Lifts in the future, I don't plan to upgrade them in this
game, which has come to rely on the quirky features of v0.2!

* I have disabled the left/right/up/down room-exits, so that the game wraps
around just like Manic Miner when you walk left or right off the screen (the
room-designs do not allow you to go up or down off the screen, as I didn't want
to risk corrupting memory like the MM game-engine does). The only way to leave
each room is via the portal, which opens after you have collected all the items
in the room without losing a life.

* The game uses my patch to reset the cells' FLASH-bits. This means that nothing
FLASHing can ever appear in the playing-area, but has the important advantage
that two cell-classes may have the same colour-attribute: one FLASHing, one not.
In JSW64, I'm often wanting to have '\' and '/' Ramp-cells with the same
colour-attribute (since I almost always like my Ramp-cells white).

* Since the portal cannot visibly FLASH, it turns from white to red when all
items in a room are collected, in tribute to the gunbarrel-sequence at the start
of every Bond-film.

JSW64 Manic Miner: James Bond is written for advanced MM/JSW players, and the
rooms are intended to be outstandingly difficult, as a challenge to the experts.
It presupposes that you can play MM/JSW - the controls are exactly the same, but
the gameplay is much tougher, requiring both manual dexterity (a need for
pixel-perfect and time-frame-perfect accuracy of movement) and lateral thinking.
JSW64 Manic Miner: James Bond liberally exploits all the quirky features in the
game-engine - you need to know all the tricks if you want to get at all far!

Each room is an intricate network of constraints, forcing you to face every
single one of my intended challenges, though you do sometimes have to make
difficult choices about the order in which you do things. My use of Crumbly
cells, the relationships between guardians, and their relationships with
conveyors, all mean that the consequences of your mistakes may return to haunt
you several minutes later!

I have playtested each and every room to completion after the last time I edited
that room, so I'm 99% sure that the game is completable. I can't be 100% sure
until I have playtested the whole game from beginning to end, but since I am
determined to get 2007 as the year of first gamma-release, it has not been
possible for me to do this.

You can consider yourself to have passed JSW64 Manic Miner: James Bond if you
finish the game using infinite lives (POKE 35899,0) on a real Spectrum, or
saving and loading snapshots on an emulator. If you cheat by using any other
POKEs, or by using WRITETYPER, you should consider yourself disqualified. ;-)

Finally, you may notice that the number of lives I've given you is not very
generous. You only live twice, Mr. Bond!

--------------------
Loading-Instructions
--------------------

"Correct again, Mr. Bond! All signals are on a coded tape! The trick is to have
the code." [Blofeld, _Diamonds Are Forever_]

To play JSW64 Manic Miner: James Bond, you need a Spectrum-emulator that is
capable of loading TAP-files (I hope I'm right in thinking that the emulators
you all use are capable of loading TAP-files, as I don't want to complicate
matters by also releasing snapshot-files). To find an emulator for your
particular computer, see the Emulators section of the comp.sys.sinclair FAQ
[http://www.shadowmagic.org.uk/cssfaq/emulators/emulators.htm].

A TAP-file is an encoding of the files on a Spectrum-tape (as opposed to a
snapshot-file, which is an encoding of the complete state of a Spectrum at the
moment it was created). To load from a TAP-file, you have to issue a
load-command to the emulated Spectrum (i.e. select Tape Loader or type LOAD "").
You also have to open the TAP-file in the emulator (either before or after
issuing the load-command).

----------------
Acknowledgements
----------------

* Matthew Smith, for writing the original Manic Miner and Jet Set Willy, and in
particular for deciding on unencrypted, perspicuous room-formats! ;-) The eye in
"A View to a Kill" [13] is from Manic Miner, as are the wheels on the handcar in
that room.

* John Elliott, for the JSW64 family of game-engines (this game uses Variant Z,
Hacklevel 12), and the conversion of Manic Miner to JSW64 upon which this game
is based.

* This game was written using John Elliott's JSWED (v2.3.1 for Rooms 0 to 17,
v2.3.2 for Room 18 onwards), and playtested using Ramsoft's RealSpectrum
v0.97.23.

* Ian Fleming, for inventing James Bond and writing the original novels.

* EON Productions, and everyone involved in the official James Bond film-series.

* I used the following websites for research-purposes before writing each room:
http://www.tcmdb.com/index.jsp
http://www.bondmovies.com/movies.shtml
http://www.wikipedia.org/
http://www.mi6.co.uk/sections/movies/
http://www.imdb.com/
http://screenmusings.org/screencaps-AtoZ.htm

* Geoff Eddy, for the patch-vector to flip the player's horizontal position -
first seen in "Willy's Drinking Licence" in _Willy Takes a Trip_ - which I have
reused in "The Man with the Golden Gun" [8].

* I have reused some sprites from my own back-catalogue: the Dr. No sprite is
based on Dr. Yes from Goodnite Luddite; the forcefield in "Dr. No" [0] is taken
directly from Goodnite Luddite, the shark in "Live and Let Die" [7] from We
Pretty; the freedom-fighters in "The Living Daylights" [14] are based on the
Black Riders from _Jet Set Willy: The Lord of the Rings_; the many Bond-girl
sprites are variations on Kari Krinkov from We Pretty, and the tennis-racquet
wielded by Vijay Amritraj in "Octopussy" [12] is from Goodnite Luddite.

* My fellow MM/JSW authors, for general inspiration, and some specific tricks
(sometimes unintended on their part, but deliberately exploited by me! ;-) ).

* Leszek Daniel Chmielewski for BMP2SCR EXP
[http://members.inode.at/chmielewski.leszek/bmp2scr.htm], which I used to
generate the title-screen picture.

* The title-screen picture is from the gunbarrel-sequence at the start of every
Bond-film. It was captured from Goldfinger, and the actor is Sean Connery's
stunt-double: Bob Simmons
<http://en.wikipedia.org/wiki/Image:BobSimmonsGunbarrel.png>.

* I have not had time to edit the music before the release of v1.0, therefore
the title-screen tune is still "The Blue Danube" by Johann Strauss II, and the
in-game tune is still "In The Hall Of The Mountain-King" by Edvard Grieg - both
being the 128K versions from John Elliott's JSW64:MM. In v1.1, I intend to use
the James Bond theme as the title-screen tune, and the creepy music from the
pretitle sequence of _The Man with the Golden Gun_ as the in-game tune.

--------
Internet
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I currently have a website at http://geocities.com/andrewbroad/. Some relevant
pages within this website are:

* http://geocities.com/andrewbroad/spectrum/
Top-level index of my Spectrum pages.

* http://geocities.com/andrewbroad/spectrum/willy/
My Manic Miner/Jet Set Willy pages, including a list of Spectrum MM/JSW games
(which I try to maintain as complete and up-to-date as possible - please inform
me of any I have missed), various other MM/JSW documents, and links to other
MM/JSW websites.

* http://geocities.com/andrewbroad/spectrum/download/
My download page. Currently contains my other games, my Manic Miner Screen
Editor, my Jet Set Willy Construction Kit and my Java toolkit SPECSAISIE. Also
has previews of forthcoming software (mostly MM/JSW games).

I founded a Yahoo! Group for Manic Miner and Jet Set Willy. Its URL is:-
http://groups.yahoo.com/group/manicminerandjetsetwilly/
It includes a message-board for discussing MM/JSW (with options for receiving
and sending messages by email), Files and Photos (i.e. screenshots) sections
which members can upload to, Links and Calendar. Anyone can visit the Group and
look around its public areas, but for full privileges you have to join the Group
as a member. This prerequires signing up for a Yahoo! account, which you can do,
free of charge, over the Web. I encourage all members of the MM/JSW community to
join this Group.

I recommend the comp.sys.sinclair USENET newsgroup as a place for discussing
MM/JSW and other Spectrum-related topics. It's worth at least browsing through
the headers each week. The newsgroup is archived at http://groups.google.com/
for those who don't have access to a news-server - in fact, it's worth surfing
there even if you do, as not all news-servers receive all newsgroup-postings!

The World Of Spectrum fora [http://www.worldofspectrum.org/forums/] are worth
browsing through on a regular basis, particularly the Games forum (this is
something I do on a weekly basis).

----------------
Copyright Notice
----------------
Their Copyright
---------------

Manic Miner is copyright of Matthew Smith and Bug-Byte (1983). Jet Set Willy is
copyright of Software Projects (1984) - it too was written by Matthew Smith,
though I believe the copyright now rests with Tommy Barton. JSW64 is copyright
of John Elliott (2005-2006).

The James Bond novels are copyright of Ian Fleming (Glidrose) Publications
Limited. The James Bond 007 films (including the gunbarrel-sequence from which
this game's title-screen picture derives) are copyright of Danjaq LLC and the
United Artists Corporation, and are licensed by EON Productions Limited. Please
don't sue me; I'm making no money out of this whatsoever, so just think of it as
free advertising that might just attract a few more people to the James Bond
franchise.


My Copyright
------------

JSW64 Manic Miner: James Bond is, of course, my copyright, but I don't mind you
putting it on your own website or redistributing it otherwise, provided that no
money is charged, and that you acknowledge that it is the copyright of Broadsoft
(2007). This document must be included with all copies of the game.
Modifications are discouraged but not forbidden, and you should state
specifically what you have modified.

I don't mind you reusing some of the rooms, graphics, &c. in your own games, or
converting the game to another computer (e.g. for JSW-PC). However, the
accompanying documentation must state that the reused material is the copyright
of Broadsoft - failure to do so may be construed as plagiarism. I would like the
documentation to be quite specific about this, e.g. "Graphic X in Room Y was
taken from JSW64 Manic Miner: James Bond", or whatever.

Please let me know if you do rerelease JSW64 Manic Miner: James Bond or reuse
bits of it - it's not that I'd be likely to object, I'd just be very interested
to know what follows from my releasing it!

----------------
Revision-History
----------------

v1.0 (31st December 2007): Initial gamma-release of JSW64 Manic Miner: James
Bond.
