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About We Pretty

About Jet Set Willy: The Lord of the Rings

Jet Set Willy: The Lord of the Rings - Room descriptions

About Goodnite Luddite

About Party Willy

Party Willy - Room descriptions

 

 

About We Pretty

 

[from the Readme included with the game, edited]

 

We Pretty is basically a redefinition of the rooms, items, guardians and graphics in Matthew Smith's classic Jet Set Willy, which I acknowledge as being the copyright of Software Projects (1984). Unlike all previous games based on the Manic Miner and Jet Set Willy game engines, however, We Pretty is not based on the world of Willy, but has its own plot and characters.

See the file DIARY.TXT [in the release ZIP file] if you're interested in the storyline that underlies this game. It's written as a fragmentary, non-linear series of diary entries, jumping backwards and forwards between the 17th and 21st centuries. It's not really essential that you understand it completely, as you can always play the rooms autonomously, just as Jet Set Willy rooms!

My inspiration for We Pretty comes from many diverse sources, ranging from personal experiences, dreams, television, computers, tennis, and music - particularly the works of David Bowie. It was his album 1.OUTSIDE that gave me the idea of writing it as a concept game, based on an underlying plot (documented in a diary) and characters, as well as influencing the theme (namely, the ideas of art as murder and utter destruction as beauty). I have taken my life's experiences and refracted them into surreality. I have let my imagination run wild - We Pretty is deliberately as surreal and esoteric as I can make it!

I developed the game on a Spectrum +2, using my own Jet Set Willy Construction Kit (which has yet to be released). We Pretty has been in the pipeline since 1997, but the bulk of the work was carried out in 1999.

We Pretty is written for advanced JSW players, and the rooms are intended to be outstandingly difficult, as a challenge to the experts. It presupposes that you can play Jet Set Willy - 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 (We Pretty 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!). I have tried to be fair, though, by keeping multiple-death scenarios to a minimum. You shouldn't encounter infinite death unless you do something really stupid (such as jumping into an unfamiliar room when you should be walking into it).

I have thoroughly play-tested the final version, and it /is/ possible to complete - in principle, you don't even have to sacrifice a life to collect all the items!

A blow-by-blow description of each room is not included here - some of the meanings can be inferred from the diary, the rest of it is open to personal interpretation!

 

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About Jet Set Willy: The Lord of the Rings

 

[from the Readme included with the game, edited]

 

To celebrate the first year of the third millennium (or the last year of the second millennium, for those who prefer to count from one rather than zero), I release my long-awaited games Manic Miner: The Hobbit and Jet Set Willy: Lord of the Rings!

Jet Set Willy: Lord of the Rings is a redefinition of the screens in Matthew Smith's classic Jet Set Willy, which I acknowledge as being the copyright of Software Projects (1984).

It is based on J.R.R. Tolkien's equally classic novel The Lord of the Rings; I acknowledge the plot as being the copyright of George Allen & Unwin (Publishers) Ltd, 1966, 1974, 1979 and 1981.

My idea was that The Lord of the Rings would map quite nicely to Jet Set Willy as the former has 62 chapters and the latter has 64 rooms, so there is a room for each chapter in the book, plus a bonus room...

In JSW:LOTR, Willy plays Frodo Baggins, a hobbit whose task is to unmake the One Ring that was made by the Dark Lord Sauron. This he must do by casting the Ring into the fires in which it was forged, in Mount Doom in the land of Mordor. If the Ring is unmade, Sauron will be vanquished forever; if Sauron regains possession of the Ring, he will rule Middle-earth forever and turn it all to evil and darkness. Frodo is the main character that you play, but you also get to play other characters in some of the later rooms!

JSW:LOTR is intended to appeal both to Spectrum fans and Tolkien fans. I therefore set out to make it only moderately difficult, but once again my notorious talent for writing difficult Jet Set Willy rooms has surfaced, and this game contains some of the best I have ever written! :-> So I decided to release an easy version of the game (LOR-LITE.TAP) alongside the definitive 'hard' version (LORDRING.TAP). Good JSW players should play the hard version first, and LOTR fans should play the easy version first! ;-)

I developed JSW:LOTR on a Spectrum +2, using my own Jet Set Willy Construction Kit (which has yet to be released). I wrote JSW:LOTR between May 1998 and October 1999, reading a chapter a week and writing the corresponding room. I finally declared it finished in November 1999. It was always my goal to release MM:Hobbit and JSW:LOTR together in January 2000.

Many thanks to Richard Hallas for rescuing this game from tape and converting it to emulator format for me!

I would like to thank Richard Hallas for his music document, A Miner Triad (hosted on my website), which was a useful aid to redefining the in-game music of Jet Set Willy, and an invaluable aid to redefining the title-screen music.

The in-game tune is different, depending if it is the hard version (LORDRING.TAP) or the easy version (LOR-LITE.TAP). Both tunes come from a triptych of Norwegian folk songs which I played in an orchestra when I was a teenager, but unfortunately I can't for the life of me remember what it was or who composed it, despite a sincere search for it on the Internet. All I remember is that the piece I didn't use was called Saeterjentens Sonntag (Sheepgirl's Sunday), and the piece I use for the hard version is called Den Bakvende Visa (The Awkward Song). My Norwegian spelling is probably slightly erroneous there. I had to adapt Den Bakvende Visa from 3:4 to 4:4 time (the in-game tune has to be exactly 64 notes of equal duration) by converting the two quavers at the end of each bar to crotchets.

The title-screen tune is the main tune from the superb BBC radio adaptation of The Lord of the Rings.

To complete the game, you have to collect the 256 flashing items distributed across the rooms, which makes Sauron disappear. Then you can get through the Barad-dűr, and make for the Grey Havens. After you go over the sea, you can return to Mordor and unmake the Ring by running - not walking - into the fire of Mount Doom. I know this sequence of events is not faithful to The Lord of the Rings, but it's the best way I could reconcile it with Jet Set Willy. I have thoroughly play-tested both the hard version and the easy version, and I declare that it is possible to complete the games without having to sacrifice a life.

 

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Jet Set Willy: The Lord of the Rings - Room descriptions

 

[from the Readme included with the game]

 

Each Jet Set Willy room corresponds to a chapter in The Lord of the Rings, plus there is a bonus room. This section contains a detailed description of each room in JSW:LOTR. It is ordered by the chapters in LOTR, not by JSW room-numbers. The description is based on the /hard/ version (LORDRING.TAP), not the easy version (LOR-LITE.TAP, which has been made considerably easier and has had the quirky features taken out).

The Lord of the Rings is divided into three parts: The Fellowship of the Ring, The Two Towers, and The Return of the King. Each part is further subdivided into two books.

 

The Fellowship Of The Ring

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

The Fellowship of the Ring follows the first part of the journey of Frodo Baggins and his eight accomplices: fellow hobbits Samwise Gamgee (Sam), Peregrin Took (Pippin) and Meriadoc Brandybuck (Merry), plus Aragorn the man (heir to the throne of Gondor), Gandalf the wizard, Legolas the elf, Gimli the dwarf and Boromir the other man.

BOOK I follows the journey of Frodo, Sam and Pippin from Frodo's home in the Shire to Rivendell. They are joined by Merry at the border of the Shire, and by Aragorn in Bree. Their journey is unexpectedly perilous as they are pursued by nine Black Riders. These are the Nazgűl (Ringwraiths), the main servants of Sauron. One of them stabs Frodo with an evil knife, in order to subdue him to the dark side of the force(!), but Frodo reaches Rivendell just in time for Elrond to heal him.

BOOK II follows the journey of Frodo from Rivendell in the company of the Fellowship of the Ring (Frodo, Sam, Pippin, Merry, Gandalf, Aragorn, Boromir, Legolas and Gimli - nine walkers against the nine Black Riders of Mordor). They journey south, and are forced to pass through the Mines of Moria, where Gandalf falls into an abyss with a Balrog. The other eight Fellows escape from Moria, and pass through the Elvish land of Lórien, where they meet the lady Galadriel (who bears one of the Three Rings for the Elves). Upon leaving Lórien, the company travel down the River Anduin, and so come to the Falls of Rauros, where it becomes necessary for them to decide whether to go west towards Minas Tirith (the capital of Gondor), or to turn east and make directly for Mordor. The Fellowship divides between these two courses, as related in The Two Towers.

 

BOOK I, CHAPTER 1: "A Long-expected Party"

In a parody of the first chapter/room of The Hobbit, you begin at Bag End, during an even wilder party to mark the joint birthday of Bilbo Baggins (played by Miner Willy - Bilbo is the white one) and his nephew Frodo (played by Jet Set Willy). The place is chock-full of partying hobbits (graphics ripped from Manic Miner and Jet Set Willy II), and you have to collect the treasure that Bilbo stashed here at the end of The Hobbit! After the party, Bilbo retired to Rivendell, and was never seen in the Shire again.

 

BOOK I, CHAPTER 2: "The Shadow of the Past"

Seventeen years later, Gandalf visits Frodo and tells him the truth about the Ring, Sauron and everything, and Frodo realises he must leave with the Ring. In this awkward room, you have to pick up the Ring after some very tricky jumps over fire and Gandalf, implemented here as a horizontal guardian hovering four pixels above the ground. If you can make it back without losing a life, give yourself a pat on the back! :-)

 

BOOK I, CHAPTER 3: "Three is Company"

Frodo leaves Bag End, in the company of Sam (who helpfully collects one of the items for you!) and Pippin, on the pretext of going to live in Buckland (which is near the border of the Shire - good for slipping out quietly). You encounter two Black Riders on the road, from whom you must hide to prevent their catching you!

 

BOOK I, CHAPTER 4: "A Short Cut to Mushrooms"

Frodo continues his journey to Buckland with Sam and Pippin, and they come to the farm of Farmer Maggot, who is renowned for his mushrooms and nasty vicious dogs!

 

BOOK I, CHAPTER 5: "A Conspiracy Unmasked"

Frodo, Sam and Pippin arrive in Buckland. You must cross the Brandywine River (by jumping across lily-pads), and so in time come to the house that Frodo bought in Crickhollow, where Merry is waiting for you. It is there revealed that Sam, Pippin and Merry know the truth about Frodo's journey (Sam was eavesdropping in Chapter 2), and conspire to accompany him out of the Shire.

 

BOOK I, CHAPTER 6: "The Old Forest"

You leave the Shire through a hedge in Crickhollow, which leads into the Old Forest. This is a tricky room, full of traps for the unwary, namely the vertical screen wraparound, some difficult jumps through floor-ramps which can easily lead to a multi-death scenario (at least it's very early in the game! ;-) ), a jump through an innocent-looking block, a sticky conveyor (I have kindly put an arrow to come and kill you if you get stuck on that), and an awkward jump over Old Man Willow (from further back than you might think possible) to get to Tom Bombadil's house.

 

BOOK I, CHAPTER 7: "In the House of Tom Bombadil"

A 'safe' haven, where Tom Bombadil, the powerful but kind and gentle Maia who owns this neck of the woods, lives with his girlfriend Goldberry (played by Kari Krisníková - she of We Pretty fame). Another innocent-looking block for you to jump through, and another sticky conveyor. It will not avail you to jump out of the upstairs windows! ;-)

 

BOOK I, CHAPTER 8: "Fog on the Barrow-downs"

To leave the land of Tom Bombadil, you must pass through a barrow, avoiding the deathly barrow-wight and collecting the jewellry of the dead.

 

BOOK I, CHAPTER 9: "At the Sign of The Prancing Pony"

You arrive in Bree and stay at an inn called The Prancing Pony, owned by one Barliman Butterbur - the jolly fat man dancing on the table (an 'off' conveyor). You are to sleep downstairs (for fear of an attack of the Black Riders), which requires another jump through an innocent-looking block. Do NOT go upstairs!

 

BOOK I, CHAPTER 10: "Strider"

You find a stranger waiting for you in your room in the basement. He goes by the name of Strider, but actually turns out to be Aragorn, heir of the throne of Gondor and bearer of the Sword That Was Broken. There's a letter from Gandalf to collect, explaining Strider's identity and advising you to make for Rivendell with him.

 

BOOK I, CHAPTER 11: "A Knife in the Dark"

You pass Weathertop on your way to Rivendell - climb it and collect the rune of Gandalf. In the book, Frodo is stabbed by the leader of the Black Riders in a dell under Weathertop, but obviously you should try to avoid that in the JSW game. The cyan knife in the shape of a cross symbolises analogies with the stabbing of Monica Seles and the crucifixion of Jesus Christ. A horrible room, swarming with Black Riders, but it's nothing compared to...

 

BOOK I, CHAPTER 12: "Flight to the Ford"

To make it to Rivendell, you must cross the Ford of Rivendell. The Black Riders will try to cut you off at the ford, hoping that the knife-wound will subdue you to their will. Dodging them requires frame-perfect timing and pixel-perfect movement - the pause key is an invaluable aid to this! :-) Watch out for the invisible static nasties, and another innocent-looking block. While it was not possible to be as faithful to the book as I would have liked (the Black Riders are washed away in a flood commanded by Elrond when they try to cross the ford), I think that this room and the previous room are just as fearsome as their corresponding chapters in the book! :-)

 

BOOK II, CHAPTER 1: "Many Meetings"

This room lives up to its name, I think - watch out for the elf when you enter from the left! You are in the left half of the House of Elrond in Rivendell - meet Gandalf and Sam by your bedside (you have to fetch a rather awkwardly-placed item (a piece of mithril mail) from there - beware the pillow, a sticky conveyor). Meet also Merry and Pippin; and Bilbo when you enter from the bottom-right - don't make the reunion too intimate! ;-)

 

BOOK II, CHAPTER 2: "The Council of Elrond"

Frodo meets with Aragorn, Gandalf, Legolas, Boromir, Gimli and Elrond to tell their respective tales and debate what should be done with the Ring. In the end, Frodo agrees to take the Ring to Mordor and destroy it in the only way possible, by casting it into the fires in Mount Doom. Set in the right half of Elrond's house, the objective of this room is for Frodo to jump across the other councillors and collect the Sword That Was Broken - not really faithful to the book, but makes for an interesting JSW room. It is safe to fall down after doing so, because there's an invisible floor there. It is also possible to exit at the bottom-left of this room by walking along the bottom platform, in order to complete the previous room.

 

BOOK II, CHAPTER 3: "The Ring Goes South"

The Company of the Ring leaves Rivendell: Frodo, Sam, Pippin, Merry, Gandalf, Aragorn, Boromir, Legolas and Gimli. They first try to go /over/ the Misty Mountains via the Redhorn Gate, but it is blocked by snow (think block...). So they decide to go through the Mines of Moria instead, but must first solve a lateral-thinking puzzle to gain access to Moria (in the book, it was a door protected by a password; in the game, it's a puzzle of a JSW kind). First you must climb up the snowy mountain, avoiding your milling companions - this requires nimble fingers and a lot of practice! :-)

 

BOOK II, CHAPTER 4: "A Journey in the Dark"

Watch out for an immediate shock with arrows!! This chapter relates the relatively eventless first part of the company's journey through Moria. I could have taken the title literally, and made it as dark as "Not at Home" in The Hobbit, but that would have been extremely unfair of me, because then you wouldn't have been able to see the holes through which you can fall to your doom! :->

 

BOOK II, CHAPTER 5: "The Bridge of Khazad-dűm"

In which the company escape from Moria, but only after an attack by orcs and a Balrog. Gandalf fights the Balrog on the bridge of Khazad-dűm, and they both fall into an abyss. Don't fall into the abyss yourself, or you'll fall forever! Jump over the broken bridge and escape (the right section of the bridge is a left conveyor). This is a very tricky manoeuvre, because it requires excellent timing with the Balrog and the orcs, a pixel-perfect jump over the green orc, and it's all too easy to fall into the abyss when trying to jump the last gap with the green orc hot on your heels!

 

BOOK II, CHAPTER 6: "Lothlórien"

Having escaped from Moria, the company reach the land of Lórien, still grieving for the loss of Gandalf. Traverse the Golden Wood via the treetops, and watch out for those speedy elves! To get to the bottom-right of this room, jump left from the very edge of the room to the right...

 

BOOK II, CHAPTER 7: "The Mirror of Galadriel"

Frodo and Sam meet Lady Galadriel of the Golden Wood, a wise and fair Elvish lady, of whom there are many terrible (but ill-founded) rumours. She can see right through anybody, and she owns a mirror which shows the future to anyone who looks in it (do not touch the water). In this adaptation of The Lord of the Rings, Galadriel is played by Kari Krisníková - she'll clip you if you try to walk under her! :-) Do not <walk< back into the room to the left.

 

BOOK II, CHAPTER 8: "Farewell to Lórien"

The company leaves the land of Lórien with fond adieu, but this is actually one of the deadliest rooms in the game as you jump from tree to tree, avoiding the elves, to get safely down to the river. The jumps over the elves are very difficult to time, and if you fall down, the impact with the water in the room below will kill you indefinitely.

 

BOOK II, CHAPTER 9: "The Great River"

You must negotiate your way down the rapids of the River Anduin. Beware of getting swept away by the invisible currents! Watch out for arrows from orcs on the east bank, especially when reentering the room from left to right through the portage-way. You need to find the correct diagonal line to avoid being dashed to pieces on the rocks at the bottom; this takes some jumping around.

 

BOOK II, CHAPTER 10: "The Breaking of the Fellowship"

This is where the company must decide whether to go west towards Minas Tirith, east to Mordor, or divide. Frodo goes off to contemplate this crucial decision in solitude; he climbs the hill of Amon Hen, which gives him an excellent view of what's going on all over Middle-earth! However, he is attacked by Boromir, who wants to take the Ring for himself and go to Minas Tirith. As the player, you have to decide whether to go left now, or whether to turn right and make for Mordor immediately. If you make the wrong choice, the quest will be irreversibly doomed to failure. I'm not going to make the choice for you, but don't blindly follow what Frodo did in the book, because just as the narrative divides at this point in the book, you will play characters other than Frodo as appropriate after this point in the game.

 

The Two Towers

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

The Two Towers relates the fortunes of the Fellows of the Ring after the breaking of the Fellowship. The two towers of the title are the tower of Orthanc in Isengard (where the traitor Saruman lives - a wizard who has turned to evil and now wishes to take the Ring for himself, to overthrow Sauron and rule in his stead) and the city of Minas Morgul on the border of Mordor. In the Two Towers, the narrative divides to follow the respective fortunes of the Fellows of the Ring as they split up, and you get to play as different characters.

BOOK III follows those Fellows who go west towards Minas Tirith. As Frodo and Sam are setting off east towards Mordor, the rest of the company is attacked by orcs. The orcs capture Pippin and Merry, and kill Boromir. Aragorn, Legolas and Gimli (the Three Hunters) decide to pursue the orcs in a bid to rescue the hobbits. The narrative thus further subdivides. The orcs are taking Pippin and Merry to Isengard - via Rohan - because Saruman thinks that one of them might have the Ring. However, the orcs are attacked and destroyed by the Riders of Rohan, and the hobbits escape into Fangorn Forest. There they meet the ent, Treebeard, and the wrath of the ents is aroused against Saruman. Meanwhile, Aragorn, Legolas and Gimli meet Gandalf, who has risen from the dead and is now Gandalf the White. They pay a visit to King Théoden of Rohan, and Gandalf encourages him to fight against Saruman. The army of Rohan defeats Saruman's orcs in a battle at Helm's Deep, and then Gandalf, Théoden, Aragorn, Legolas and Gimli proceed to Isengard to confront Saruman himself. They find that the ents have trashed Isengard, and meet Pippin and Merry in the ruins. Saruman locks himself in Orthanc, and after attempts to negotiate with him, Gandalf demotes Saruman from his wizardly status. Saruman's servant Wormtongue throws a crystal ball out of the tower, which turns out to be a palantír - a device which Saruman used to communicate with Sauron. Pippin looks into the palantír and Sauron believes /him/ to be the Ring-bearer - an opportunity which is crucial to the plot in that it distracts Sauron's attention from Frodo, causing Sauron not to anticipate Frodo's attempt to destroy the Ring (the very idea of which is inconceivable to Sauron - to his mind, the only threat is that someone will take the Ring themself and use it to overthrow him and rule in his stead as Dark Lord).

BOOK IV follows Frodo and Sam as they journey east towards Mordor to get the Ring destroyed. They catch Gollum following them, and make him promise to help them. Gollum leads them through the Dead Marshes, but when they reach the gates of Mordor, they realise that to enter that way would be suicide. Gollum suggests the pass of Cirith Ungol as an alternative. They reach Cirith Ungol after a long journey south, but Gollum betrays them to Shelob the giant spider. Shelob poisons Frodo, Sam thinks he's dead and takes the Ring from him, but Sam learns that Frodo is still alive when Frodo is captured by orcs.

 

BOOK III, CHAPTER 1: "The Departure of Boromir"

You play as Aragorn in this room. The orcs of Saruman have riddled Boromir with arrows. With his dying words, Boromir tells you that the orcs have taken Pippin and Merry. After a brief funeral, you must pursue the orcs, together with Legolas and Gimli, the Three Hunters. The orcs have all left the scene already - or have they?

 

BOOK III, CHAPTER 2: "The Riders of Rohan"

Aragorn, Legolas and Gimli, in their pursuit of the orcs (who have gained an excellent head start), meet the Riders of Rohan. You must decide whether to go left from this room and follow the fortunes of Pippin and Merry in Chapter 3, or stay with Aragorn, Legolas and Gimli by going up (Chapter 5). Whichever you choose now, you must come back later and take the other course, in order to collect all the items. The item to collect in this room is the brooch of Pippin, which he discarded as a sign to you. Making your way to the exit at the top of the screen is one of the most difficult challenges in the entire game - one for the adroit among you... (Tip: do NOT jump when you land on the ramp at the top-right - walk straight up into the room above, and then stop immediately.)

 

BOOK III, CHAPTER 3: "The Uruk-hai"

This chapter follows the fortunes of Pippin (as whom you play in this room) and Merry, after their capture by the orcs. Saruman's orcs are taking Pippin and Merry over the countryside of Rohan to Isengard because Saruman thinks /they/ might have the Ring. However, the orcs are attacked by the Riders of Rohan, who destroy them in battle and the hobbits escape into Fangorn Forest. Somewhat reminiscent of "The Forgotten Abbey" in the original Jet Set Willy, this room entails awkward jumps over the orcs, although the conveyor actually helps you to get it right. If you jump over the fire at the bottom-left a frame too soon, you actually land *inside* the wall!! This is one of the esoteric quirks of the JSW game-engine, but quite fatal here! :-> The ramp-floor blocks also add to the difficulty, and if you manage to collect the lembas and escape without losing a life, give yourself a pat on the back! :-)

 

BOOK III, CHAPTER 4: "Treebeard"

Pippin and Merry meet Treebeard the ent in Fangorn Forest. On hearing their story, the ents' wrath against Saruman is aroused, and they storm Isengard - to the left of this room is "The Road to Isengard" (Chapter 8). Collect the jars of ent-draught to keep you "green and growing" - the ones on the left may look impossible to reach, but are easily accessible courtesy of another quirk in the JSW game-engine; watch out for the sticky conveyor and the arrows when you attempt to collect the ones at the top-right!

 

BOOK III, CHAPTER 5: "The White Rider"

In this chapter, the narrative returns to Aragorn, Legolas and Gimli; the room has to be reached by going up from "The Riders of Rohan" (Chapter 2), and quite a wide peregrination is required to return to that room if you went left from there first. Anyway, the Three Hunters encounter an old wizard dressed in white. They take him to be Saruman (formerly Saruman the White, now the self-styled Saruman of Many Colours), but he actually turns out to be Gandalf, who fell in Khazad-dűm as Gandalf the Grey but now is risen as Gandalf the White. It is, in fact, possible to bypass this joyous (but somewhat hazardous, as Gandalf strides four pixels above the platform) reunion by walking right through the wall when you enter this room, but you'll miss out on the items if you do. ;-) (Hint: you need to jump left from inside that wall to reach the items.)

 

BOOK III, CHAPTER 6: "The King of the Golden Hall"

Gandalf (as whom you play in this room) leads Aragorn, Legolas and Gimli to Meduseld to see King Théoden of Rohan. Gandalf persuades Théoden to fight against Saruman, and exposes his councillor Gríma Wormtongue as a traitor who is in league with Saruman. It's a meridian screen: to go left, you need to jump up off the top of the screen - don't land in the hill or you will die infinitely! :->

 

BOOK III, CHAPTER 7: "Helm's Deep"

A battle between Théoden's army (plus Aragorn, Legolas and Gimli) and the orcs of Saruman takes place at Helm's Deep. You play as Gimli in this one. The arrows are particularly deadly in this room, and if you stay too long, an arrow will kill Legolas and cost you a life (because arrows collide with white-ink pixels - you can hide from them yourself by standing in floor blocks).

 

BOOK III, CHAPTER 8: "The Road to Isengard"

When you enter this room from the right, you need to move left immediately to avoid being killed repeatedly by the static nasties. Gandalf, Théoden, Aragorn, Legolas and Gimli travel to Isengard, where they find Saruman's fortress in ruins after the attack of the ents. They also find Pippin and Merry, keeping guard as it were. The hand is the White Hand of Saruman. It's very tricky to reach your ultimate destination of the tower of Orthanc (left of this room), because the path is chock-full of clever tricks, and good timing is needed to pass the guardians at the end. First, however, you need to visit the room below - accessible via innocent-looking blocks. Oh, and going right from this room takes you (back) to "The Uruk-hai" (Chapter 3), which you need to visit if you went up from "The Riders of Rohan" initially - you are advised to jump the static nasty from as close as possible without clipping it on the rise.

 

BOOK III, CHAPTER 9: "Flotsam and Jetsam"

You play as Merry inside Saruman's flooded fortress. Avoid the 'flotsam' and collect the 'jetsam'.

 

BOOK III, CHAPTER 10: "The Voice of Saruman"

Gandalf confronts Saruman in his tower, trying to persuade him to come out and repent. However, Saruman refuses, and Gandalf breaks his staff and expels him from the council of wizards. In the book, Gríma Wormtongue throws the palantír of Orthanc out of the tower, but in the game you have to go up and collect it. The fact that Saruman is represented by the same graphics as Gandalf, but in cyan rather than white, is a reference to the good/evil colour symbolism in We Pretty.

 

BOOK III, CHAPTER 11: "The Palantír"

On the night following the parley with Saruman, Pippin looks into the palantír and finds himself face to face with Sauron! Gandalf then takes Pippin to Minas Tirith (Book V, Chapter 1 - go right). Go down to follow the fortunes of the rest of the company (Aragorn, Legolas, Gimli and Merry) in Chapter 2 of Book V. Entering the palantír teleports you back to "The Breaking of the Fellowship" (Book II, Chapter 10), which you need to do to follow Frodo and Sam's journey to Mordor (Book IV), and to get back to "The Riders of Rohan" in order to go up if you went left from there initially. The teleport is implemented using John Elliott's teleporter extension.

 

BOOK IV, CHAPTER 1: "The Taming of Sméagol"

Frodo and Sam are navigating the dangerous terrain of the Emyn Muil on their way to Mordor. You need to use the technique of jumping through an overhead wall-block from right to left, and use the non-moving rope (this effect is achieved by having two ropes in the room) to get down the steep cliff. They encounter Gollum (aka Sméagol), who has been following them since Moria, but catch him and make him promise to "serve the master of the Precious [i.e. the Ring]"

The hobbits journey on, with Gollum as their guide.

 

BOOK IV, CHAPTER 2: "The Passage of the Marshes"

Gollum guides Frodo and Sam through the Dead Marshes, which are full of the faces of dead warriors. Avoid the winged Nazgűl (the Black Riders, now riding pterodactyl-like steeds). A very difficult room to cross.

 

BOOK IV, CHAPTER 3: "The Black Gate is Closed"

Frodo, Sam and Gollum come to the main gate at the northwest of Mordor. However, they realise that they cannot enter this way, and there's nothing for it but to journey south (via an innocent-looking block) and attempt to sneak in via the pass of Cirith Ungol.

 

BOOK IV, CHAPTER 4: "Of Herbs and Stewed Rabbit"

Frodo, Sam and Gollum are making their way south through Ithilien, and the surroundings have a pleasant dryad atmosphere. Frodo goes to sleep and Sam (as whom you play in this room) has Gollum catch some rabbits (the items) for him to cook. The fire attracts the attention of Faramir (brother of Boromir), who detains Frodo and Sam for questioning. An attractive room, which is chock-full of many of the tricks I know - it will fool you in many ways if you're not an expert in JSW mechanics! ;-)

 

BOOK IV, CHAPTER 5: "The Window on the West"

Faramir takes Frodo and Sam to his mega-secret hideout at Henneth Annún (blindfolding them for the last mile of the journey). The most striking feature of the hideout is a window of water facing west. The real reason for this chapter's title, in my interpretation, is that it is Frodo and Sam's only link with the company that they left behind at the breaking of the Fellowship. Frodo and Sam learn of the death of Boromir, and Faramir learns of the fall of Gandalf in Moria. They reveal their quest to Faramir; luckily he turns out to be trustworthy. Watch out for the hidden ramp!

 

BOOK IV, CHAPTER 6: "The Forbidden Pool"

Faramir catches Gollum, who has followed them, fishing in a pool by his hideout. Faramir wants to kill Gollum (to protect the secrecy of the hideout), but Frodo persuades him otherwise and rescues Gollum. The lower arrow is harmless because you don't have white ink while underwater. You have to be correctly aligned to exit the pool.

 

BOOK IV, CHAPTER 7: "Journey to the Cross-roads"

Faramir sends Frodo and Sam on their way, giving them a supply of food. They journey through the sombre forest of Ithilien, and come to the crossroads (north back to the Morannon, south to Harad, west to Osgiliath and east - the road you are to take - to Minas Morgul). Watch your step carefully in this room, or you could be forced to concede a life.

 

BOOK IV, CHAPTER 8: "The Stairs of Cirith Ungol"

Frodo, Sam and Gollum come to Minas Morgul, the city of the Ringwraiths. You must avoid the city itself - do not even set foot on the bridge, because once you start down that dark path, forever will it dominate your destiny! :-) Instead, you must negotiate the 'straight stair' and the 'winding stair' to get to the 'tunnel'... Watch out - static nasties look the same as walls in this room! :->

 

BOOK IV, CHAPTER 9: "Shelob's Lair"

The tunnel Gollum spoke of turns out to be the lair of Shelob the giant spider! He has lead them in there in the hope that Shelob will kill them and he can take the Ring. First you must give Shelob the slip, and then find a way through her web to escape - not easy because I've crammed in an array of my favourite tricks! :-)

 

BOOK IV, CHAPTER 10: "The Choices of Master Samwise"

Sam escapes from Shelob's lair, but she has caught Frodo, bound him in cobweb, and is about to eat him! Sam bravely fights her off, but Frodo appears to be dead. Sam takes the Ring and the Phial of Galadriel from Frodo, thinking that he must continue the quest alone. However, Frodo is captured by orcs, who say that he is merely unconscious from the spider-venom. The floor blocks behave as ramps in this room, and to get past the first pair of static nasties you encounter it is necessary to jump back into Shelob's Lair - this can result in a multiple-death scenario if you do so at too low a level! :->

 

The Return Of The King

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

The Return Of The King tells the story of the War of the Ring and the conclusion of the Ring-bearer's quest. The title refers to Aragorn, who goes on to be crowned King of Gondor (the country had been ruled by Stewards for centuries, following the end of the previous line of Kings). Again, the narrative is divided and you get to play as different characters.

BOOK V continues where Book III left off. Gandalf takes Pippin to Minas Tirith, where they meet Denethor, Steward of Gondor and father of Boromir and Faramir. Merry rides to war with Théoden, and Aragorn takes the Paths of the Dead with Legolas and Gimli. Minas Tirith is besieged by the forces of Mordor, then the others converge on the Pelennor Fields, where there is a great battle which sees the death of Théoden and the end of the Lord of the Nazgűl. Denethor, corrupted by the evil influence of Sauron, despairs and commits suicide. These events attract the full attention of Sauron, who is oblivious to the quest to destroy the Ring. In order to further distract Sauron, the army of Gondor rides to the gates of Mordor to challenge him.

Meanwhile in Book VI, Sam rescues Frodo from the tower of Cirith Ungol. They enter Mordor, and so come in time to Mount Doom, where Frodo is supposed to cast the Ring into the fire. He is unable to bring himself to do so, but the Ring is destroyed when Gollum bites it off Frodo's finger and falls into the fire with it. Sauron and the eight remaining Nazgűl perish when the Ring is unmade, but Frodo and Sam are rescued from Mordor by eagles. They are honoured on the Field of Cormallen, and Aragorn is crowned King of Gondor. When the hobbits return home, they find that Saruman has taken over the Shire, but they defeat him and Wormtongue murders him. Weary of Middle-earth after all his tribulations, Frodo sails to the Undying Lands along with Gandalf, Elrond, Galadriel (bearers of the Three Rings for the Elves) and Bilbo.

 

BOOK V, CHAPTER 1: "Minas Tirith"

Gandalf arrives at Minas Tirith with Pippin (you play as Pippin). The city has seven layers, each with a wall and a door, and I've tried to realise this as faithfully as I can in my JSW room. You must find the hidden ways toward the top of the fortress, where you will find food (it is possible to collect all of the food with only one climb of the fortress). In the book, Pippin swears fealty and service to Denethor, Steward of Gondor (and father of Boromir and Faramir).

 

BOOK V, CHAPTER 2: "The Passing of the Grey Company"

This chapter relates the fortunes of those whom Gandalf and Pippin left behind when they rode to Minas Tirith. Merry swears service to Théoden, and rides with him to Dunharrow (take the exit on the upper right of the screen). Aragorn (as whom you play in this room) takes the Paths of the Dead (the bottom of the screen) with Gimli and Legolas, for time is short and he must summon the spirits of the Dead to fight against Mordor. The Paths of the Dead is one of the most terrifying places in Middle-earth, and requires excellent timing to pass!

 

BOOK V, CHAPTER 3: "The Muster of Rohan"

Théoden musters the riders of Rohan for to ride to the aid of Minas Tirith, which is under siege. Merry and Éowyn (Théoden's niece, a shield-maiden of Rohan) are forbidden to come, but Éowyn disguises herself as a rider called Dernhelm, and takes Merry (as whom you play in this room) with her. The Paths of the Dead continue at the bottom of the room (even though they belong to the previous chapter). The strange 'T' symbols are my own artistic licence: I associate them with Thomas Muster! :-)

 

BOOK V, CHAPTER 4: "The Siege of Gondor"

Minas Tirith, the capital of Gondor, is under siege from the forces of Mordor; the Nazgűl are circling the city on their winged steeds. You (Pippin) can fall down to the right-hand side of the screen without dying if you jump so as to land inside the top wall block. Faramir is gravely wounded by an evil dart from the Nazgűl, and is in a fever (the bright-on-dull yellow guardian is Faramir). Denethor, mad with despair, prepares a funeral pyre for both himself and Faramir. At the end of the chapter, in rides the Lord of the Nazgűl, but the riders of Rohan arrive in the nick of time.

 

BOOK V, CHAPTER 5: "The Ride of the Rohirrim"

The Riders of Rohan ride to the aid of Gondor and to the battle of the Pelennor Fields (above, next chapter). They are led through Drúadan Forest by the Woses (Wild Men of the Woods). You play as Merry. At the bottom of the screen, Aragorn emerges from the Paths of the Dead, and reaches the rock at Erech (again, this really belongs to Chapter 2).

 

BOOK V, CHAPTER 6: "The Battle of the Pelennor Fields"

One of my favourite chapters of The Lord of the Rings, in which the riders of Rohan reach the Pelennor Fields outside Minas Tirith, and defeat the forces of Mordor that besiege the city. Théoden is slain by the Lord of the Nazgűl, but, in a hair-raising encounter, the Lord of the Nazgűl is slain in turn by Éowyn (with a little help from Merry, as whom you play. Éowyn is played by Kari Krisníková). Théoden's death means that Éomer (his nephew and Éowyn's brother) is now King of Rohan. Black boats arrive from the South, which everyone believes to be reinforcements for Mordor, but it turns out to be Aragorn and his army. A very tricky room to cross (which you have to do in both directions) because it's swarming with horizontal guardians in a manner reminiscent of "The Forgotten Abbey" in the original Jet Set Willy.

 

BOOK V, CHAPTER 7: "The Pyre of Denethor"

This chapter takes place simultaneously with Chapter 6. Denethor commits suicide by burning himself on his pyre, but Gandalf (as whom you play) manages to save Faramir (who becomes Steward of Gondor after his father's death). It is revealed that Denethor has a palantír, which he used to communicate with Sauron, who warped his mind and drove him to despair (as symbolised by the Nazgűl, who was not literally present in the book). It is possible to retrieve the palantír from the flames without getting clipped by the Nazgűl if your timing is perfect.

 

BOOK V, CHAPTER 8: "The Houses of Healing"

Aragorn (as whom you play in this room) doesn't want to claim his kingship of Gondor before Frodo's mission is completed, but he heals Faramir, Éowyn and Merry using the herb athelas ("the hands of the king are the hands of a healer"). Collect the leaves of athelas from the Houses of Healing. Precise jumping is needed to complete this room.

 

BOOK V, CHAPTER 9: "The Last Debate"

Gandalf counsels that Sauron cannot be defeated by arms, but that they should march to Mordor with war, in order to distract Sauron's attention away from the Ring-bearer (Sauron does not know where the Ring is; for all he knows, they could have it in Minas Tirith). The fly is a reference to the comment of Prince Imrahil of Dol Amroth at the end of the chapter, that Sauron might crush their army like a fly that tries to sting him. You play as Legolas in this room, since I wanted to give him a turn at last! :-) Take the exit on the upper left to get back through the Houses of Healing.

 

BOOK V, CHAPTER 10: "The Black Gate Opens"

And so the army of the Free Peoples marches to the main gate of Mordor (cf. Book IV, Chapter 3). They are met by the Mouth of Sauron (a man who speaks on behalf of the Dark Lord himself). He claims that Frodo has been captured, and shows them the gear that the orcs took from Frodo in Cirith Ungol. He offers to release Frodo if they promise never to assail Sauron in arms again, and give the lands around the Great River to Sauron. Gandalf rejects these terms, and the forces of Mordor pour out of the Black Gate to attack them.

 

BOOK VI, CHAPTER 1: "The Tower of Cirith Ungol"

The orcs have imprisoned Frodo in the tower of Cirith Ungol, just inside Mordor. Sam must take the irrevocable step into Mordor and rescue Frodo. You enter and exit the tower via awkward jumps through wall blocks (in lieu of the Watchers in the book, who could hold you with their will). Frodo is right at the top of the tower, accessible via a ladder. You get back down again via innocent-looking blocks. You must put on orc-gear as a disguise - it /is/ possible to collect the items without sacrificing a life if you use the technique of jumping through an overhead wall block from right to left when you jump up to get them. Note the 'ghost conveyor' effect, as discovered by Philip Bee and first seen in JSW Ivy.

 

BOOK VI, CHAPTER 2: "The Land of Shadow"

Frodo and Sam travel through Mordor on their way to Mount Doom. It is too dangerous to make a bee-line for Mount Doom (east across the plain of Gorgoroth), so they initially go north towards Udűn. Surprisingly, they find light and water (the items). They also encounter enormous thorns growing in Mordor, and a pack of orcs. The skull and the cyan Nazgűl (well, black and hence invisible would have exceeded even my threshold of unfairness! ;-) ) are my own artistic licence. I should issue a health warning about this room: the first time I played it, it reduced me to a shuddering wreck in twenty minutes! :->

 

BOOK VI, CHAPTER 3: "Mount Doom"

Frodo and Sam finally arrive at Orodruin, the mountain of fire in which the One Ring was forged. They find Gollum waiting for them at the Cracks of Doom. This room is the equivalent of "The Bathroom" in the original Jet Set Willy. You had better enter this room having already collected 255 items, otherwise you've narked it! Gollum will collect the 256th and final item himself: the Ring with Frodo's finger thrust through it. In the book, Frodo puts on the Ring, but Gollum bites it off, finger and all, and falls into the fire with it, thus destroying the ring. The closest approximation I can manage (without you playing as Gollum in this room, which I did not want to do) is for Frodo to fall into the fire (which corresponds to the toilet inthe original JSW) himself, after collecting all the items and completing the game as in the following rooms...

 

BONUS ROOM: "The Lord of the Rings"

Frodo visits Barad-dűr, the Dark Tower of Sauron, who takes the shape of a giant red eye. This never happened in the book, but this extra room corresponds to "Master Bedroom" in the original Jet Set Willy, and Sauron corresponds to Maria. If all 256 items have been collected, Sauron disappears and you can go through and complete the game. Before you can do that, however, you must cross the rooms which correspond to the chapters after Book VI Chapter 3. If you do so successfully, you will reenter this room on the left and be carried to the completion of the game. Not quite faithful to the plot of the book, I know, but I had to map it to the plot of Jet Set Willy somehow, and it gives you an extra little challenge before you complete the quest! :-)

 

BOOK VI, CHAPTER 4: "The Field of Cormallen"

Frodo and Sam (after being rescued from Mordor by eagles in the book - why didn't they just have an eagle fly the Ring to Mount Doom?) are honoured on the Field of Cormallen, where they meet up with the other surviving members of the company. Don't loiter in this room or Legolas and Pippin will crash into each other and kill you! The gap in the right wall is for getting back to the bonus room, "The Lord of the Rings", at the very end of the game.

 

BOOK VI, CHAPTER 5: "The Steward and the King"

Aragorn (as whom you play here) is crowned King Elessar of Gondor, and enters Minas Tirith. The two guardians are Faramir and Éowyn, who fall in love with each other while recuperating in Minas Tirith. Faramir (now Steward of Gondor) is created Prince of Ithilien. Aragorn marries Arwen, having finally fulfilled Elrond's conditions for his daughter's hand in marriage!

 

BOOK VI, CHAPTER 6: "Many Partings"

Treebeard tells the Company that he has let Saruman go, because he can't bear to keep living things locked up. On the road home, they cross paths with Saruman, now a beggar in the wilderness, who hints at trouble in the Shire. The chapter ends in Rivendell, where they are reunited with Bilbo. Watch out for the arrow when you enter this room!

 

BOOK VI, CHAPTER 7: "Homeward Bound"

The hobbits and Gandalf revisit The Prancing Pony in Bree, and learn from Butterbur that there is trouble in the Shire. The hobbits go back to the Shire without Gandalf, who knows that they are now capable of sorting out the problem on their own.

 

BOOK VI, CHAPTER 8: "The Scouring of the Shire"

The hobbits find the Shire overrun with ruffians, and when they get to Bag End they find Saruman and Wormtongue there. As his revenge on the hobbits, Saruman has ruined the Shire, filling it with oppressive rules and eyesores. Hence this room is deliberately badly-designed, with garish colours, the paper colours of the blocks don't agree with the background colour, Saruman is a dull-on-bright guardian, the ramp graphic is the wrong way round and the room is littered with ugly attribute-255 static nasties. There are two alternative ways to do this room: it's easier to enter from the top-right, but you can also enter from the bottom-right if you feel like an extra challenge! :-)

 

BOOK VI, CHAPTER 9: "The Grey Havens"

Weary of Middle-earth, Frodo goes to the Grey Havens. Together with Gandalf, Elrond, Galadriel (the bearers of the Three Rings for the Elves) and Bilbo, he sails to the Undying Lands. This room draws heavily on "The Yacht" in the original Jet Set Willy. Only after you have set sail will you be able to reach the left edge of "The Lord of the Rings" and complete the game.

 

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About Goodnite Luddite

 

[from the Readme included with the game, edited]

 

Goodnite Luddite is basically a redefinition of the rooms, items, guardians and graphics in Matthew Smith's classic Jet Set Willy, which I acknowledge as being the copyright of Software Projects (1984) - owned by Jester Interactive since 2001. Unlike most previous games based on the Manic Miner and Jet Set Willy game-engines, however, Goodnite Luddite is not based on the world of Willy, but has its own plot and characters (it extends the concepts of We Pretty).

See the file DIARY.TXT [in the release ZIP file] if you're interested in the storyline that underlies this game. It's not really essential that you understand it completely, as you can always play the rooms autonomously, just as Jet Set Willy rooms!

My inspiration for Goodnite Luddite comes from many diverse sources, ranging from personal experiences, dreams, television, computers, tennis (particularly that of Monica Seles), religion (Selesianity is strongly influenced by Christianity, and also by the Jedi religion from Star Wars), and music - particularly the works of David Bowie. It was his album 1.OUTSIDE that gave me the idea of writing Goodnite Luddite as a concept game, based on an underlying plot (documented in a diary) and characters. The plot was partly influenced by the movie A Nightmare On Elm Street. The prequel, We Pretty, provides a foundation on which to build Goodnite Luddite, which has a more coherent plot on top of the We Pretty concepts. I have taken my life's experiences and refracted them into surreality! ;-)

I developed the game on a Spectrum +2, using my own Jet Set Willy Construction Kit (at the time of writing, JSW CK 1.0 has yet to be released). Goodnite Luddite has been in the pipeline since 1998, but the bulk of the work was KARIed out in 2002.

Goodnite Luddite is written for advanced JSW players, and the rooms are intended to be outstandingly difficult, as a challenge to the experts. It presupposes that you can play Jet Set Willy - 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. Goodnite Luddite 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!

I have tried to be fair, though, by keeping multiple-death scenarios to a minimum. You shouldn't encounter infinite death unless you do something really stupid, such as jumping into an unfamiliar room when you should be walking into it.

Whereas many players couldn't get past the first room in We Pretty, I have tried to make Goodnite Luddite relatively easy to explore, but very difficult to collect the items!

I have thoroughly play-tested the final version, and I certify that it /is/ possible to complete (i.e. to run into the toilet "REREDORTER (WITH GARDEROBE)"). However, you do have to sacrifice a life to collect one of the items in "SELEBBATH WORSHIP", as I didn't want to spoil the aesthetics of the screen by providing an escape-route. Several other items throughout the game are amenable to a kamikaze approach, but they are all possible to collect without losing a life.

You can consider yourself to have passed Goodnite Luddite 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. ;-)

A blow-by-blow description of each room is not included here - some of the meanings can be inferred from the diary, the rest of it is open to personal interpretation!

 

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About Party Willy

 

[from the Readme included with the Special Edition of the game, edited]

 

When I was at school, someone made a fictitious claim about a new Jet Set Willy game that rather excited me. The alleged game was called Party Willy, in which Willy had been to a party and had to make his way home to his mansion. I remember something being said about walking along railway lines...

Although I now realise they were most probably talking about the VIC-20 game The Perils Of Willy, I still wanted to make Party Willy a reality, so, in the year of Jet Set Willy's china anniversary (2004), here it is!

Party Willy is a redefinition of the rooms, items, guardians and graphics in Matthew Smith's classic Jet Set Willy, which I acknowledge as being the copyright of Software Projects (1984).

I developed the game using my own Jet Set Willy Construction Kit (also released on the Internet) under the RealSpectrum emulator between April 2003 and April 2004. In fact I started my first attempt at writing Party Willy on my real Spectrum +2, which sadly I had to lay to rest on 13th April 2003 when the motor in the datacorder burned out. I lost about a week's work on Party Willy that I had done in December 1999 before putting the project on hold for more than three years.

Originally, Party Willy was going to be a standard 64-room JSW game. But when I analysed all the rooms I wanted to include, the total came to 68. Blissfully ignorant of J.G. Harston's extension of the 48K JSW game-engine to allow up to 72 rooms, I therefore decided to do a double 128-room game (two 48K parts, merged together to produce the JSW128 version, PW128).

Half of the rooms are reinterpretations ofthe original JSW rooms - laterally inverted because Willy goes through a time-warp. The rest are revamped versions of rooms that I wrote for a game I abandoned in 1993 called Jet Set Willy: Manic Miner, plus a few rare rooms from other sources, and many brand new rooms that I wrote in 2003 and 2004.

Although easier to explore than my previous JSW games, Party Willy is written for advanced JSW players, and the rooms are intended to be difficult, as a challenge to the experts. It presupposes that you can play Jet Set Willy - 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. Party Willy liberally exploits all the quirky features in the game-engine - you need to know all the tricks if you want to get far!

I have tried to be fair, though, by keeping infinite-death scenarios to a minimum. You shouldn't encounter infinite death unless you do something really stupid, such as jumping into an unfamiliar room when you should be walking into it, jumping left or right off the top of a screen when you have the option of jumping straight up, falling off the bottom of a screen from a height of more than four characters, or doing any of the following:

Infinite-death scenarios in Part 1:

* falling into "The Gaping Pit of Infinite Death" [16];

* going back down from "Skyhooks" [24];

* walking back from "The Magic Faraway Tree" [38] to "The Forest" [30] where it's obvious you need to jump;

* taking the top-right exit of "Disintegrator Rising" [10] holding all 128 items from Part 1.

Infinite-death scenarios in Part 2:

* jumping right from the rightmost column (column 31) of "Something for the Rag & Bone Man" [11] - you do need to jump out of this room when taking the bottom-right exit, but NOT from column 31;

* jumping left, up off the top of the screen, immediately to the right of the large central tree-trunk in "Willy Meets The Taxman" [36].

The above lists are not exhaustive. Sometimes you /do/ need to jump into a room (often from the very edge with your legs apart to avoid infinite death) - if in doubt, look up tips for the room in the room descriptions.

I have thoroughly play-tested the final versions (Part 1, Part 2 and PW128), and I certify that it /is/ possible to complete them without sacrificing a life. However, when playing Part 1 to completion, I strongly recommend that you leave the two items in "Attributes of Maria (Sharapova)" [35] until you have collected the other 126 items - otherwise you may be forced to enter that room at the top-left (i.e. from the top-right of "Disintegrator Rising" [10]) holding all 128 items, which would trigger running-mode and cause an infinite-death scenario.

You can consider yourself to have passed Party Willy 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. ;-)

 

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Party Willy - Room descriptions

 

[from the Readme included with the Special Edition of the game]

 

As specified, some of the rooms are reinterpretations of rooms from the original Jet Set Willy by Matthew Smith (laterally inverted using MirrorJSW), some are rare rooms from other sources, some are revamped versions of rooms that I wrote in 1993 for Jet Set Willy: Manic Miner, and some are brand new rooms by me.

Abbreviations:

* HG: horizontal guardian

* VG: vertical guardian

* ILB: innocent-looking block (if you jump through it at the correct angle, you fall through the platform below it!)

* IDS: infinite-death scenario

 

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

Part 1: Outside (add 64 to room-numbers for the JSW128 version)

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

START ROOM: 31

 

0: "The Spar"

SOURCE:the original JSW ("The Off Licence")

COMMENTS: When I was at secondary school, only sixth-formers were allowed to go down to the Spar, so it always had an air of mystique about it. I have laterally inverted The Off Licence and shifted it horizontally. The inside of the shop is one Promised Land, the roof is another. The items are supposed to be cans of fizzy drink that have been shaken before opening.

TIPS:

* To make progress on the left side of the room, you have to use the room to the left.

* Only walk left out of the shop if you need to return to the early stages of the game. There is no immediate return.

LEFT: 21

RIGHT: 60

UP: 41

 

1: "Water Under The Bridge"

SOURCE:the original JSW ("The Bridge")

COMMENTS: The bridge has been elevated, separating the static-nasty blocks from the conveyor, and is now a Promised Land - although I have made it possible to jump up for the item in order to make people feel clever about themselves. The arrows are timed so that it is impossible by one time-frame to get through the tunnel without stopping and waiting upon entry to the room (if I'd had more free guardian-classes, I'd have used invalid arrows to hurl static nasties at you!). Note the rare occurrence of a non-swinging rope.

TIP: Jump as you take the bottom-left exit.

LEFT: 60

RIGHT: 59

 

2: "MegaTree ( sequelia abortis )"

SOURCE:the original JSW ("Under the MegaTree")

COMMENTS: The title is taken directly from Matthew Smith's website [http://www.the-good-stuff.freeserve.co.uk/] and refers to his abandoned sequel to Jet Set Willy, The MegaTree (commonly known as Willy Meets The Taxman - cf. Room 36 of Part 2). The white VG is the head of Matthew Smith from my 1999 JSW-game We Pretty. I've added a lot more static nasties, and access to the middle wall-platform via the room to the right [3].

TIP: On entering the room at the top-left, walk right immediately to avoid the static nasties in column 0.

LEFT: 59

RIGHT: 3

 

3: "The Feet of the MegaTree"

SOURCE:the original JSW ("At the Foot of the MegaTree")

COMMENTS: I couldn't resist this excuse to use my favourite sprite! ;-)

TIPS:

* You can't climb the MegaTree from the bottom - it's a Promised Land.

* To pass the middle foot requires a time-frame-perfect jump from standing on one leg.

* Access to the middle wall-platform, and hence to the rest of the MegaTree, is via the ramp.

* A failsafe way to pass the cyan saw is to enter from the left on the middle wall-platform and walk without stopping, pressing jump twice before you fall.

LEFT: 2

RIGHT: 4

UP: 8

 

4: "Mulholland Drive"

SOURCE:the original JSW ("The Drive")

COMMENTS: A tribute to the surreal movie Mulholland Drive (if you'll only ever see one David Lynch film, make it this one), starring Kari Krisníková (I leave it open to personal interpretation whether she represents Betty and Ruth, or Betty and Diane), Maria as Coco, and Esmerelda as... Camilla? The wall-graphic represents the blue box, and the item is the key. The static nasty is fromthe original JSW room, where it was unused.

I've turned the bare Drive into a complex challenge of quirky features befitting the puzzling film! Originally I wanted "Mulholland Drive" to be a four-room maze, like "The Big Job" in Willy's New Hat or "a maze of twisty little passages" in James Wyatt's JSW meets Colossal Cave, but I couldn't spare the rooms.

TIPS:

* Jump straight up to avoid the white Kari.

* To ascend, reenter the room from below so that you can jump through the pillar from right to left. Watch out for the cyan Kari - she walks through the inkless pillar! You must quickly jump left from the pillar so as to avoid the two VGs.

* To jump under Esmerelda from the middle-left blue box, requires a time-frame-perfect jump combined with patience to wait for the opaque bubble to be in the right phase. You can wait by Esmerelda on one leg.

* IMPORTANT! If you go for the item first, or otherwise jump up to that high level, you will be unable to get back down without either sacrificing a life or a longish detour to get back to this room. But you will also need to do likewise to get to that high level if you go for the bottom-right first. I recommend the bottom-right first, because later in the game you can fall onto the high level from the room above, after clearing the MegaTree.

* To access the bottom-right, stand with your legs apart by the two static nasties, and jump over them from this posture to fall through the floor. Then fall onto the magenta guard's landing-pad, stand as far left as possible, and jump right to fall through the ILB (making sure the cyan Kari is behind you!).

* If you get stuck at the top of this room, the only escape is to stand at the very top-right corner, and jump right to make a diagonal exit to Room 10.

LEFT: 3

RIGHT: 5

DOWN: 45

UP: 9

 

5: "The Security Guard"

SOURCE:the original JSW

COMMENTS: One of the least heavily-edited ofthe original JSW rooms, the major difference is that the bottom is no longer a Promised Land. The character you play as is one of the Brothers Grimm (see Room 49).

TIPS:

* I'm sure I don't need to tell any true JSW-player how to jump through the ramp. Having done so, walk right off the slab to access the Abbey. There's no immediate return if you go left.

LEFT: 4

RIGHT: 19

UP: 10

 

6: ""Die Mortal""

SOURCE:the original JSW ("Entrance to Hades")

COMMENTS: I wanted to make this room playable with the minimum of editing. The item is a Communion wafer (make of that what you will).

TIPS:

* Do not fall off the bottom from a height of more than four characters, unless you're fond of IDSs.

* Jump from the very bottom-right of "A" to land on "R", then drop down to collect the host, which wraps you to the top of the screen. The only safe way out is up, which takes you back to "The Security Guard".

LEFT: 45

UP: 5

 

7: "Where Bluebirds Fly."

SOURCE:the original JSW ("Entrance to Hades")

COMMENTS: An atmospheric and visually attractive tribute to a brilliant B-side on Radiohead's "There there." single, this room is as tricky to play as the tune is! (it's the in-game tune for Part 1). The conveyor-graphic is actually due to the Block-Graphics Bug, but I like it so I've kept it. Note the sprite with a radio for a head! :-)

TIPS:

* Although the first bluebird is a whole character above the ground, it is possible to jump it with the right timing (first seen in Philip Bee's JSW Ivy).

* Stand on one leg to jump through the overhead wall-block.

* To get the item, jump from one step back from the very edge of the floor block so as to land under the conveyor, and again to jump through the ILB. Then jump up for the item from two steps under the static nasty.

* To escape without sacrificing a life, first jump through another overhead wall-block...

RIGHT: 8

 

8: "Skyways"

SOURCE:the original JSW ("Inside the MegaTrunk")

COMMENTS: Skyways was, if I remember rightly, an obscure Australian soap-opera starring Kylie Minogue before she played Charlene in Neighbours. I like the name, so I used it to give this room a different atmosphere, with a non-swinging rope to provide access to the top of the tree.

LEFT: 7

RIGHT: 9

UP: 12

DOWN: 3

 

9: "Return of Saturn"

SOURCE:the original JSW ("On a Branch Over the Drive")

COMMENTS: A tribute to No Doubt's album of 2000, this is my attempt to recreate the cover-art - particularly in the colour-scheme. Lead-singer Gwen Stefani is played rather reluctantly by Kari Krisníková: "If I had the budget, I could have Gwen Stefani of No Doubt taxidermied and her naked corpse placed in the corner" [Marilyn Manson]. The conveyor is a bed, and the item is a tube of lipstick. The planet-sprite is adapted from the globe fromthe original JSW.

LEFT: 8

RIGHT: 10

UP: 13

DOWN: 4

 

10: "Disintegrator Rising"

SOURCE:the original JSW ("The Front Door")

COMMENTS: Named after Cycle III of Marilyn Manson's 1996 album Antichrist Superstar, I made a joke of it based on integration being the opposite of differentiation in the integral calculus. ;-) Another bare room turned into a puzzle, with extensive usage of the intriguing item-graphic. The black VG is the differentiation of y with respect to x (pronounced "dee-why by dee-ex"), and the wall-graphic is the integration operator.

TIPS:

* Stand as far right under the conveyor as possible, turn to stand on one leg, and jump left as the red guard is at its top boundary. Then stop at the end of the conveyor and jump straight up with your legs apart, and hold left to jump straight up again in one character-space.

* Do NOT take the top-right exit holding all 128 items from Part 1, as this will trigger running-mode and cause an IDS.

LEFT: 9 (infinite death)

RIGHT: 35

DOWN: 5

 

11: "Main Entrance to Bowieshire"

SOURCE: JSW:MM ("Main Entrance")

COMMENTS: This was the equivalent in JSW:MM of "Master Bedroom" [35] in JSW. I hadn't seen the end-game sequence when I wrote JSW:MM, so JSW:MM couldn't be completed properly. For Party Willy I've replaced Maria with David Bowie (the sprite is from my 2003 Manic Miner game Ma jolie), replaced the boring room-design with quirky features and guardians, and added an aesthetic rope. The item is a bare CD, and the green HG is one of those little robots on wheels from Star Wars, which leaves a shadow on the floor due to its bottom eight pixels being inkless.

TIPS:

* To get into the building, stand with your legs apart above "w" and jump left.

* Jump through an overhead wall-block by standing on one leg and jumping left.

* The rest is simply manual dexterity.

LEFT: 20

RIGHT: 43

 

12: "Daniela Hantuchova Hangout"

SOURCE:the original JSW ("Tree Top")

COMMENTS: A tribute to my second-favourite tennis-player, Daniela Hantuchová. Daniela is played by Kari Krisníková - red because Daniela wore a lucky red dress when she won her first big title at Indian Wells in 2002. The static-nasty graphic is the shield on the flag of Slovakia.

TIPS:

* Both items are collectable by jumping through overhead wall-blocks from right to left.

* If you jump over the static nasty adjacent to the two floor-blocks at the correct angle, you will fall through them.

RIGHT: 13

DOWN: 8

 

13: "Wood Jackson"

SOURCE:the original JSW ("Out on a limb")

COMMENTS: A tribute to a brilliant David Bowie song which appeared only as a B-side on his 2002 singles "Slow Burn" and "Everyone Says 'Hi'"

The song mixes funky beats with... organ, hence the organ-pipes (the flickering VG). Wood Jackson was a science-fiction writer in the 1930s, hence the choice of guardian-sprites (two of which are ripped from Paul Rhodes's JetSet Editor - see Rooms 47 & 61). This room also features springy platforms (by giving ramp the same colour-attribute as background), and an arrow collecting an item which you cannot because it is on a floor-block.

TIPS:

* To get past the yellow HG, stand as far left as possible and jump straight up. Then stand between two stars, with your paws one pixel off the ground, and jump straight up on exactly the right time-frame.

* The further forward you jump onto the conveyor, the easier it will be to jump over the top frames of the flickering VG, but timing is paramount here. The rest of the room is precision jumping.

* Don't forget to jump left just as you leave the room the upper way!

LEFT: 12

DOWN: 9

 

14: "Matthew Didn't Bother to Code It"

SOURCE:the original JSW ("Rescue Esmerelda")

COMMENTS: Matthew Smith said in an interview that he wanted Willy to take Esmerelda to bed, but couldn't be bothered to code it. In this game you actually get to visit Esmerelda's bedroom! :-) Her bedroom exists as a proper room [54] above this one, whereasthe original JSW took you to "Ballroom East" [20].

LEFT: 44

RIGHT: 15

UP: 54

 

15: "More than Meets the Eye"

SOURCE:the original JSW ("I'm sure I've seen this before..")

COMMENTS: Featuring an invisible conveyor, reachable by jumping left off the ILB in the room to the right [16].

LEFT: 14

RIGHT: 16

 

16: "The Gaping Pit of Infinite Death"

SOURCE:the original JSW ("We must perform a quirkafleeg")

COMMENTS: Legend has it that this room was originally called "The Gaping Pit", then renamed by Matthew Smith shortly before the release of Jet Set Willy. Now you can fall into the pit (Room 56), so I thought I'd have the decency to warn you in the title. A further mystery: the copy of Jet Set Willy I had for my real Spectrum definitely had "quirkafleeg" in the room-title, but the emulator-copies I've downloaded spell it "Quirkafleeg"!

TIPS:

* When entering at the top-right, it's safest to jump for the rope the third time it swings towards you.

* When entering at the bottom-right, jump for the rope from just below the normal level.

* You can jump through the ILB from the room to the left [15]. It's safe to go down inside the wall.

* Don't forget to jump left from atop the ILB!

LEFT: 15

RIGHT: 17

UP: 50

DOWN: 56

 

17: "The Battlements (with a Bell)"

SOURCE:the original JSW ("Up on the Battlements")

COMMENTS: Okay, I admit my inspiration was sagging when I edited this room! ;-) I've made it possible to walk along the bottom from right to left, and added a second arrow (I rarely used Guardian-Class 69 without Guardian-Class 60 in this game!).

Thanks to Alexandra for suggesting to remove the unattractive-looking floor-blocks from the bottom passage and to cap off the bottom of the vertical 3D projections with wall-blocks instead. Since the beta-version, I've made this room more interesting by adding the top section, moving the item slightly and adding a gliding Willy sprite.

TIPS:

* The bottom and top passages can only be crossed from right to left, the middle only from left to right.

* To collect the item, jump left from quarter-way under the adjacent static nasty (because the gliding Willy sprite is differently aligned).

LEFT: 16

RIGHT: 18

 

18: "The Kangaroof"

SOURCE:the original JSW ("On the Roof")

COMMENTS: A pun based on the fact that I've replaced the rabbit with the kangaroo from "The Vat" in Manic Miner! ;-) You can now exit this room at the bottom-left.

LEFT: 17

RIGHT: 48

 

19: "An Abbey To Remember"

SOURCE:the original JSW ("The Forgotten Abbey")

COMMENTS: A slightly tougher version of the original, in that you have to cross the bottom in both directions (unless you kamikaze the item without reregistering your position at the top left). Because the room is laterally inverted, you have to jump through the ILB - you cannot simply walk through it at head-height. This room illustrates how far you can fall without dying after jumping through an ILB.

LEFT: 5

 

20: "Black Tie

White Noise"

SOURCE: JSW:MM ("Black Tie, White Noise")

COMMENTS: A tribute to the first 1993 David Bowie album Black Tie White Noise, featuring a rare non-blank background-pattern.

TIP: Go left before you go up.

LEFT: 27

RIGHT: 11

UP: 23

 

21: "The Time-Warp Playground"

SOURCE: JSW:MM ("Welcome To The Playground")

COMMENTS: Inspired by a walk when I was a child, in which I was surprised to arrive back where I started. My father said we must have gone through a time-warp. The original version of this room had a bug whereby the seven items were autocollected when you entered the room, because I had unwittingly defined a white-ink background. I miss the lovely sound of seven items being collected simultaneously, but you can always play the old JSW:MM if you wish to hear it! ;-) I have laterally inverted this room (using MirrorJSW), to make it fit in the map for Party Willy. I have also changed the floor-graphic to sand, and the items are swings.

It's this time-warp that causes Willy's mansion to be laterally inverted. To understand why, imagine drawing Willy on a piece of paper, cutting him out, and moving him around on a flat surface. The only way you can make him face the other way is by lifting him up off the surface - into a third dimension - and turning him around. He is then laterally inverted, so from his perspective the world around him is laterally inverted. But here the third dimension is time, since Willy lives in a reality with only two spatial dimensions.

RIGHT: 0

UP: 25

DOWN: 58 (fall-through to 43)

 

22: "Stranger Tractors?"

SOURCE: JSW:MM

COMMENTS: A mondegreen of the title of my favourite William Sleator novel, Strange Attractors (which exposes a chaos-theory and bifurcation-model of time-travel). The item was drawn by my GCSE Computer Studies teacher, Mr. Clarke (I finished my GCSEs in 1992, just before starting work on JSW:MM). The HG at the bottom is a copy of one of the guardian-instances in Rooms 61-63 ofthe original JSW, as are many other of the jerky HGs in this game! (I didn't know about the guardian-class table until 1997, courtesy of Arsen Torbarina's JSW tech page - sadly closed now, but archived at http://zx-museum.org.ru/members.xoom.com/jetsetwilly/ ).

TIP: Two precise jumps are needed to get back down from the upper tractor after collecting the item that I added when I revamped this room.

RIGHT: 27

DOWN: 47 (Promised Land)

 

23: "Jump They Say"

SOURCE: JSW:MM

COMMENTS: A tribute to the David Bowie single "Jump They Say", inspired by the video thereof, which features David standing on the roof of a tall building reminiscent of a windmill, and lying on the ground below (I have reused my Quirkafleeg sprite from Room 56). I've made the jumps tighter and made you play as the kangaroo from "The Vat" in Manic Miner, but I've also had the decency to add nasties to prevent an IDS.

LEFT: 43 (Promised Land)

UP: 24

DOWN: 20

 

24: "Skyhooks"

SOURCE: JSW:MM

COMMENTS: Originally this was a really crude room, the main point of which was to use a crumbling-floor graphic from Manic Miner, since I wanted to use all the block-graphics from MM in JSW:MM, outside Rooms 0-19 if necessary. However, I have totally revamped this room graphically, and added some clever jumps which may confuse lay players. It also features another guardian-instance from Rooms 61-63 of JSW - because it walks off the right edge of the screen and reappears on the left, it was necessary to keep the character at 0,0 blank to avoid an unexpected quirky collision!

Intriguingly, there's also a room called "Sky Hooks" in Richard Hallas's Jet-Set Willy in Space. Neither of us knew about the other's room when we wrote them - great minds think alike! :-) Like the JSWiS room, "Skyhooks" is a reference to Roald Dahl's Charlie and the Great Glass Elevator.

LEFT/RIGHT: 20 (one-way)

UP: 26 (one-way)

DOWN: 23 (not recommended - possible infinite death)

 

25: "Egg"

SOURCE: JSW:MM

COMMENTS: The name of a certain item of chocolate which I tried in Easter 1992. It's also an attempt to execute a JSW room-idea I had at primary school, in the days when I could only dream that I would one day be able to write my own MM/JSW games! :-) We were asked to draw Easter cards, and I drew a giant, hollow egg with a MM/JSW-style screen-layout inside, and lots of guardians! This room still doesn't do justice to my childhood vision, although I have revamped it by adding external guardians (the robot and the penguin are from Manic Miner). I have laterally inverted this room (using MirrorJSW), to make it fit in the map for Party Willy.

TIPS:

* Jump over the cyan egg, wait at the edge of the platform, and jump left as late as you dare before the cyan egg hits you from behind. Be grateful I toned down the difficulty as much as I did here! ;-)

* This room is a major choice-point in the map. If you're playing to complete the game, it's much more efficient to go left before you go down.

LEFT: 42

RIGHT: 55

DOWN: 21

 

26: "'It is too late'"

SOURCE: JSW:MM

COMMENTS: The title is a quote from the German book Christiane F. Wir Kinder vom Bahnhof Zoo, which quoted the line "It's too late" from the David Bowie song "Station To Station" as "It is too late"

It's supposed to evoke a feeling of fear in the player after taking a one-way exit (up from "Skyhooks" [24] or from "Lost Highway" [46]). The weird idea of having an underground location above the sky is one which has recurred in future Broadsoft games such as We Pretty (1999) and Goodnite Luddite (2002).

Originally you could go left or right from this room after coming up from "Skyhooks", but I decided to make you go left first, in order to make you play the bottoms of "The Spar" [0] to "The Feet of the MegaTree" [3] before you play the Promised-Land tops of those rooms. I've also made the top half of this room intriguingly playable.

TIPS:

* At the bottom, stand to the right of one of the pillars, stand on one leg facing left, and jump left through the overhead wall-block.

* Wait just inside the floor at the top-left, follow the HG as closely as possible, and jump straight up as soon as you are under the gap.

* To get back after collecting the item, stand under the gap on one leg and jump left through the overhead wall-block. This jump has to be time-frame-perfect.

* To paraphrase the Cowboy in Mulholland Drive: You will see this room one more time if you do good. You'll see it two more times if you do bad.

LEFT: 28

RIGHT: 32

 

27: "Sylvan's Hideout"

SOURCE: JSW:MM

COMMENTS: Another tribute to Strange Attractors (see Room 22). Professor Sylvan and his daughter Eve (played by Esmerelda) duplicated themselves by backward time-travel, which causes the timeline to bifurcate. The original Sylvan and Eve were good, but the duplicates were evil (cf. We Pretty). The duplicates had a hideout in 33019 BC. I've recoloured the floor-blocks, added more static nasties, and replaced the conveyor with a more effective one.

TIPS:

* The item is accessible via another room, far away.

* Do not fall down the hole in the middle of the room unless you don't mind restarting the game!!

LEFT: 22

RIGHT: 20

DOWN: 29

 

28: "The Blazing Furnace"

SOURCE: JSW:MM ("The Furnace")

COMMENTS: I've made the title more punchy (cf. Matthew 13:42), and provided a not-so-secret passage to the top of Room 26. The item is the invisible item in Room 28 of JSW ("First Landing") made visible by giving it the pixel-pattern of the Cross in that room.

LEFT: 50 (Promised Land)

RIGHT: 26

UP: 0 (one-way)

 

29: "The Phantom Zone"

SOURCE: JSW:MM

COMMENTS: Sylvan (see Room 27) liked to get rid of his enemies by sending them back four billion years to the molten earth ("it's rather warm there," he said). In this game, however, he likes to do so by sending them to the Phantom Zone (as in the movie Supergirl), where they fall forever!

RIGHT: 44 (Promised Land)

UP: 27

 

30: "The Forest"

SOURCE: JSW:MM

COMMENTS: An attractive sylvan screen (I love that wall-graphic), made even better by a heavy revamp which adds all that 'greenery'. The JSW:MM version was much barer, and had an invisible item to the left of the tree-stump. Playing as the saw is an interesting new experience!

TIPS:

* Visit the room to the left first.

* The top section is all about accurate jumping under pressure. After collecting the item (axe), drop down onto the ramp.

* To collect the item in the middle-left of "The Magic Faraway Tree" [38], take two steps up the ramp so that the saw is at its longest, and jump right twice. Remember to JUMP back into this room, or you'll fall for the obvious IDS! (Sorry, there was no way to eliminate this without ruining the design).

* To get to the bottom-right of this screen, stand on the tree-stump above the 't' in "Forest" so that the saw is at its shortest, jump right and walk through the ramp.

LEFT: 34

RIGHT: 38

 

31: "La Maison de Jet Set Dick"

SOURCE: new

COMMENTS: Dick's house (the title is in French). Jet Set Dick is the same as Jet Set Willy, but cyan rather than white! ;-) The magenta lady is Dick's housekeeper, Martha. The toilet with someone stuck in it is the ending ofthe original JSW. The red VG is an instance of Guardian-Class 43, which had no instances inthe original JSW! This room is also special in that it features a non-swinging rope, giving access to an upper room.

TIPS:

* If you're just playing to explore, you might want to go left rather than battling your way through a difficult room just to see one room above.

* Jump over the second pair of static nasties when the red VG is at its highest point, then immediately turn back and stand in one character-space to the left of the red VG.

* To get past Dick, jump straight up as soon as you're past the wall. You have to do this when Dick is in a correct phase relative to the red VG - at the first opportunity if you haven't wasted any time in aligning yourself with the red VG.

* After collecting the item, stand on one leg facing left, jump straight up, then jump left into the wall, then jump right off the top of the screen.

* When coming down on the rope from the room above, jump right when you can see one dot of the rope beneath your feet.

* To get back out of the house, stand two steps away from the right edge of the platform above Dick (i.e. on two legs halfway between the 'e' & 't' in "Jet"), and jump right through the ILB.

* When leaving the house, if you walk as tightly as possible under the red VG, you can jump as soon as you're off the ramp, without having to curl up into one character-space as you /do/ have to do when entering the house.

LEFT: 62

UP: 37

 

32: "The Sewer"

SOURCE: JSW:MM

COMMENTS: Another guardian from Rooms 61-63, and intriguingly-coloured floor-blocks (I once had the opportunity of looking into a sewer, and the contents were a much lighter shade of brown than I would have expected ;-) ). For Party Willy I have recoloured the other blocks, and changed the layout of the sewer to something more challenging.

TIPS:

* If entering at the top-left, you're here for a Promised-Land look only. You cannot get up through the sewer.

* It is not possible to exit this room at the bottom-right (unlike in JSW:MM).

* To access the top-right of this screen, stand in the air-bubble with both paws above your head, and jump left into the overhead wall-block.

LEFT: 26

RIGHT: 58

UP: 30

 

33: "Where I Ends and II Begins."

SOURCE:the original JSW ("Ballroom East" [20])

COMMENTS: The ending-room of Part 1, with a teleport to Room 20 of Part 2 in the JSW128 version. The room-name is a titular nod to the brilliant Radiohead song "Where I End and You Begin." from Hail to the Thief., hence the Radiohead sprites in this room. The rogue blob that appears to the right of this player is a bug^H^H^Hfeature of my code to specify a sprite-page for the player in each room. It makes it difficult but not impossible to pass the guardians, and impossible to climb the ladder (not that you need to).

LEFT: 35

UP: 3 (one-way)

 

34: "Hallas Athena"

SOURCE: JSW:MM ("The Palace")

COMMENTS: I once read in a computer-games magazine that good adventures should have a variety of locations, such as forest, desert, mountains, etc. I tried to take this advice on board in this cluster of the map, and "The Palace" was one of the rooms I came up with. For Party Willy I've thrown away the boring interior design of the palace, replacing it with a new one based on invalid arrows (pixel-row 0) that hurl blocks across the screen that behave as floor.

The room-title is, in part, a tribute to Richard Hallas, who was always something of an idol of mine since I discovered the Spectrum-emulation scene on the Internet in 1996 and played his very fine JSW game from 1985, Join the Jet-Set! In fact this room is more evocative of his 1997 game Jet Set Willy in Space, due to the choice of guardian-sprites and the sci-fi feel imparted by the invalid arrows. The room-title is a pun based on the David Bowie song "Pallas Athena" from Black Tie White Noise.

TIPS:

* The item is collected by jumping through an overhead wall-block from right to left.

* To ascend, stand on the floor-block to the left of the green Dalek, and jump straight up via the moving red block created by the invalid arrow - jump just after you hear the second whistle.

* Then stand on the right edge of the floor-block to the left of the blue Dalek, and jump right using the invalid arrow - jump just as you hear the second whistle.

* Then stand on the right edge of the floor-block to the right of the blue Dalek, fall onto the red block and jump right - walk off the floor-block just as the red block is under the floor-block above the blue Dalek.

RIGHT: 30

 

35: "Attributes of Maria (Sharapova)"

SOURCE:the original JSW ("The Hall" [11])

COMMENTS: This is the Master Bedroom of Part 1, but this time the Promised Land is to the right of Maria, who looks lovely in white and pink! The title refers to editing the colour-attributes of Maria. ;-) The ramp goes down into the floor purely so that I can watch Maria tapping her foot in the sexy manner in which she does. ;-) I was originally going to name this room after the Selesian tennis-player María Antonia Sánchez Lorenzo, but then in 2003 I found that the true Maria's surname is Sharapova! :-)

TIPS:

* Maria will disappear when you have collected all 128 items from Part 1. Running-mode is triggered at the left of the screen - hold right to make Willy stop and wait for the VGs.

* IMPORTANT! I strongly recommend not collecting the items until the end of the game, when you have the other 126 items. This not only lets you watch Maria disappear before your eyes, but also prevents a situation whereby you are forced to enter this room at the top-left holding all 128 items, which triggers running-mode and causes an IDS.

* To see Willy jump in running-mode, jump into this room from the left having collected all 128 items - or, if you have left the two in here till last, lose a life having jumped in from the left.

LEFT: 10

RIGHT: 33

 

36: "The Slippery Slip"

SOURCE: JSW:MM ("oh s***, it's The Slippery Chute")

COMMENTS: The top room of Enid Blyton's Magic Faraway Tree (see Room 38) had a Slippery Slip for sliding right down to the foot of the tree. This room is functionally the same as its equivalent in JSW:MM, but totally revamped visually. The writing in this room comes from an email Geoff Eddy sent me.

RIGHT: 50 (Promised Land)

DOWN: 52

 

37: "The Upper Room"

SOURCE: new

COMMENTS: The upper room of Dick's house, where Dick, Willy and Martha do their... thing. The item is an electrical socket.

TIPS:

* Wait to the right of Dick to jump onto the bed. If you are to collect the item without sacrificing a life, the time to jump is when Maria is just approaching her right-boundary and Dick is aligned with you. Then jump over Maria so as to collect the item (only a direct hit will collect it, because of the static nasty), and hold left to wait on the conveyor so that you can jump back over Maria without jumping off the conveyor.

* To go back down from this room, jump through the ILB over 'R' from left to right.

DOWN: 31

 

38: "The Magic Faraway Tree"

SOURCE: JSW:MM

COMMENTS: When I was a child, I enjoyed Enid Blyton's Faraway Tree novels (I'd still enjoy them now if my mother hadn't given them to a jumble sale! :-|| ). They're about these children who climb an enormous tree, in which characters such as fairies and Moonface dwell in rooms carved into the tree-trunk. The characters could get into magic lands (which came and went) by climbing up into the clouds at the top of the tree. This room is a visually attractive tribute to these stories (see also Room 51).

I have revamped this room by adding guardians and enhancing the screen-layout to make it more challenging, and to make the right side of the tree meaningful, as well as editing it graphically.

TIPS:

* The top-right: jump over the second pair of static nasties so as to land inside the floor-block and collect the item. Do not jump up onto the floor-block or you will be forced to sacrifice a life. Instead wait until the foot is high, then turn round on the conveyor and jump right.

* The bottom-right: When you enter the room, stand back and then jump between the static nasties. After collecting the item, walk up the ramp and then jump between the static nasties.

LEFT: 30

RIGHT: 52

UP: 51 (one-way)

 

39: "The Desert"

SOURCE: JSW:MM

COMMENTS: Shimmering bright yellow in the heat, this room is uncannily reminiscent of the desert in Adban De Corcy's Willy's Afterlife, although neither of us knew about the other room when we wrote them! :-) I have revamped this room both visually and technically, adding stationary guardians that give the illusion of static nasties but can be jumped over, and an oasis. The item is a beaker of water.

LEFT: 40

RIGHT: 51

 

40: "The Lake"

SOURCE: JSW:MM

COMMENTS: I wanted to have a room where you had to swim under an obstacle in water, so here it is. Somewhat reminiscent of "The Forbidden Pool" in my 2000 game Jet Set Willy: The Lord of the Rings. I have made this room much more challenging than the very simplistic original, using SPECSAISIE's guardian-class-reuse algorithms (LookupHGsJSW and LookupVGsJSW) to add a wildlife drawn from various sources (the red VG is from my 2002 game Goodnite Luddite). The moon-sprites remind me of an episode of Philbert the Frog where Philbert tries to jump onto the reflection of a moon in a pond. "You know, that frog gets sillier every week!" ;-)

TIPS:

* To get through the bottom of the lake, stand on the bottom rung of the ramp (i.e. with your legs apart) and jump right.

* Then stand in one character-space and jump straight up out of the lake (there is an invisible HG in the left side of the lake).

* To collect the top item, jump into the highest wall-block above 'L' as though it were an ILB. You can then jump right onto the highest wall-block above 'a'.

LEFT: 41

RIGHT: 39

 

41: "The Hinterland"

SOURCE: JSW:MM

COMMENTS: Tucked away at the back of JSW:MM, this room was inspired wholly by a refrain in the David Bowie song "Red Sails" (from Lodger; see also "Red Sails - Thunder Ocean!" [61 in Part 2]): "The hinterland, the hinterland, we're gonna sail to the hinterland, and it's far, far, far far far, far far far away, it's a far, far, far far far, de da da da..." This room was screaming out for VGs so I have added them (including David Bowie as a flickering VG), and two items (sailboats).

TIPS: This room is a fairly obvious test of accurate jumping to get past the VGs, and knowledge of conveyor-physics (there are two different ways to collect the upper item without dying: one fun, one safe).

LEFT: 47 (Promised Land)

RIGHT: 40

DOWN: 0

 

42: "Miner Willy"

SOURCE: JSW:MM

COMMENTS: The head of Miner Willy in characters rather than pixels. I have laterally inverted this room (using MirrorJSW), to make it fit in the map for Party Willy, and added a left-exit for those who know how to spot loopholes like this (hint: it's to do with jumping through ramps in both this and the room above).

LEFT: 56

RIGHT: 25

UP: 48

 

43: "The Landing Pad"

SOURCE: JSW:MM

COMMENTS: The by-now-all-too-familiar-trick of being caught by a rope after a long fall. Awful graphics, too - in the JSW:MM version, that is. For Party Willy I've revamped this room visually (using graphics from "The Bathroom", coloured blue and white only), made the platforms springy (by giving ramp the same colour-attribute as background), added static nasties to make the bottom platform harder to traverse, and an item to make you do so. The wall-blocks at the top are to prevent the IDS that could occur if you jumped up off the top of the screen (it's only possible to encounter this IDS if you make an extremely 'clever' jump).

LEFT: 11

RIGHT: 23 (Promised Land)

 

44: "White Flag"

SOURCE:the original JSW ("On top of the house")

COMMENTS: Originally this bore the uninspired name "The Ground-Level Flagpole", but I renamed it after hearing a certain Dido song on the radio, seeing as I have recoloured this room so that the background is no longer blue but black, and the flag no longer cyan but white (in fact I edited the latter in the context of Room 48, where the moon shares the same guardian-class with the flag here).

TIPS:

* It is both possible and necessary to jump over the two HGs I have added - there is a Promised-Land item in the room to the left.

* There is an invisible block (a sticky conveyor) under the flagpole for when you come back.

LEFT: 29 (Promised Land)

RIGHT: 14

 

45: "Sunset Boulevard? ;-)"

SOURCE:the original JSW ("Under the Drive")

COMMENTS: So called because, in Hollywood, Sunset Boulevard is situated under Mulholland Drive [4]. The new colour-scheme and the fact that you can get here by going down from the main part of Room 4, give this room a very different atmosphere fromthe original JSW. There are also new exits at the right and at the top left.

TIPS:

* IMPORTANT! The top-left exit represents a one-way ticket back to "'It is too late'" [26].

* When entering at the middle-left (i.e. on the conveyor), you need to jump over the Dalek late enough not to bang your head against the wall above, and early enough not to overshoot the floor-platform.

LEFT: 46

RIGHT: 6

UP: 4

 

46: "Lost Highway"

SOURCE:the original JSW ("Tree Root")

COMMENTS: Plays basically the same asthe original JSW, but the new graphics and colour-scheme give it a very different atmosphere. Named for the David Lynch movie Lost Highway, the floor-graphic represents the lines on the highway, the background-graphic represents the pitch-blackness of the highway, and the static nasties are supposed to be cones on the road. The cyan VG is the sprite I drew for "The Fool On The Hill" [57], but also bears a resemblance to the Mystery Man in Lost Highway. The item-graphic is the unused one from Room 45 ofthe original JSW. The three missing floor-blocks at the right end of row 3 are to prevent the player jumping up and getting permanently trapped.

TIPS:

* Stand in one character-space to the right of the yellow VG, facing right, and jump straight up.

* You can stop on the conveyor by pressing jump under the wall and holding left.

RIGHT: 45

UP: 26 (one-way)

 

47: "...The Space Station..."

SOURCE: Paul Rhodes's JetSet Editor (Spectrum Electronics, 1984)

COMMENTS: One of two rooms written by Paul Rhodes and released with his JetSet Editor. Richard Hallas included slightly modified versions in Jet Set Willy in Space, but I wanted completely unmodified versions. All I've edited is the connections, to make them fit into the Party Willy map.

TIPS:

* Take the right and up exits before you take the left exit (or at least before you go down from the room to the left), as they lead to Promised-Land items.

* You can jump through the ramp as long as you avoid the static nasties above the three floor-layers to the right of the ramp.

LEFT: 61

RIGHT: 41 (Promised Land)

UP: 22 (Promised Land)

 

47 of JSW:MM is "[": a room fromthe original JSW, which couldn't be reached. In JSW:MM, "[" can be reached by going down from "Welcome To The Playground" [21], and appears there totally unmodified - that's why "The Landing Pad" had to be Room 43.

 

48: "Hail to the Moon."

SOURCE:the original JSW ("Nomen Luni")

COMMENTS: A dual tribute to Radiohead's 2003 album Hail to the Thief., and to a song from that album: the achingly beautiful "Sail to the Moon." The room-design is similar to "Nomen Luni" except that I've added some items (using the item-graphic from the original room), a new exit at the bottom-left, and an extension which lets you get back down to the room below - which you will need to do after clearing the roof-section.

TIPS:

* To collect the item at the top-right, jump onto the conveyor from the far-right edge of the longest floor-platform when the guard is at its highest position, walk along the conveyor until you're under the item, and stop on the conveyor by releasing the right-key for one time-frame, so that you can jump straight up for the item. Let the conveyor carry you left when the guard is at its lowest position.

* To get back down to the room below, jump from one step back from the far-right edge of the longest floor-platform when the guard is at its highest position, so as to miss the conveyor but land on the floor-block beneath the conveyor. Then fall right twice.

* To collect the item at the bottom-left, stand halfway between it and the static nasty, on two legs facing left, and jump left.

* When falling into this room from the room above [61], immediately walk right and stand on the right edge of the wall-platform, facing left (you'll be in this position anyway if you fell off the conveyor rather than jumping), until the first arrow has passed overhead.

LEFT: 18

DOWN: 42

 

49: "The Return of the Brothers Grimm"

SOURCE: Manic Miner 4 ("The Brothers Grimm" [6])

COMMENTS: A conversion to JSW of one of my favourite rooms from my 1997 game Manic Miner 4, this is a tribute to the unfriendly staff at a certain railway station ("Your switch card's over the limit! We can't be bothered ringing the bank for verification at 8am in the morning, we're trying to run a railway station! You've done this to me before, you had 'em queuing out the door!").

Collect the guard's batons from up on the platform, and dodge the ticket-sellers to catch the train! Well actually the train is a guardian in Party Willy, as JSW doesn't have portals (a possible enhancement to John Elliott's teleporter-extension?). So I've given you a sixth item instead (MM allows a maximum of five items per room).

TIPS:

* On entering the room at the top-right, immediately walk left then jump straight up over the guard. Jump straight up again to avoid the second pair of arrows.

* The rest of the room is a matter of smart timing and good jumping.

LEFT: 55

RIGHT: 62

 

50: "All Along The Watch Tower"

SOURCE:the original JSW ("The Watch Tower")

COMMENTS: The title is also the name of a Bob Dylan song (my father is the Bob Dylan fan, not me). I've extended the tower to the edges of the room, adding new items (to sidestep the age-old debate about whether the item is a bag of gold or a lovely Golden Delicious, I've changed the item-graphic to Dylan's harmonica-rack, since the distinctive feature of his music for me is the ubiquitous "inane harmonica"). I've also changed the floor's paper-colour from black to blue, as Matthew Smith probably intended. And up is now a proper exit (inthe original JSW it took you back to "The Off Licence" [0]).

TIP: If you stand at the edges of the original walls, you can jump into the outer walls for an (unnecessary) Promised-Land view of two distant rooms.

LEFT: 36 (Promised Land)

RIGHT: 28 (Promised Land)

UP: 47 (one-way)

DOWN: 16

 

51: "Up the Faraway Tree"

SOURCE: JSW:MM [44]

COMMENTS: The upper half of the Magic Faraway Tree (see Room 38).

TIPS:

* IMPORTANT! You should go right before you go left from this room - the former soon loops back here, but the latter leads far away.

* To get the item on the right, stand back from the conveyor and jump left behind the flying pig.

LEFT: 39

RIGHT: 36

 

52: "Backwoods"

SOURCE: JSW:MM [45]

COMMENTS: Inspired by the term "backwoods cooking" in Scouting (I used to be a Cub Scout, then a Scout, and by the time I wrote this game I was a Venture Scout). SPECSAISIE's guardian-class-reuse algorithms (LookupHGsJSW and LookupVGsJSW) are responsible for the rather impressive array of guardians in this room!

TIPS:

* Take both left exits before you go down.

* When entering at the middle-left, walk to the right and, at the appropriate moment, jump right over the arrow and the penguin simultaneously. Then walk left, jump straight up over the second arrow, and you are free to jump over the double static nasty. Thanks to Daniel Gromann for this solution.

* To get down to the bottom, stand to the right of the hole so that you're standing half on the hole and half on the platform, and walk left into the hole when the yellow VG is at its highest position. You cannot do this from the left side of the hole.

* Fall through the left hole before you fall through the middle hole.

* Do NOT fall through the right hole unless you're fond of infinite death! (which is customary in JSW when you fall more than four characters off the bottom of the screen, except in places where there's a rope to save you).

LEFT: 38

RIGHT: 61 (Promised Land)

DOWN: 53

 

53: "The Cave"

SOURCE: JSW:MM [46]

COMMENTS: Just another attempt to fulfil the 'variety of locations' criterion with a simple idea. Watch out for the lethal cracks in the floor! (the JSW:MM version had just one crack, but I wanted more constraints in this room). The red skull is from my 2000 game Jet Set Willy: The Lord of the Rings.

TIPS:

* When entering from the left hole in "Backwoods" [52], the safer thing to do is to jump straight up on the conveyor, and wait facing left until the yellow VG has passed, then jump into the ladder so that you can get under it.

* But the more efficient solution is to do the above manoeuvre immediately on entry, without jumping straight up or waiting. Thanks to Daniel Gromann for this solution.

* After falling down the left of the ladder, jump back on the ladder so that you have space to jump left between the leftmost and second-leftmost cracks.

* Take the upper left exit before you take the lower left exit, as the latter is one-way.

LEFT: 58

UP: 52

 

54: "Esmerelda's Bedroom"

SOURCE: new

COMMENTS: Matthew Smith said in an interview he wanted Willy to take Esmerelda to bed, but couldn't be bothered to code it (cf. [14]). This gave me a mental image of Esmerelda having a bedroom above "Rescue Esmerelda", so here it is! I'm rather pleased with the way this room turned out: visually attractive with its magenta and yellow colour-scheme, and a good technical challenge too.

TIPS:

* On entering this room at the bottom-left, do not jump up onto the floor-platform or you will be forced to sacrifice a life. Instead stand facing right with your legs apart over the 'm' in "Items" and jump right to land inside the floor beyond the first static nasty.

* Jump onto the bed from the bottom rung of the ramp. Stand in the conveyor, under the leftmost item (pillow) facing right with your legs apart. When the yellow VGs are halfway up, jump right twice to collect all three items. Walk to the end of the conveyor, and let it carry you left when the yellow VGs are at their highest position.

* To get out, jump straight up over the yellow monk above the 'r' in "Bedroom".

DOWN: 14

 

55: "Strawberry Fields Forever"

SOURCE: new

COMMENTS: A tribute to one of my favourite Beatles songs, which evokes the childhood memory of picking strawberries in a field by a railway-track. The VG-sprites are from "The Warehouse" in the Bug-Byte edition of Manic Miner, which I've always thought of as wooden palettes, though they're probably some sort of machine made of metal. My first attempt at drawing a strawberry looked more like a fir-cone, so I copied it to Rooms 13 and 51, and played the Spectrum game Bumpy to see how to draw strawberries! ;-) This room also uses a pair of invalid arrows (pixel-row 0) to hurl a red block across the bottom of the screen, which behaves as floor.

Edward Martland (soa1000) has a room called "Strawberry Fields Forever" in his 2003 game JSW:FTB. I deliberately avoided playing it until I had written this room, in order not to be influenced by his interpretation (the two rooms are similar only in their colour-schemes and the fact that both have strawberry graphics).

TIPS:

* Stop immediately after taking the top-left exit!

* To go up to the room above, walk down right from the left of one of the bottom pairs of strawberry-plants (which behave as ramps) to get to the top of the screen.

* You can jump up from the bottom row of plants via the red block generated by the invalid arrow (or simply enter from a higher level of "Egg" [25]). Under no circumstances fall off the sides of the higher plants as this would cause an IDS.

LEFT: 25

RIGHT: 49

UP: 57

 

56: ""Quirkafleeg! Quirkafleeg!""

SOURCE: new

COMMENTS: A tribute to the Quirkafleeg in Fat Freddy's Cat: the act of lying on the ground, in the presence of dead furry animals, waving your feet in the air and shouting "Quirkafleeg! Quirkafleeg!"

TIPS: See Rooms 16, 18 and 42 for how to get to the items.

RIGHT: 42

UP: 16

 

57: "The Fool On The Hill"

SOURCE: new

COMMENTS: A tribute to another of my favourite Beatles songs. I always think of "Strawberry Fields Forever" [55], "I Am The Walrus" (cf. "THE EGGMAN & THE WALRUS" in Goodnite Luddite) and "The Fool On The Hill" as a triptych, because of the way all three are referenced in "Glass Onion"

I drew the fool based on an illustration of Sirach 21:14 ("A fool has a mind like a jar with a hole in it") in the Good News Bible. I then used lateral inversion to make him shake his head in the demented manner of the characters in the opening credits of the Australian soap-opera Home and Away.

Edward Martland has a room called "The Fool on the Hill" in his 2003 game JSW:FTB. I deliberately avoided playing it until I had written this room, in order not to be influenced by his interpretation (the rooms have an inevitable similarity, but have two very different hills and two very different fools, as well as very different colour-schemes).

TIPS:

* The hill is full of invisible walls in four straight vertical lines. To get the item on the right, walk left from the top of the floor above the rightmost 'l' until you're about to walk off the bottom of the screen, and hold jump-left until you start jumping up.

* To get the item on the left, walk left from the top of the floor above the rightmost 'l' all the way off the bottom of the screen. In "Strawberry Fields Forever", walk to the left edge of the pair of plants you land on, and jump left (must be precise). Back in this room, hold jump-left until you start jumping up, and keep holding jump-left until you go through a hole in the wall.

DOWN: 55

 

58: "The Sound of the Underground"

SOURCE: new

COMMENTS: I put this between "The Sewer" [32] and "The Cave" [53] to make this part of the map add up, and it replaces "[" [47] as the fall-through room between "The Time-Warp Playground" [21] and "The Landing Pad" [43]. It's a tribute to the song which Girls Aloud took to number one on the UK Top 40 for four consecutive weeks in December 2002/January 2003. The lyrics are full of nouns which inspired the components that make up this room - the following lines in particular:

- Water's running in the wrong direction [the conveyor]

- I can see it in my own reflection [the symmetrical room-design]

- Then it drops and catches like fire [the fire-sprite comes from my 1997 game Manic Miner 4]

- The beat of the drum goes round and around [I think the yellow HG is a tambourine]

- Where the girls get down to the sound of the radio

- Where the bass-line jumps in the backstreet light

TIPS:

* IMPORTANT! Do NOT fall down the hole into the room below, or you'll have to go back through awfully many rooms to regain your position! Probably worth saving a snapshot at this juncture!

* When entering at the top-left (top-right), stand in one-character space as far left (right) as possible until the girl turns round, follow her and jump straight up over her when you're past the wall. Collecting the item (radio) is a matter of accurate jumping under pressure - I call it the WIN pattern (Wall-Item-Nasty).

* When entering at the bottom-right, an accurate jump is needed to clear the yellow HG. Then jump over the hole onto the white ramp. Stand facing left with your legs apart, and when the fire is moving left, jump over the double static nasty so as to fall through the floor and onto the lower conveyor. Then jump as soon after the double static nasty as you dare, so as to land on the floor below the upper conveyor. Jump back onto the lower conveyor, timing it to follow the fire as closely as possible, and jump left over the fire as soon as you're past the wall.

LEFT: 32

RIGHT: 53

DOWN: 43 (one-way)

 

59: "Kari's Blood Bath"

SOURCE: Derrick Rowson's Jet Set Willy II: The Final Frontier ("Willy's Bird Bath")

COMMENTS: A We Prettyish reinterpretation of a JSW II room (laterally inverted), Kari being Kari Krisníková of course! I've made the top half playable too, featuring a short rope.

TIPS:

* When entering at the bottom, you need to jump into this room from the rooms to the left/right. Mind the arrows when entering at the bottom-left!

* When crossing the top of the room from left to right, you need to be as low on the rope as possible, and jump off it when you're vertically aligned with the double floor.

* Walk right immediately after taking the top-right exit (static nasties in column 0).

LEFT: 1

RIGHT: 2

 

60: "Guarden"

SOURCE: Derrick Rowson's Jet Set Willy II: The Final Frontier ("Garden")

COMMENTS: A JSW I conversion of a JSW II room (laterally inverted). In JSW I, you cannot jump over static nasties at head-height, so I decided to implement them as stationary guardians - which makes this room much easier than the original because you have a wider margin for error, as well as the JSW I engine being much slower. However, I have increased the challenge by adding the magenta guards.

TIPS:

* When crossing the bottom of this room from left to right, you'll time it correctly if you wait to the left of the wall until the guards are at their lowest position.

* When crossing the bottom of this room from right to left, jump as you go left from "Water Under The Bridge" [1].

LEFT: 0

RIGHT: 1

UP: 40

 

61: ""

SOURCE: Paul Rhodes's JetSet Editor (Spectrum Electronics, 1984)

COMMENTS: One of two rooms written by Paul Rhodes and released with his JetSet Editor. Richard Hallas included slightly modified versions in Jet Set Willy in Space, but I wanted completely unmodified versions. All I've edited is the connections, to make them fit into the Party Willy map. Richard named this room "Suit up! Shooting Stars...", but I've left it untitled. Anyway, didn't Edward Martland have a nameless room in Soul Miner? So there! ;-)

TIPS:

* Take the left exit (you can jump through the wall/floor pattern) before you take the down exit, as the former leads to a Promised-Land item.

* After entering at the middle-right, you can jump onto the ramp by standing at the left edge of the platform, on one leg, and jumping left through the overhead wall-block. You don't have to, and Paul Rhodes was probably unaware of this, but it's a very nice shortcut compared with the tedious alternative.

* It will make it easier when you fall into the room below [48] if you fall off the conveyor rather than jumping into the hole, although the former does entail walking left against the conveyor from the far right of the Space Station [47].

LEFT: 52 (Promised Land)

RIGHT: 41

UP: 47

 

62: "Prospecting down Surbiton Way"

SOURCE: new

COMMENTS: Inspired by the inlay-text of the Software Projects edition of Manic Miner: "Miner Willy, while prospecting down Surbiton way, stumbles upon an ancient, long forgotten mine-shaft." This room represents the outside, with its lack of guardians (apart from a non-swinging rope) imparting an atmosphere of desertedness. Instead of guardians, the challenge comes from a classic Broadsoft array of quirky features.

TIPS:

* If you are playing with the intention of completing the game, go down the hole before you take the left exit. To do so, stand two characters away from one of the static nasties, with your legs apart, and jump over the static nasty so as to fall through the wall.

* To get to the left of the screen, stand halfway between "ng" on two legs facing left, and jump left (you might not think you can jump from this position under a static nasty, but you can).

* Do not get stuck in the bottom-left corner or you will be forced to commit suicide. Instead collect the item by jumping from the far edge of the floor-block above the static nasty.

* There is an invisible ramp which you must use to get to the rope.

* To get the item under the conveyor, jump from the rope when the top of Willy's head is aligned with the top of the conveyor.

* To get the item to the left of the static nasty, jump as soon as you land on the conveyor.

* Jump over the static nasty from the very edge of the conveyor. This jump is one-way. Then stand on two legs halfway between two character-spaces and jump through the ILB (so as to land halfway between on top of it and on the side of it).

* To get the item under the static nasty without dying, jump left within two steps of the wall.

LEFT: 49

RIGHT: 31

DOWN: 63

 

63: "Epitaph of the ManicMining Robot"

SOURCE: JSW:MM ("Manic Miner" [33])

COMMENTS: In JSW:MM this was the start-room, and the equivalent of "The Bathroom" in JSW. You had to hold jump to walk past the ramps to the toilet. I didn't understand the significance of the toilet at the time - after all,the original JSW couldn't be completed without the official Software Projects POKEs. :-( In JSW:MM, going up from this room took you to the MM caverns, starting with "Central Cavern".

The bottom half of the screen-layout comes from the top half of Room 19 of Manic Miner ("The Final Barrier"), since I decided to have only the bottom half of that room as the /top/ half of Room 19 in JSW:MM (a pretty illogical decision on my part - I think it had something to do with the way you exited each MM room via an invisible ramp at the top). From "The Final Barrier", you could go either left into the bottom of "The Wine Cellar", or right to "Welcome To The Playground" [21], while going up would take you back to this room, and you'd have to go through all the MM rooms again.

In Party Willy this room is in a completely different part of the map, and going up takes you directly back to the start-screen [31]. I've also added the robot from Manic Miner's "Central Cavern".

The new room-title is the name of Visa Pimiä (jetvisy)'s abandoned MM game, The Epitaph of the Manic Mining Robot, of which there is a playable demo. I always thought it would be cool to have a room called that, with the robot buried under a hill, and this room looked similar enough to the hill I had in mind.

UP: 31

 

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

Part 2: Inside

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

START ROOM: 20

 

0: "Through The Wall"

SOURCE: JSW:MM ("East Wing" [31])

COMMENTS: Originally a companion to "West Wing" inthe original JSW (which is also in JSW:MM), this appears in a laterally-inverted form next to the East Wall (now known as the West Wall, since Party Willy is based on a laterally-inverted version of Jet Set Willy).

The name "Through The Wall" comes from my primary school, as does the name "Party Willy"

I was talking to a girl about the Spectrum and Jet Set Willy (I wish I'd realised at the time how LUCKY I was to be able to talk to a girl about these things! ;-) ), and she asked me "Have you got Thro' The Wall?"

I said "What wall?", thinking she meant the East Wall in Jet Set Willy - but she meant a BASIC game by Psion about knocking bricks out of a wall! I did indeed have Thro' The Wall - it was on a cassette that came with my 48K Spectrum.

TIPS:

* This room contains an invalid-arrow pair (pixel-row 0), which produces the black blob onto which you can jump in order to progress to the upper part of the screen.

* Jump through the ILB at the bottom-left to access the top ledge in Rooms 20, 11 and 10.

LEFT: 46 (Promised Land)

RIGHT: 26

UP: 1

DOWN: 20 (one-way)

 

1: "The Land of Wind and Ghosts"

SOURCE: JSW:MM ("East Wing Roof" [37])

COMMENTS: Originally a companion to "West Wing Roof" inthe original JSW (which is also in JSW:MM), this too appears in a laterally-inverted form next to the West Wall (fka East Wall).

The room-name is a reference to The Simpsons, Episode 4F18 "In Marge We Trust", which features a Japanese detergent called Mr. Sparkle which "banishes dirt to the land of wind and ghosts"

Mr. Sparkle looked just like Homer Simpson, being a composite of a light-bulb and a fish; I think my Mr. Sparkle sprite turned out very well, considering how difficult it was to draw as a 16x16-pixel monochrome sprite.

The ultra-fast flickering VG is the mask that the killers wore in the Scream film-trilogy, which in turn is based on a painting called "The Cry" by Edvard Munch.

TIPS:

* A clever jump near the top of the ramp provides access to the middle item, and to the bottom-left of the screen.

* Sometimes you have to go backwards before you can go forwards.

* Things aren't always what they seem in this room, in more ways than one.

* To get the bottom-left item requires a jump which looks suicidal (and would be if this room were laterally inverted, or converted to Manic Miner), but is perfectly safe.

LEFT: 7 (Promised Land)

RIGHT: 32

UP: 4

DOWN: 0

 

2: "Cannelloni Ned"

SOURCE: Derrick Rowson's Jet Set Willy II: The Final Frontier ("Macaroni Ted")

COMMENTS: Like "Ravioli Fred" in Willy the Rogue by the DrUnKeN mAsTeR, this is a reinterpretation of "Macaroni Ted" (which uses an unused sprite fromthe original JSW), and a tribute to a rare but belting pasta-dish. The room also features a devastatingly innovative array of arrows.

TIPS:

* The upper ramp is, in fact, made up of static nasties - it is not possible or necessary to get past it (the floors to the left and above are Forbidden Holy Ground).

* Tight timing is required to take the items without sacrificing a life - in the case of the right item, your manoeuvre has to be absolutely perfect.

* After exiting to the right, walk right immediately to avoid a sudden multiple-death scenario (static nasties in column 0).

LEFT: 34

RIGHT: 36

 

3: "The Toilet Department"

SOURCE:the original JSW ("The Bathroom" [33])

COMMENTS: Having been fascinated by toilets from an early age, I rarely write a MM/JSW game without including toilet facilities! ;-) So, this room features the toilet-sprites from both Manic Miner and Jet Set Willy - the former as HGs which are more adept at teaming up on you than in any MM/JSW room I can remember! :-)

The room-name came from a graffito in the toilets of the Department of Computer Science at the University of Manchester. It read: "The Toilet Department - where more jobs get done than in C.S." ;->

TIPS:

* When entering at the bottom-left, stand in one character-space under the base of the ramp, and jump straight up over the yellow toilet four times. If you do so only the obvious two times, the cyan and magenta toilets will team up on you.

* It is possible to collect the left item without sacrificing a life if you jump left in front of the blue toilet when it's at its right boundary.

LEFT: 32

RIGHT: 34

UP: 39

 

4: "Jump For My Love"

SOURCE: new

COMMENTS: This was inspired by Girls Aloud's exhilarating single "Jump" - there just had to be a JSW room in this! ;-) My interpretation is nothing if not literal, with hearts as the items! The design is very much in the style of a Manic Miner cavern, and I feel that the flashing background helps to get across the thumping beats of the song.

This was one of the last rooms to be written for Party Willy (going up from "The Land of Wind and Ghosts" [1] originally took you to "Father Ted's Craggy Hidey-Hole" [38]). As such, it reuses four Kari Krisníková guardian-classes and adds a fifth, representing the five members of Girls Aloud. I put the four existing guardian-classes in first, and designed the screen-layout around them (which necessitated a room to the left).

TIPS:

* On entering at the bottom, stand above "or" (halfway between, facing left). Timing it to avoid the yellow girls: jump straight up, then jump left twice. Then jump left out of the hole (jump left again immediately to take the item), and hold left to climb the invisible ramp and take the lower left exit.

* On reentering at the lower left, wait until the lower yellow girl is out of the way, then descend the ramp until you're standing above a floor-block and a static nasty (halfway between). Then jump right twice to reach the middle platform.

* Once you've got past the blue drum and are standing on the wall-block, you have two options: to go left and take the upper left exit, or to go right and up off the top of the screen. I recommend going left first, because you won't have to cross the bottom of the screen again.

* To take the upper left exit entails four jumps through overhead wall-blocks in the presence of the magenta girl. Having done so, you must reemerge at the lower left (it is not possible to cross the top of this room from the upper left exit).

* To go right and up off the top of the screen, please note that the invisible ramp wraps around onto the right side of the screen. You can follow it up through the wall!

* Going up through the wall takes you to the bottom-right of this screen. You have to get up onto the wall (jump left - facing left, on one leg) - the timing of this jump is very tight because of the cyan Kari. Then you have to jump left for the item (again facing left, on one leg).

LEFT: 6

RIGHT: 38 (Promised Land)

DOWN: 1

 

5: "The Devil's Intestines!"

SOURCE: new

COMMENTS: This room is a conceptual companion to "slime surfers & jissom monkeys" in my 2003 Manic Miner game Ma jolie, both being inspired by quotes from the agoraphobic Matthew Malone in the 1990s' TV comedy Game On. This one comes from the very last episode, when Matthew was explaining to Mandy's fiancé Archie why he couldn't come to their wedding:

- ARCHIE: You step outside, and what's the first thing that happens?

- MATTHEW: I feel the Devil's breath, touching my face. It smells like all the dead people there's ever been. I try and walk, but the pavement's soft and wormy, sucking at my shoes. And it starts bubbling up until there's a sea of boiling pus seething round my ankles. I start to run, but my legs don't work, and I'm slipping, slipping down, down... and it's hot there. Coils of grey slimy matter thrashed against my skin! Acid snot burns my eyeballs! And suddenly, suddenly I realise where I am! I'M INSIDE THE DEVIL'S INTESTINES!!! And I see my mum and dad there. Mum's face is all burnt off. Dad's brain is hanging out of his head! And I call out to them: "Mum, Dad, it's me, Matt!" But they don't hear me. And then I sort of come to, and I'm lying on the pavement about two feet away from the front door!

You have to make your way down to collect the hanging turd; it is not possible to collect it when you enter at the bottom (excuse the pun!). You have to dodge the vertical devils, which are quite capable of teaming up on you, and the arrows which are cleverly timed to trap you if you venture forth from the bends at the wrong time (the large bend on the left is a key strategic position). If you make it back up and out without sacrificing a life, give yourself a pat on the back!

LEFT: 43 (Promised Land)

RIGHT: 16 (Promised Land)

UP: 10

DOWN: 19 (Promised Land)

 

6: "Condescending Footnotes"

SOURCE: new

COMMENTS: The examiners of my PhD thesis wrote that "The tone of the footnotes is in general condescending", and asked me to remove some of them. This room represents a page of my PhD thesis (be grateful I didn't decide on a white-paper background!), with the footnotes at the bottom (one of which has to be removed) and a big slash of red ink representing the need for corrections. Of course there have to be some big feet too... so that they can (con)descend! ;-)

TIPS: Crossing the middle row from left to right is one of the most difficult parts of the game, but you need to bare with it as it's the only escape when you enter this room at the top-right:

* Heavy use of the pause-button and snapshotting are recommended here!

* You're looking to jump OVER all six red and yellow feet.

* All three of these jumps need to be from the very edge of the platform (with your legs apart). The positions of the feet in the tips below refer to when you're standing in this position - not standing in one character space waiting to step out.

* Yellow-red pairs (on the left and right): jump when the yellow foot is one step from the bottom line and the top of the red foot is aligned with the top line.

* Red-yellow pair (in the middle): jump when the red foot is below you and the yellow foot is above the top line (there's only one time-frame in which a jump is possible, i.e. ASAP).

RIGHT: 4

 

7: "The Men in White Coats"

SOURCE: new

COMMENTS: One of the insanity-themed brick-hard rooms which guard the entrance to Room 35, and should not therefore be attempted until you have all 128 items (256 items if you're playing the JSW128 version). The design of this room reminds me very much of Booty - quite possibly the scariest Spectrum game I've ever played.

TIPS: Since the floors are conveyors, the challenge is to wait at the edge of each row and set off on exactly the right time-frame to be able to jump the men in white coats:

* On entry, walk right and stop on the conveyor so as to wait facing left above "hi" (halfway between). Jump left when the bottom man is above the first "i" with his legs apart, so that the arrow passes just underneath you.

* An invisible ramp on the left lets you walk up through the wall to the middle row.

* To cross the middle row, wait by the conveyor with your legs apart, and set off when the man is going right and aligned in one character-space with the "t" in "White": jump so as to land just after the leftmost static nasty, followed by four more jumps without stopping.

* To cross the top row, wait just under the conveyor (as far right as you go). When the man is walking left and on one leg above "Me", jump straight up onto the conveyor and let it take you immediately.

LEFT: 57 (Promised Land)

RIGHT: 1 (Promised Land)

UP: 8 (one-way)

DOWN: 16

 

8: "The Funny Farm"

SOURCE: new

COMMENTS: Probably the room in the whole of Party Willy of which I'm the most proud, this room is unorthodox and extremely effective with springy platforms (background colour-attribute = ramp colour-attribute), raised HGs and a 'time-limit' (when the white and blue birds collide).

The design of this room, which has a suitable farm-esque atmosphere, came about when I looked up all the 'animal' guardian-classes, placed eight compatible guardian-instances in the room, and designed the screen-layout around them (although the guardians can safely walk through the inkless floor-blocks). The springy platforms allowed me to impose some unusual constraints. I couldn't believe I finally managed to get these constraints to 'add up' the way I wanted them to. It gave me such a buzz to pull off a room like this! :-)

TIPS:

* Use the gap in the pond to stand halfway down the pond, then jump over the leftmost static nasty so as to land halfway down the pond again.

* Then jump behind the blue bird as close as possible, go right until you're on the wall-block, and walk left to walk down into the wall-block.

* Then exit and reenter the room at the bottom-right - this is necessary because of the time-limit.

* On reentering the room at the bottom-right, jump twice immediately to clear the white spider and the magenta rabbit - any significant delay here will be fatal later on.

* Jump left straight onto the wall-block, jump right onto the lowest isolated water-block (floor-block), jump right again onto the next water-block, and jump right immediately to land on the rightmost isolated water-block.

* Then jump left onto the water-block below the conveyor, and jump left ASAP to land on the lower isolated water-block above "a"

Then turn round and jump right onto the water-block you just jumped off of, and jump left onto the upper isolated water-block above "a".

* Then jump left ASAP to land on the double water-block, wait there (on the right edge, facing left in one character-space) until the flying pig has started going left, then walk down onto the lower semi-detached water-block, jump straight up onto the left edge of the upper block, and jump right onto the isolated water-block above the space in "Funny Farm", and jump right again immediately to land on the upper isolated water-block above "m".

* Stand on the left edge of the upper isolated water-block above "m", facing right on one leg. When the yellow bird is aligned between the conveyor and the spider with its neck out, jump right three times without stopping (the best way to enter the room to the right at the top is to jump into it).

RIGHT: 9

 

9: "Porcine Aviation"

SOURCE: new

COMMENTS: A variation on the saying "pigs might fly", the apparent big blank space in this room is actually an intricate array of invisible wall-blocks and conveyor, designed to carry you back to "The Funny Farm" if you fall off the top level - I feel justified in being this mean when you're so close to the end of the game (assuming you've got this far with all the items collected). ;-)

- MR. BURNS: You know, Smithers, I think I'll donate a million dollars to the local orphanage... when pigs fly!

- SMITHERS: Will you be donating that money now, sir?

- MR. BURNS: I'd still prefer not.

[The Simpsons, Episode 3F03 "Lisa the Vegetarian"]

TIPS:

* You're trying to exit the room at the bottom-right, in order to reach that all-important floor-block in Room 40 that will give you access to Room 35.

* The bottom of the screen (to the left of the river) is a red herring; its only useful purpose is to reregister your position in "The Funny Farm".

* To reach the non-swinging rope, you 'simply' have to cross the top of the room from left to right... not being able to see the difference between wall and background.

LEFT: 8

DOWN: 40

 

10: "An Agoraphobic's Nightmare"

SOURCE:the original JSW ("The Front Door")

COMMENTS: Now that Willy is agoraphobic, nasty things happen to him when he ventures out of his front door (cf. "The Devil's Intestines!" [5]). And yes, I know the priest gets shot by an arrow, killing you if you wait around for this to happen. The rest of Part 2 (to the right of this room) is set indoors.

TIPS:

* To reach the top ledge entails jumping through an ILB in "Through The Wall" [0].

* There are two ways to avoid the top arrow in order to collect the item: (a) stand inside the ladder, or (b) jump through the overhead wall-block.

RIGHT: 11

UP: 0

DOWN: 5

 

11: "Something for the Rag & Bone Man"

SOURCE:the original JSW ("The Hall")

COMMENTS: An atmospheric and well-designed tribute to the Radiohead song "Go to Sleep." (from their 2003 album Hail to the Thief.), the first line of which is "Something for the rag & bone man" - hence the white man at the top collecting the item (a bone) for you. The lower white HG I've always thought was a bone - or possibly a bath-sponge, or a pair of atlases. The green HG is the todhopper from Manic Miner rather than the Jet Set Willy one.

The second line of the song is ""Over my dead body"", hence the positioning of the item above a supine Willy!

TIPS:

* When exiting this room at the bottom-right, you have to jump into the room to the right, but do NOT jump from the rightmost column (31) as this will result in infinite death!

* Although you cannot collide with the red and green HGs (they are in Forbidden Holy Ground), they collide with each other after a time just sufficient to cross the bottom of the room either way.

* To cross the bottom from right to left: jump over the rightmost static nasty so as to land directly on the floor-block. Jump straight up over the HG, and walk right off the floor-block. Stand on one leg, facing left, above "or" and jump left into the overhead wall-block.

* To cross the bottom from left to right: stand one character below the top of the ramp with your legs apart. When the cyan VG, going down, has the top of the ramp halfway up its face, jump right twice without stopping. Drop down from the wall and wait in one character space. When the white HG, going left, is above "B", jump right onto the conveyor (which looks just like a floor-block), and jump right again from the right edge of the conveyor.

* To collect the lower item, jump left from "Where I Ends and II Begins." [20] with your legs apart over the "t" in "Items".

LEFT: 10

RIGHT: 20

 

12: "Chester J. Lampwick"

SOURCE: new

COMMENTS: A tribute to The Simpsons, Episode 3F16 "The Day the Violence Died"

Chester J. Lampwick was the original inventor of inner cartoon Itchy & Scratchy, but Roger Meyers, Sr., stole the Itchy character and became rich, while Chester became a tramp. Many decades later, Chester sued Itchy & Scratchy Studios, and they were shut down while Chester bought himself a solid gold house.

Chester J. Lampwick reminds me very much of Matthew Smith in the way that he invented something great, but was screwed by an unscrupulous company and disappeared for many years. And his rags-to-riches tale - complete with a top hat - reminds me very much of Miner Willy! :-)

The two Willys - yellow because that's the standard skin-colour for Simpsons characters - represent Chester before and after he got rich. The item is the reel of the first-ever episode of Itchy & Scratchy, now in the attic of the solid gold house (even though it was destroyed before he bought the solid gold house). The sprite of the black VG comes from Goodnite Luddite (Broadsoft, 2002).

TIPS:

* To get inside the solid gold house, go up from "The Castle" [15]. If you do so in column 31, you'll land inside the wall and be able to exit at the bottom-right!

* To access the upper storey of the solid gold house, walk up the ramp as high as you can go, then jump up.

* To collect the item, walk up the ramp as high as you can go, press jump while holding left, and walk left.

* To get back down and out, jump through the ILB on the right. In the lower storey, hold jump as you walk left up the ramp. Then jump into the displaced wall-block above "L".

LEFT: 50

RIGHT: 13

 

13: "Screams from a Shopping Mall"

SOURCE: new

COMMENTS: A tribute to the Itchy & Scratchy cartoon "Screams from a Mall" in The Simpsons, Episode 9F16 "The Front"

Itchy nails Scratchy's feet to an escalator so that when Scratchy reaches the top, he gets pulled into the machine and skinned alive!

This inspired me to have a conveyor-ramp with a static nasty at the top, which you can only jump over if you jump on exactly the right time-frame. So I designed this simple but effective room around this idea, with a few more tricks thrown in for good measure.

TIPS:

* To reach this room, stand in the very top-right corner of "The Castle" [15] and jump right.

* You then need to curl up into one character-space, as I've deployed the age-old platform-game trick of having a guardian that looks like it's going to kill you on entry, but actually turns round leaving you a small space to wait in. I first remember seeing this trick in Peter M. Harrap's Monty On The Run (Gremlin Graphics Software, 1985).

* Then follow Freddy Krueger as closely as possible, and jump as soon as you will be able to clear the wall above.

* To get down to the room below, set off up the conveyor-ramp, and jump so as to land on a wall-layer - if you land on a floor-layer, you will be forced to commit suicide.

* Once you've taken the top-right exit, you will need to reemerge at the bottom-left from the room to the right - a very difficult task! :-> I recommend going down first.

* Eventually, you will need to exit this room to the left from whence you came. This entails jumping over Freddy Krueger from the right side of the ramp (to get there when entering this room from below, stand above " a" - halfway between - and jump right). Stand two steps from the lower static nasty, facing left, and jump left when Freddy is above the second "m".

LEFT: 12

RIGHT: 14

DOWN: 62

 

14: "A Punchup at a Selection Centre."

SOURCE: new

COMMENTS: A titular nod to Radiohead's "A Punchup at a Wedding." (from their 2003 album Hail to the Thief.), this was inspired by an anecdote in The Careers Service Guide 2003 (University of Manchester & UMIST, as they were known before they merged to form a single University of Manchester in autumn 2004) which cracked me up:

"The assessment centre where the group discussion became heated and two candidates went into the car park for a punch-up at the tea break."

So I designed a punch-up sprite based on Bruce Lee (US Gold, 1984 - brilliant game BTW, combining platform-action with the martial arts in an atmospheric Oriental setting), and used it for an ultra-fast flickering VG. The red-paper background and border symbolise the rage that the two candidates were no doubt feeling, as in the expression "to see red"!

This room is mind-bogglingly difficult, due to the fact that each VG (they're three instances of the same guardian-class) has four different animation-phases. Your movement has to be not only time-frame perfect, but also in the correct phase.

TIPS:

* Don't bother crossing the bottom from left to right. You need to enter at the top-left to collect the item.

* Jump over the first VG and immediately curl up into one character-space. Do this when it's going down (first phase), and the lower image shows the men both standing straight, with six vertical pixels of floor aligned below their feet.

* Then emerge from the character-space, turn round and jump over the first pair of static nasties. Do this (start emerging) when the VG is going down (next phase after curling up) such that the lower image shows the left man punching the right, their feet two pixels above the bottom platform.

* Then stand two steps from the right edge of the platform (over "at"), jump right so as to land on the very left edge of the next platform, and jump right again immediately over the second pair of static nasties. Do this (start the first jump) when the middle VG is going down (next phase after jumping the first pair of static nasties) such that the upper image shows the left man punching the right, aligned three pixels above the top of the platform.

* Then stand in one character space at the right edge of the middle platform (over "t"). When the third VG is going down (next phase after jumping the second pair of static nasties) such that the lower image shows the men both standing straight, their feet four pixels above the bottom platform, step out and jump onto the rightmost platform.

* To collect the item, stand at the top of the rightmost pillar facing right, on one leg above "nt" and jump right into the room to the right. Jump left back into this room so that you jump up off the top of the screen and collect the item at the bottom.

* Then stand at the top of the rightmost pillar facing right, above "en" (halfway between) and jump right into the room to the right. Walk left back into this room, and you'll fall into the cavity in the rightmost pillar.

* Then cross the room from right to left (easy).

* Drop onto the conveyor-ramp (you cannot drop straight to the bottom because of strategically-placed static nasties), and cross the room from left to right - this is easy, but avoid the temptation of jumping up to the overhead wall or you will have to commit suicide.

* Only from the rightmost pillar can you safely fall to the bottom.

* Then jump over the rightmost triple of static nasties when the VG is going up, the upper image three pixels above the static nasties at the top.

* Jump over the middle triple of static nasties when the VG is going up, the upper image one pixel above the static nasties at the top. Ditto re. the leftmost pair of static nasties.

LEFT: 13

RIGHT: 51 (Promised Land)

 

15: "The Castle"

SOURCE: new

COMMENTS: I wrote this as an extension to Softricks' "The Moat" [45]. It's very much the kind of room I would have written as a sixteen-year-old (as I was when I wrote JSW:MM back in 1992), with such a plain room-name! ;-) But I think I've captured the atmosphere of a castle-interior pretty well, with some tricky challenges to boot! The item is meant to be a crown.

TIPS: This is the pivotal room of this section of the map (to the right of Thunder Ocean). You can enter it three different ways from "The Moat" [45]:

1. The TOP LEVEL provides access to the inside of Chester J. Lampwick's solid gold house (Room 12 - above), and to the Shopping Mall cluster (Room 13 and beyond) - for the latter, stand in the very top-right corner and jump right.

* The challenge of the top level is to jump over triples of static nasties while on a conveyor. To make it a little easier, jump right from column 31 of "The Moat" [45] whilst standing on top of the battlement with your legs apart (be sure you know what you're doing, though, or you risk an infinite-death scenario!).

2. The MIDDLE LEVEL is a stern test of manual dexterity, as you have to stop on a conveyor (jump and hold left) and walk under the vicious guards.

* To make matters worse, there are arrows, and only one place in which you can jump over the arrows! To do this, you need to stand in one character-space, facing left, under this gap - which is very difficult because one step too far and the conveyor will take you.

* The return-trip after collecting the item is even tougher, as you have to keep stopping in one character-space between conveyor and guard. Lack of delay is also important to reach the gap before the next arrow comes!

3. The BOTTOM LEVEL provides access to the lower half of the Central Asian cluster (Rooms 62 and 63), and - via a very non-obvious quirky feature - to the business-end of "bedroom role reversal games" [18].

* Crossing the bottom from left to right: The easiest way to jump over the cyan girl is to jump as you enter this room from "The Moat" [45]. (If reentering from the bottom row, this must be from the very right edge of "The Moat" with your legs apart, otherwise it's infinite death.)

* Crossing the bottom from right to left: Jump as you enter this room from "The Steppes of Central Asia" [62] to avoid a sudden multiple-death scenario and to walk easily into the wall.

* The hidden entrance to "bedroom role reversal games" [18]: Stand above the "s" of "Items", facing left with your legs apart, and jump left. This takes you slap through the bottom of "The Moat" [45]! This is because the wall in "The Moat" acts like an ILB, even though it is blocked - a feature first exploited in Goodnite Luddite (Broadsoft, 2002) after I discovered it in JSW Stupid (Nick Aldridge, 2001).

LEFT: 45

RIGHT: 62

UP: 12

 

16: "Willy Meets Dr Jones"

SOURCE: new

COMMENTS: Located above the room formerly known as "Dr Jones will never believe this" [40], this screen makes clever use of flashing colour-attributes to give the illusion of a giant two-frame-animated sprite (the one I've always associated with Dr Jones - probably because it appears in that room inthe original JSW). I first used this technique in Goodnite Luddite (2002), and of course it originates from the loading-screen of Manic Miner.

To design this room, I drew the pixel-patterns for two animation-frames of the 'Dr Jones' sprite on a single 16x16 grid, using "/" for pixels in one frame and "\" for pixels in the other. Thus some squares were blank, some had a single mark ("/" or "\") and some had a double mark ("X"). I then chose which of these four would be background, floor, wall and static nasty, and set up the screen-layout and the blocks' colour-attributes accordingly.

TIPS:

* Turn back if you are not holding all 128 items (or 256 items in the JSW128 version). By going up from this room, you embark on a series of brick-hard rooms that guard the entrance to Room 35 (which triggers the end-of-game sequence if you've got all the items).

* If you do have all the items, jump up onto the left foot, jump up the left side of the body, and go up to the left of the left ear.

* The red block at the bottom-right provides access to Room 35. The red block is reached by jumping up from the highest block in the rightmost column of "A Secret Elephant!" [40]. That block can only be reached by going through the brick-hard series of rooms above this one.

LEFT: 5 (Promised Land)

RIGHT: 35

UP: 7

DOWN: 40

 

17: "The Fish-Gutting Factory"

SOURCE: new

COMMENTS: The room-name is a reference to Matthew Smith's post-JSW life. In 2001, he gave an interview to a TV documentary about the history of computer-games called Thumb Candy, which was televised in the UK on Channel 4. Asked about a rumour that he worked as a fish-seller, he said, "I don't think I ever /sold/ fish. I tried to get a job in a fish-gutting factory, but I applied at the wrong time of year."

Although I don't really know how a fish-gutting factory works (other than what I saw in The Simpsons, Episode AABF20 "30 Minutes over Tokyo"), I think I got the concept across quite effectively with this room! :-) I blagged most of the block-graphics from "The Fishmarket" in Jet Set Willy III (Michael Blanke and Arno Gitz, MBG/APG Software, 1985).

TIPS:

* To jump over the static nasties at the bottom, jump through the overhead wall-blocks (stand on one leg facing left).

* Stand in floor-blocks at the bottom to avoid the arrows.

* After jumping into the leftmost overhead wall-block, jump right onto the conveyor, and jump right again immediately to land on a floor-block. Then jump left onto the ramp.

* Wait at the bottom of the ramp to cross the conveyor. Set off at a time when the red guard has just started going down. Jump over the static nasties as close after them as possible, so as to land directly back on the (sticky) conveyor.

* After collecting the item, return to the ramp and cross the conveyor from left to right again, but this time jump through the ILB on the right if you wish to exit the room without sacrificing a life.

* See "Tulips in Amsterdam" [50] for how to collect the item on the right.

LEFT: 18 (Promised Land)

RIGHT: 50

DOWN: 45

 

18: "bedroom role reversal games"

SOURCE:the original JSW ("Master Bedroom" [35])

COMMENTS: According to Geocities, "bedroom role reversal games" is the search-term most frequently used on Google to access the List of MM/JSW Games on my website! No doubt it matched Sendy's JSW game Role Reversal in which you play as Maria, with Willy in charge - hence the design of this room, where you play as my horizontal Maria, with Willy guarding the bed (I had not played Role Reversal yet when I wrote this room).

TIPS:

* The item is collectable only when you enter this room via a hidden back door - see "The Castle" [15].

* After collecting the item, you must escape by going up from the left half of the screen. The room is filled with tricky jumps that might fool some initially, but most of them don't need spelling out here...

* After jumping into the left half of the screen, stand above the "r" in "role" facing left with your legs apart, and jump left over the static nasty, so as to fall through the adjacent floor.

* Then stand above "ed" facing left with the left foot up, and jump left.

LEFT: 48 (Promised Land)

RIGHT: 17 (Promised Land)

UP: 45

 

19: "Stable to Stable"

SOURCE: JSW:MM ("The Final Barrier")

COMMENTS: The top of this room is, of course, based on the bottom half of "The Final Barrier" from Manic Miner. In JSW:MM, this was the topmost Manic Miner cavern, with "The Wine Cellar" to the left, "Welcome To The Playground" to the right, and a repeat of the Manic Miner caverns if you went up.

For Party Willy, this room has been given a completely different place in the map, and been given a makeover to make it more visually attractive and atmospheric as well as more technically challenging, and to add the guardians from "The Final Barrier" in Manic Miner.

The room-name comes from a sketch in BBC Radio 1's Mark Radcliffe Show where they made up parody-names for David Bowie albums - "Ziggy Sawdust" [51] for Ziggy Stardust", and "Stable To Stable" for Station To Station.

TIPS:

* To collect the items in the WIN (Wall-Item-Nasty) position, stand in one character-space under the nasty, facing left, and jump left.

* To collect the middle item, stand halfway under the nasty to the right, facing left, and jump left through the overhead wall-block.

* To collect the top item, jump off the very left edge of the conveyor into the room above. To avoid a sudden multiple-death scenario, be sure to hold left as you drop back down into this room!

* To escape after collecting the items, jump through one of the ILBs on either side of the screen. The coolest way out is to jump through the two ILBs on the right! :-)

LEFT: 51

RIGHT: 49

UP: 5 (Promised Land)

 

20: "Where I Ends and II Begins."

SOURCE:the original JSW ("Ballroom East")

COMMENTS: The start-room of Part 2 corresponds to the ending-room of Part 1 [33] (with a teleport to the Part 2 room in the JSW128 version). The room-name is a titular nod to the brilliant Radiohead song "Where I End and You Begin." from Hail to the Thief.

This room was straightforward until I added the two lowest horizontal guardians! I didn't plan to make it brick-hard (I only reused two HGs from Room 28, after all), but the way the bird teams up with the yellow and green Willys, and the way the green Willy provides a time-limit by colliding with the cyan VG to kill you, were too classic not to keep! :->

TIPS:

* There's a possibility of infinite death when entering this room from the left ("Something for the Rag & Bone Man" [11]): you have to jump into this room to get past the yellow HG, but if you do so from the rightmost column (31), it's infinite death! Sorry about this, but putting the two overhead wall-blocks in both rooms was the only way I could reduce the occasion of infinite death without editing the guardians out of their 'perfect' paths.

* If you're playing with a serious intention to complete the game, I strongly suggest going left first, as there are only three rooms reachable this way, and because of the potential IDS when reentering this room from the left.

* To cross this room from right to left: wait to the right of the cyan VG, and walk as close as possible behind the green Willy. When you're above the "n" in "Ends", jump left twice without stopping. Then walk left out of the room; to collect the lower item in "Something for the Rag & Bone Man" [11], jump left with your legs apart over the "t" in "Items".

* To cross this room from left to right: jump over the yellow HG from the room to the left ("Something for the Rag & Bone Man" [11]) - not from column 31 unless you're fond of infinite death! Jump over the green HG and walk as close as possible in front of it to walk under the cyan VG. Then jump up the ladder, and when you're just below the top platform, jump right from the very right edge of the ladder so as to land directly on the first rung of the top ladder - it has to be done this way or the green HG will collide with the cyan VG - and jump up off the top of the screen.

* To collect the items without sacrificing a life, enter the room from the right, and standing under Maria on one leg facing left, jump into the overhead wall-block, and immediately go right out of the room.

LEFT: 11

RIGHT: 21

UP: 26

 

21: "Indoor Rabbits and 'Loungeroos'"

SOURCE:the original JSW ("Ballroom West")

COMMENTS: This room is intended to make a statement about the kangaroos in Manic Miner's "The Vat" and the rabbits in JSW, which some people have been known to confuse! ;-) It's also a reference to the episode of Game On where the agoraphobic Matthew Malone was discussing Australia with his psychologist Jason:

- MATTHEW: So what's it like in Australia?

- JASON: Oh... wide open spaces, incredible! Talk about the outdoor life!

- MATTHEW (clutching his head): Mmm...

- JASON: Kangaroos! Lots of kangaroos! You can be having a drink and one will go past, guaranteed!

- MATTHEW: These kangaroos were *inside* the pub, right?

- JASON: Oh, absolutely, mate! Strictly indoor kangaroos - none of that outside shit for them!

TIPS:

* To reach the top platform, go right from "Climbing up the Walls." [26] and down from "The Explicitly Christian Room" [27].

* When entering at the middle-left, jump through the upper ILB to land on the conveyor. You might then want to take the bottom-left exit to return to the bottom-right of "Where I Ends and II Begins." [20], or just to reregister your position.

* To cross the bottom from left to right, jump through the lower ILB (from as far left on the screen as possible).

* Then wait above "bb" in the crouching position. When the VG, going down, is within one character-row of its bottom boundary, jump right, and jump right again off the very right edge of the conveyor so as to land on the lowest isolated floor-block.

* To collect the item at the top of the wall, jump right from the left edge of the lowest isolated floor-block so as to land *inside* the wall. Only in this way can you safely jump out and get the item.

LEFT: 20

RIGHT: 22

 

22: "Marilyn Mansion"

SOURCE:the original JSW ("To the Kitchens Main Stairway")

COMMENTS: A tribute to the band Marilyn Manson, of whom I am a demi-fan, this white-PAPER room ("Coma White"? "Great Big White World"?) builds up a suitably 'dark' atmosphere through its graphics: Kari Krisníková symbolises the juxtaposition of beauty with a murderer that characterises the stage-name of each member of Marilyn Manson, and there are also a Freddy Krueger sprite, a skull, an angel with cyan (rather than scabbed) wings, a mechanical animal, and the shock-symbol from Antichrist Superstar.

TIPS:

* If you look carefully, you can see Willy in yellow (the background INK) as he moves.

* The angel eventually collides with the Swiss-Army knife, imposing a time-limit.

* The spider is actually a guardian rather than a static nasty, so you can jump over it without dying.

* Middle section: from the isolated wall-block above the "i" in "Marilyn", you can either jump right /through/ the floor to get the lower item, or jump right /onto/ the floor to get the upper item (which of course requires jumping into a wall-block).

* A jump through an overhead wall-block is required to collect the bottom-right item.

* On entering at the bottom-right, immediately walk left until you're just past the isolated wall-block above the "n" in "Manson", then jump straight up over the Swiss-Army knife.

* To cross the top of the room from left to right, stand under the top isolated wall-block, facing right with your legs apart. Jump through the ramp onto the sticky conveyor when Freddy Krueger steps out into mid-air.

* The top-right exit is one-way - to get back, you'll have to go up at some point, then make your way back left.

LEFT: 21

RIGHT: 23

UP: 28

 

23: "In the Valley..................."

SOURCE:the original JSW ("The Kitchen")

COMMENTS: The left side of my two-room "In the Valley of the Shadow of Death" (see also Room 24), the screen-layouts of these rooms are similar to "The Kitchen" and "West of Kitchen" inthe original JSW, but here the floors are invisible!

These rooms are not exactly another Marilyn Manson tribute, for their phrase is "In the Shadow of the Valley of Death"

Rather, they are a biblical reference: "Even though I walk through the valley of the shadow of death, I fear no evil; for thou art with me; thy rod and thy staff, they comfort me" [Psalms 23:4].

TIPS:

* Willy turns green when he's in a floor-block.

* Where there's a VG, there's a gap. The converse is only sometimes true.

* To get the item, jump from the ramp onto the isolated wall-block above "a"

Jump right from the left edge of this wall-block. Standing above "le" facing left with your legs apart, jump left. Standing above " V" with your claw up, jump left. Standing above " t" on one leg, jump left once more.

LEFT: 22

RIGHT: 24

 

24: "..........of the Shadow of Death"

SOURCE:the original JSW ("West of Kitchen")

COMMENTS: The right side of my two-room "In the Valley of the Shadow of Death" (see Room 23).

TIPS:

* As in the original "West of Kitchen", your sole purpose in ascending the platforms in the valley is to get an item at the bottom of Room 30.

* See "New Killer Star" [25] for how to get the lower item.

LEFT: 23

RIGHT: 52

UP: 30

 

25: "New Killer Star"

SOURCE:the original JSW ("Cold Store")

COMMENTS: A tribute to David Bowie's 2003 DVD-single "New Killer Star", the guardians in this room mimic the forwards and backwards animation of the video, which also inspired the graphical design of this reinterpretation of "Cold Store"

I associate the song with Maria Sharapova (for whom 2003 was a breakthrough year), hence the Maria graphic and the tennis-balls.

The satellite-sprite is from Manic Miner: Allana Truman (Broadsoft, 2004).

TIPS:

* To reach this room, go left from "Willy's Generic Geoff Eddy Room" [52].

* It is not possible to cross this room from left to right, so I tweaked the map to skip over it: go left to "..........of the Shadow of Death" [24] and right to "Willy's Generic Geoff Eddy Room" [52].

* To collect the lower item in "..........of the Shadow of Death" [24], go as far down the rope as possible, and jump into the embedded floor-blocks in the wall. Do NOT jump out of "..........of the Shadow of Death" [24] unless you're fond of infinite death!

* To take the upper-left exit, stand halfway under the satellite with your legs apart, and go left up the invisible ramp as close under the satellite as possible. Go left into "..........of the Shadow of Death" [24] and, making sure you don't fall off the floor-block you've just attained, go right into "Willy's Generic Geoff Eddy Room" [52], and left to reach the top-right of this room - it's the only way to get the top-right item.

* To get the item above the bird, take the second-highest exit from "Willy's Generic Geoff Eddy Room" [52] (the easiest way is to go right from the top of the hill in "..........of the Shadow of Death" [24]). Jump the arrow on entering this room. Stand halfway between the item and the static nasty, and jump left when the rope is coming under you.

* To get the item above the saw, take the second-lowest exit from "Willy's Generic Geoff Eddy Room" [52]. Stand in one character-space above the ":" in the time, and when the saw is going left and showing two specks of sawdust, jump left.

* To get the bottom-right item, drop onto the ice (a right-conveyor) between the two stars, and hold left until the black HG is at its left-boundary. Jump left for the item from the right, as you would any item in the WIN (Wall-Item-Nasty) position. Stop on the conveyor between the two stars, and jump straight up onto the rope - hold right as you hit the rope.

* To get the bottom-left item, climb to the top of the rope, wait till it swings out to the left, and jump left off the top of the screen between two static nasties.

LEFT: 24

RIGHT: 52

 

26: "Climbing up the Walls."

SOURCE:the original JSW ("East Wall Base")

COMMENTS: This is a tribute to "Climbing Up The Walls" from Radiohead's 1997 album OK Computer. The idea that there was a JSW room in this actually occurred to me when I attended a Radiohead concert in November 2003 and they performed this song live. The colour-scheme matches their use of green and cyan light.

This is one of my favourite rooms in Part 2, combining a golden oldie with a dazzling array of quirky features. For once I actually resisted the temptation to leave the guardians as difficult as the ones I tried (I removed an instance of Guardian-Class 6 from column 1) because I didn't want to detract from the sheer fun of this room with off-putting difficulty. However, I did double the speed of the VGs from the original!

TIPS:

* Hold jump as you emerge into the left side of the room, so as to land inside the floor-block next to the static nasty. You then have two choices:

1. Jump off the very left edge of the platform onto the conveyor, and jump onto the floor-blocks at the top-left of the screen. Jump right off the top of the screen from the floor-block above the "l" in "Climbing" to get an item in the room above, then take the middle-top exit.

2. Jump from one step back from the very left edge of the platform to miss the conveyor and land on the floor-block under the conveyor. Jump left from the right edge of the wall above "b" and you'll land on the bottom-left platform! Take the left exit.

* There are two ways to cross this room from left to right, depending on whether you prefer to jump left off the conveyor or to jump over the middle VG. Either way, you need to jump the central static nasty so that you hit the overhead wall-block from the side rather than from below.

* To collect the item, go up from "Father Ted" [38].

LEFT: 0

RIGHT: 27

UP: 32

DOWN: 20

 

27: "The Explicitly Christian Room"

SOURCE:the original JSW ("The Chapel")

COMMENTS: A remix of "The Chapel" with more and better Christian imagery: more candles, three Crosses symbolising Jesus and the two criminals with whom he was crucified, an upper gallery, the 'disrespectful' monk now bidirectional instead of always facing away from the altar, and instead of a cyan devil a white angel.

TIPS:

* Playing as a monk, you cannot stand in one character-space to avoid VGs.

* The bottom-left is only accessible by going right from "Climbing up the Walls." [26].

* Yes, it /is/ possible to jump over the bird at the top. You only need to jump over it once to collect the items without sacrificing a life.

LEFT: 26

RIGHT: 28

DOWN: 21

 

28: "Political Correctness Gone Mad"

SOURCE:the original JSW ("First Landing")

COMMENTS: Formerly known as "The Secular Landing", this room sends up the ridiculous idea of having to remove all religious references in order to appease those with an excessive desire to be offended. Thus the Cross has been removed to "The Explicitly Christian Room" [27], and the monk is now Willy.

I've also added a selection of silly, incongruous guardians, including a toilet with someone in it, Dr Jones (cf. Room 16), and Maria in the Standing Melkor pose. Unfortunately I had to move Dr Jones one column to the left in order to make it possible to jump over the green Willy from the ramp.

TIPS:

* To ascend, stand on the lower isolated floor-block above "G" on one leg and jump right just before the bottom of the jelly (going up) is aligned with the bottom of the overhead floor. Then stand at the left edge of the floor-block above "M", and jump left. Then stand back in one character-space and jump left when Maria is going to be either above or below.

* To take the upper-left exit (and the invisible item), stand on one leg to the left of the static nasty on the ramp and jump left twice.

* To descend, fall down from the upper ledge onto an invisible platform, and jump over the static nasty on the ramp.

* To take the bottom or bottom-left exits from the other side of the green Willy, jump onto the bottom character of the ramp by standing above the "ne" in "Gone" (halfway between) and jumping left. Wait with your legs apart, and jump the green Willy when he's above "re" (halfway between).

LEFT: 27

RIGHT: 29

UP: 34

DOWN: 22

 

29: "The Nefarious Frightmare Room"

SOURCE:the original JSW ("The Nightmare Room")

COMMENTS: A tribute to the Spectrum game Frightmare (Cascade Games, 1988), where your rank increases in adjective (the highest is Nefarious) and noun (the highest is Frightmare). Frightmare also features green Medusa guardians! I find this room very atmospheric with the sleeping Willy, who gets coloured by the spiders!

The item-graphic is the unused static-nasty graphic from the original Nightmare Room.

My original idea was simply to double the speed of the VGs in "The Nightmare Room"; however the graphical changes to this room make it a different rather than a harder challenge.

TIPS:

* On entering at the lower right (not the very bottom), make your way up the floor-blocks and then across the top.

* It is not possible to cross the bottom of this room from right to left. To take the left exit, you must fall off the lowest floor-block on that side.

LEFT: 28

RIGHT: 30

 

30: "Where is Matthew Smith?"

SOURCE:the original JSW ("The Banyan Tree")

COMMENTS: Inspired by the fascination about the whereabouts of Matthew Smith since his mysterious disappearance after releasing Jet Set Willy, this room takes its title from Stephen Smith's (no relation) site [http://www.jonlan.demon.co.uk/spectrum/matsmith/], and is an extended version of "The Banyan Tree".

See my web-page for everything I know about the whereabouts of Matthew Smith. In terms of this game, my Matthew Smith sprite appears only in Part 1.

TIPS:

* It is very difficult to cross this room from left to right. To jump over the magenta devil, you have to walk back left into the path of the cyan razor before you jump right into the central wall-column. You will land inside a wall-block - do NOT jump up onto it; instead, jump right at the appropriate moment to clear both the red spiral and the other cyan razor (you may have to wait for these VGs to go up and down several times before this opportunity presents itself).

* To cross this room from right to left, you have to jump into the wall-block in row 10 in the rightmost column of the banyan tree (above the 'h' in "Smith"). Stand on the rightmost edge of the wall-block under it, facing left; at the appropriate moment, jump left twice, and stand in one character-column in the gap in the central wall-column. A well-timed left jump will clear the magenta devil and the cyan razor, giving you just enough time to walk left out of the path of the latter.

* Thanks to Daniel Gromann for showing that this room is indeed possible to cross in both horizontal directions.

* To get the bottom item, go up from "..........of the Shadow of Death" [24].

* See "Willy is obviously Jesus! ;-)" [31] for how to get the two items on the right side.

LEFT: 29

RIGHT: 31

UP: 36

DOWN: 24

 

31: "Willy is obviously Jesus! ;-)"

SOURCE:the original JSW ("Swimming Pool")

COMMENTS: This is a reference to a thread started on comp.sys.sinclair by Andy Kavanagh in 1997 which claims that Willy is the Messiah because he can walk on water, rise from the dead, and is worshipped by us!

This thread is well worth a read (go to http://groups.google.com/ and type "Willy is obviously Jesus"), as it was in this very thread that AutismUK claimed that the JSW protection-card had correctly prophesied several events that had taken place between 1984 and 1997, and also prophesied that Matthew Smith would be crucified and that the world would end on 22nd October 2004!

The item on top of the pool is present in the original "Swimming Pool", but is automatically collected on entry to that room, which has white-ink background.

TIPS:

* To get the lower-right item in "Where is Matthew Smith?" [30], stand at the top of the water above the "y" in "Willy" with your legs apart, jump left into the wall-block, and walk left off the screen.

* To get the upper-right item in "Where is Matthew Smith?" [30], stand on the rope such that there are seven pixels of rope below your feet when the rope is in its central position. As the rope approaches its left-boundary, jump left when the top of your hat is aligned with the bottom of the isolated floor-blocks. Then jump left of the screen from the very left edge of the screen with your legs apart, so as to jump the six-character gap.

* See "Entrance to Habsu" [54] for how to get the top-right item in this room, and remember to press jump to walk through the wall-blocks at head-height!

LEFT: 30

RIGHT: 54

UP: 37

DOWN: 25

 

32: "Halfway up the West Wall"

SOURCE:the original JSW ("Halfway up the East Wall")

COMMENTS: An extension of "Climbing up the Walls." [26], continuing the green and cyan colour-scheme. This room has four separate zones: one to the right of the main wall (based on "Halfway up the West Wall"), and three to the left which require a good command of quirky features - two of these zones occurring in the bottom-left quarter of the room.

TIPS:

* Playing as the saw gives you an ability to duck!

* To get the bottommost, leftmost item, jump onto the right edge of the conveyor from the room below [26], and jump when you're going left with the saw at its highest.

* To get the other bottom-left item without sacrificing a life, stand on the small low floor at the bottom-right of "The Land of Wind and Ghosts" [1], at the far-right edge of the screen (with your lid at a 30-degree angle to your bowl) and jump right to clear the six-character gap and land on the wall-block. Jump right to get the item. Then jump left off the left edge of the floor-block, drop onto the lower isolated floor-block, and jump left onto the bottom floor.

* On entering at the bottom-middle, stand on the floor-block above "u" facing left with two pixels of sawdust showing, and jump left through the overhead wall-block when the top of the priest's mouth (going up) is aligned with the top of the floor-block on the other side of the wall to the left of the priest's mouth. Immediately walk right and hug the wall-block. Jump up the floor-blocks and walk left off the screen.

* On entering at the top-left, curl up into the left edge of the screen, facing right with three pixels of sawdust showing. When the lower lip of the eye is aligned with the top of the static nasties (which may be immediately if you are time-frame perfect), jump right, walk right one step, jump right again, and wait at the edge of the wall with the saw at its lowest. When the spider has just started going up, jump right, and walk right to hug the wall before exiting to the left once more.

LEFT: 1

RIGHT: 3

UP: 38 (one-way)

DOWN: 26

 

33: "The Womb-Room"

SOURCE: new

COMMENTS: The ending room of the game, which you will only see (without cheating) when you have collected all items and gone through "Jet Set Willy! ;->" [35]. You're supposed to be a sperm fertilising an egg, but due to running out of sprite-pages I had to use a bird instead.

 

34: "Morning Wood"

SOURCE:the original JSW ("Top Landing")

COMMENTS: This room should be interpreted, err, entirely at face-value as an attractive sylvan screen! ;-)

TIPS:

* Mind the static nasty, which looks a lot like floor!

* This room contains an invalid-arrow pair (pixel-row 0), which produces the red blob onto which you can jump in order to get off the bottom without having to go through "The Toilet Department" [3].

* To collect the top-left item, walk up the ramp as high as possible, and 'jump' left.

* The two top-right items are accessible by jumping through the ILB at the bottom-right of "A Secret Elephant!" [40]. The leftmore item looks unreachable, but there is an invisible conveyor in the top-right gap.

LEFT: 3

RIGHT: 2

UP: 40 (Promised Land)

DOWN: 28

 

35: "Jet Set Willy! ;->"

SOURCE: new

COMMENTS: This room represents a large-scale entrance to a woman, guarded by a rather rude sprite which disappears when you have collected all the items. So if you don't go up from "A Secret Elephant!" [40] with fewer than 128 items (256 for the JSW128 version), or visit this room by cheating, your eyes need never be soiled! ;-)

LEFT: 16

RIGHT: 33

 

36: "Willy Meets The Taxman"

SOURCE:the original JSW ("A bit of tree")

COMMENTS: A tribute to Matthew Smith's abandoned sequel to Jet Set Willy, also known as The MegaTree (cf. Room 2 of Part 1). Legend has it that Willy had to collect flashing pound-notes, then climb the Banyan Tree - hence the position of this room above Room 30. I leave it open to personal interpretation whether the items in this room are pound-notes or tax-vouchers. Nor is it clear where the taxman actually is (if I had a spare sprite-page, I might draw a man in a bowler hat, but I don't - so there).

TIPS:

* To collect the bottom-left item, go right from "Cannelloni Ned" [2] without stopping when you enter this room.

* To collect the top-left item, stand above "il" (halfway between) on the left edge of the double floor-block, and jump left - when there's a suitable gap between the two yellow VGs of course.

* You can reach the bottom-right by standing on the long platform above "n" with your legs apart and jumping left through the floor adjacent to the static-nasty pair.

RIGHT: 37

UP: 42

DOWN: 30

 

37: "Tragic Kingdom"

SOURCE:the original JSW ("Orangery")

COMMENTS: A tribute to No Doubt's album of 1995, the graphics and colour-scheme tie in with the cover-art - particularly the oranges (they hail from Orange County, California). The yellow Kari Krisníková represents lead-singer Gwen Stefani. I call the static nasties "Richard Hallas spiders", having seen them first in Join the Jet-Set!, but in fact it's an unused graphic from the original "Orangery".

TIPS:

* I have eliminated all possible infinite-death scenarios when going down from this room (the rope below swings out to the right initially).

* To get the central item, stand inside the wall-block on the ramp, on one leg facing left, and jump left twice.

* To collect the leftmost item without sacrificing a life, stand just to the right of the conveyor, facing left with your legs apart. Jump straight up over Gwen Stefani (going right), and again when she is going left and above the "o" in "collected" with her legs apart. Without wasting a single time-frame, walk left behind her, jump left when you're halfway between the item and the static nasty, go right into the open, and jump straight up when you're on one leg.

* When taking the middle-left exit, keep walking as you enter the room to the left to avoid a sudden multiple-death scenario (static nasties in column 31).

LEFT: 36

RIGHT: 56

UP: 43

DOWN: 31

 

38: "Father Ted"

SOURCE:the original JSW ("Priests' Hole")

COMMENTS: A tribute to my favourite TV comedy, Father Ted, about three Catholic priests who have been transferred to a remote island in Ireland called Craggy Island (I originally named this room "Father Ted's Craggy Hidey-Hole" but decided that sounded too silly). The grey priest is of course Father Ted, and the Maria sprite represents their housekeeper Mrs. Doyle. The item is the Golden Cleric award that Ted won in the Christmas Special (after Series 2) - you have to do a Todd Unctious and steal it!

- TED: I'm not a fascist, I'm a priest. Fascists go round dressing in black and telling people what to do, whereas... priests...

TIPS:

* The lower-right exit is one-way. When you do take it, walk right immediately to avoid a sudden multiple-death scenario (static nasties in column 0).

* It's safe to jump off the conveyor to collect the leftmost item (provided you avoid the bird, of course).

* To collect the bottom item, stand in the "e" in "Father" on one leg facing left, and jump left into the wall-block adjacent to the static nasty.

LEFT: 4 (Promised Land)

RIGHT: 39 (one-way)

UP: 26 (one-way)

DOWN: 32

 

39: "Generator of Emergencies ;-)"

SOURCE:the original JSW ("Emergency Generator")

COMMENTS: Okay, my inspiration was sagging a bit, so I decided to play on the ambiguous title of the original room! ;-) The idea of an emergency is reinforced by the red-paper background and six arrows, and my technical reinterpretation makes this room much more purposeful than the original.

TIPS:

* Infinite death results from jumping right off the screen when you're standing above " ;" (halfway between), or from jumping right from the rightmost floor-block. It is safe to jump right off the screen from other positions.

* The conveyor can only be crossed from left to right, and hence only when entering the room at the bottom-left. To get the bottom-right item, jump right when you're on the conveyor and below the top-right item with your legs apart.

* Mind the invisible HG! If you look carefully, you can see a black blob as the game-engine recolours the sprite from background to the guardian's colour.

* Remember to stand in floor-blocks to avoid the arrows!

* To collect the bottom-left item, walk along the bottom of the generator from right to left. Stand in one character-space under the adjacent static nasty, and jump left.

* To collect the two top items, jump into this room from the leftmost floor-block in "A Secret Elephant!" [40] - it must be from the very edge of that screen (with your legs apart), otherwise it's infinite death.

* Then stand above "ie" (halfway between, i.e. two steps back from the edge of the pillar) and jump left to collect the top-right item. Jump for the top-left item from a likewise position (i.e. jump left from the /right/ edge of the floor-block).

* You'll need to take the top-left exit at some point in the game, and I recommend doing it sooner rather than leaving it as a loose end to be tied up later. Although (when entering at the bottom) you can take this exit without leaving the room (by jumping into overhead wall-blocks), you should do it after collecting the two top items (to avoid either sacrificing a life or climbing the West Wall a total of three times rather than twice).

LEFT: 38

RIGHT: 40

DOWN: 3

 

40: "A Secret Elephant!"

SOURCE:the original JSW ("Dr Jones will never believe this")

COMMENTS: A reinterpretation of a classic with an attractive new colour-scheme consisting mainly of magenta, blue and cyan ink on black paper. The room-name is a reference to a children's poem - by Michael Rosen IIRC - which ends with the line "And up in the attic, A SECRET ELEPHANT!" (the capitalised phrase was in mirror-writing).

I had to edit the tail (replacing the two floor-blocks on the diagonal with one floor-block just off the diagonal) to eliminate a nasty infinite-death scenario when attempting to jump right from this room to collect the bottom item in "Manic Attic-Bugs" [41].

TIPS:

* When entering at the bottom-left, wait under the wall-block by jumping and holding left.

* To cross the room from right to left, jump off the very left edge of the floor-block to the right and one character below the elephant's rump, so as to land *inside* the wall adjacent to the rump.

* To take the upper-left exit, jump through the overhead wall-blocks at the top-left: stand on one leg to jump through the first two, then two steps back from the left edge of the floor-block to jump through the third overhead wall-block.

* On landing on the leftmost floor-block (at the very left edge of the screen with your legs apart), immediately jump left out of the room to clear a six-character gap - do not jump from any further back unless you're fond of infinite death!

* To get the bottom item in "Manic Attic-Bugs" [41], jump right from the left edge of the double floor-block adjacent to the rightmost static nasty.

* To jump through the ILB at the bottom-right, jump left from the bottom of "Manic Attic-Bugs" [41] over the "e" in "Items" with your legs apart.

* Unlike inthe original JSW, you can safely go up from this room, but you shouldn't do so until you have collected all 128 items (256 in the JSW128 version) because this leads to a series of brick-hard rooms guarding the end-rooms.

* The highest block in the rightmost column is for reaching the end-rooms. The only way to stand on this wall-block is to go through the brick-hard series of rooms above this one.

LEFT: 39

RIGHT: 41

UP: 16

DOWN: 34 (Promised Land)

 

41: "Manic Attic-Bugs"

SOURCE:the original JSW ("The Attic")

COMMENTS: This room was going to be called "The Attic-Bug", after the invalid arrow in the original Attic that, if not fixed, overwrites part of the guardian-class table so that you die on entering certain rooms (e.g. "The Kitchen") while there are missing guardians in others (e.g. "The Chapel").

Then I discovered the Spectrum game Manic Bugs (Andrew Davis, 1987), a BASIC game inspired by machine-code programming in which you have to collect 12 registers whilst avoiding fast bugs that home in on you, but can be dashed against interrupt-flags that look suspiciously like the unused item-graphic in "The Attic"!

All the block-graphics in this room (and their colour-attributes) are ripped from Manic Bugs: the floor and ramp are the interrupt-flags, the wall is the player, the static nasty is the bug, and the conveyor and item are the registers.

The sprite for the bug guardian appeared on Channel 4 Teletext (p.408) on 29th December 1999, in an article about the Y2K bug. I drew this sprite on paper which I kept until I finally wrote this room in 2004, although I had to remove one row of pixels (between the upper and middle legs) because the sprite on Teletext was 17 pixels tall (22 pixels with the antennae, which I didn't include). The pattern on the shell is my own work.

TIPS:

* See "A Secret Elephant!" [40] for how to get the lowest item, and how to jump through the ILB in that room from this.

* Unlike in the original Attic, you cannot jump onto the top ledge from the top left (remember it's laterally inverted) of this room. Nor can you reach the very top floor-blocks directly when entering from the left. You have to cross the bottom and then go up.

* To jump under each of the leg-segments, stand in one character-space and jump right when its legs are apart for the first time in its upward path.

* Spot the ramp - it looks like half a floor-block. From the ramp, you can drop safely down onto the floor, jump under the bug onto the conveyor, and you can also jump onto the ramp from the isolated wall-block. None of these manoeuvres are on your critical path, however.

* To collect the top item, jump left immediately after jumping over the bug - this manoeuvre has to be pixel- and time-frame-perfect. And jump for the item off the very left edge of the floor-block, or you will fall to your death (even from two steps back from the edge - neat quirky feature, this! :-) ).

LEFT: 40

RIGHT: 42

 

42: "Under the Womb"

SOURCE:the original JSW ("Under the Roof")

COMMENTS: By referring to a room that cannot be reached until the end of the game [33], the room-name should create an intriguing air of mystique! ;-) A fairly straightforward reinterpretation of the original, with a rope to provide direct access between the top and bottom of the screen. I associate this room somewhat with the classic game Frak for the BBC Micro.

TIPS:

* Do not fall down either of the gaps of two characters in the bottom-right, or you will lose one life due to static nasties in row 0 (better that than an IDS!).

* To cross the bottom from left to right, stand on the floor-block above the "e" in "Under" - at the very right edge of this floor-block (with your lid at a 30-degree angle to your bowl) and jump right to land *inside* the wall.

* The two top-left items are collectable with quirky jumps from the conveyor.

LEFT: 41

RIGHT: 43

DOWN: 36

 

43: "This game may contain an insect"

SOURCE:the original JSW ("Conservatory Roof")

COMMENTS: I got quite a start when I picked up a pack of Pringles and read "WARNING: This pack may contain an insect"! In fact it said "insert", but the idea was too good to waste. The insect in Party Willy is, of course, the Attic-Bug (Room 41).

I wanted to leave the items and static nasties exactly as they are in the unfixed original JSW, so I decided to have an arrow collect them for you. :-)

TIPS:

* On entering the room at the bottom, stand on the ramp above "y" facing right with your lid at a 30-degree angle to your bowl, and jump right onto the bottom floor-block of the cluster of four. Then jump right onto the rightmost floor-block in that cluster. Then either:

- Jump left to take the top-left exit; or

- Jump right to get to the bottom-right quarter of the screen (the bottom-left floor-block in this quarter is there to fool you into thinking you've reached this cluster when you can't actually reach any of the other blocks). Go down from as far right as possible to collect the item at the top-left of "Rock Steady" [56].

LEFT: 42

RIGHT: 5 (Promised Land)

DOWN: 37

 

44: "The Dark Side of the Force"

SOURCE: new

COMMENTS: Maybe I should have waited until I write JSW: Star Wars, but this room-idea was long overdue! :-) Although not the first JSW author to write a room referring to the Force with invisible platforms, this room is undeniably the darkest Force room! ;-) There are no guardians in this room, just invisible floors, walls, ramp, conveyor, and one static nasty (at the bottom-left) as a cyanide-pill in case you get trapped.

TIPS:

* If you end up on the bottom row to the left of "Force", you're trapped and must commit suicide.

* On entering at the top-left (by jumping through the ILB at the bottom-left of "The First Indoor Yacht" [59]), jump left through the ramp with your legs apart. Then fall right, and jump right onto the block above "a"

This is the first in a series of five blocks with a gap of two characters between each block, hence the fifth block is above "t"

Jump onto the slightly higher block above "F", then walk right until you exit the room at the bottom-right.

* On entering at the bottom-right, jump through the ILB above the "o" in "Force"

You will reappear at the top of the screen. When you drop of the conveyor, walk left up the ramp and out of the room, and keep walking left until you reach the Beach.

RIGHT: 46

UP: 59

 

45: "The Moat"

SOURCE: JSW Editor MkII (Softricks, 1984)

COMMENTS: A faithful copy of said room (and bl**dy difficult it was to rescue from the weird TZX file, too), with only the room-exits edited to fit it into the Party Willy map. This is the first room you see after crossing Thunder Ocean), and leads off to several subclusters of the map with three exits to the right as well as one up and - for the adroit among you - down!

TIPS:

* Infinite death is possible when jumping right off the rope as far right as possible.

* See "The Castle" [15] for how to go down from this room.

LEFT: 61

RIGHT: 15

UP: 50

DOWN: 18

 

46: "The Vault"

SOURCE: JSW Editor MkII (Softricks, 1984)

COMMENTS: A copy of said room with the room-exits edited to fit it into the Party Willy map, and an item added by me to give you a reason to cross the room!

"Money Bags" in Jet Set Willy II was almost certainly based on this room! :-)

TIPS:

* Jump over the saw under the red VG - in the right-hand character-column.

LEFT: 44

RIGHT: 0 (Promised Land)

 

47: "April Showers"

SOURCE: Your Spectrum magazine (Issue 18, April 1984) - written by Dave Nichols

COMMENTS: A copy of said room with the room-exits edited to fit it into the Party Willy map. Your Spectrum provided a type-in listing which generated this room, and ran a competition to find it (it was above "The Beach" [58]).

TIPS:

* You will only encounter infinite death if you fall off the bottom from a height of more than four characters.

* A stylish way to get past the ramp and jelly is to jump from two steps back from the right edge of the pair of green blocks, and immediately jump straight up facing left in one character-space.

* Fall right immediately after falling off the conveyor.

* Jump left from the left edge of the green block to the right of the cyan guard.

* To collect the item without sacrificing a life, jump right immediately after falling onto the triple of green blocks below the cyan guard.

RIGHT: 48

DOWN: 58

 

48: "Dokicland"

SOURCE: new

COMMENTS: A tribute to my third-favourite tennis-player, Jelena Dokic. One of her nicknames is Jelly, hence the VG sprites and the jelly-like writing! A textbook example of how screen-layouts based on writing can make for very interesting and unique challenges.

TIPS:

* Mind the stars! You only have to touch their character-spaces to collide with them.

* Jump straight up over Kari Krisníková between the left and middle stars above her.

* When going back up, on landing at the bottom-right of "N", jump up once.

* Stand at the bottom-right of the leftmore "E", facing left with your legs apart, and jump left so as to land on the bottom of "J" and be able to jump left out of the room.

LEFT: 47

RIGHT: 18 (Promised Land)

 

49: "The Skag Cellar"

SOURCE:the original JSW ("The Wine Cellar")

COMMENTS: This room is my anti-drugs statement. I have strong anti-drugs principles, and I take a special stand against alcohol and nicotine, which present a much greater threat to society for the fact that they are legal and socially acceptable - only because they have been established in society for centuries. But surely many more innocent people die as a result of drunken driving and passive smoking than as a result of others' use of illegal drugs. By replacing "Wine" with "Skag" (i.e. heroin), I'm trying to make people sit up and say, "Hey! This is not acceptable!"

This room is not in its expected place in the map because it has to be directly adjacent to "Needles On The Beach" [58].

TIPS:

* To collect the lower left item, stand between it and the static nasty with your claw raised, and jump left.

* You cannot jump onto the ledges on the right, because this room has been laterally inverted and JSW game-mechanics are asymmetrical (probably because Matthew Smith tweaked the left-movement routines to make "The Wine Cellar" work!).

* When crossing the top of the room, once you're correctly aligned to jump the first hole, just jump three times without stopping. The blue Freddy Krueger is best jumped straight up over to the right of these three holes.

LEFT: 19

RIGHT: 58

 

50: "Tulips in Amsterdam"

SOURCE: new

COMMENTS: One of the rumours about Matthew Smith when he was living in Holland was that he was planting tulips in Amsterdam, hence this simple but attractive room.

TIPS:

* It is safe to jump into this room from the very right edge of "The Fish-Gutting Factory" [17] with your legs apart, from the floor-block in column 29 of "The Fish-Gutting Factory" (the higher block of the lower pair), or from the clouds in column 5 of "Chester J. Lampwick" [12]. Any other jumping in from the sides may be an occasion of infinite death.

* To collect the top-right item in "The Fish-Gutting Factory", please note there is an invisible left-conveyor in column 1 adjacent to the highest tulip in column 0. To jump through the overhead wall-block, you have to jump left whilst standing in the bird-equivalent of the legs-apart position in column 1.

* There is a time-limit in this room as the white VG gets shot in the second wave of arrows!

LEFT: 17

RIGHT: 12

 

51: "Ziggy Sawdust"

SOURCE:the original JSW ("Tool Shed")

COMMENTS: An attractive room combining sharp tools and a different take on the layout of "Tool Shed" with a glam-rock atmosphere inspired by David Bowie's Ziggy Stardust phase of 1972/3.

The room-name comes from a sketch in BBC Radio 1's Mark Radcliffe Show where they made up parody-names for David Bowie albums - "Ziggy Sawdust" for Ziggy Stardust", and "Stable To Stable" [19] for Station To Station.

TIPS:

* To cross the top from right to left, jump with the saw at its highest point to clear the static nasties. To get the item, stand on the leftmost isolated floor-block with one pixel of sawdust showing, and jump left.

* The saw-sprite is asymmetrical, so when crossing the room from left to right you need to jump under the static nasties with two pixels of sawdust showing.

* When descending from the top, Freddy Krueger and the Swiss-Army knife tend to team up on you, and the second opportunity (immediately after entering the room at the top) is much easier than the first.

* Mind the sticky conveyor!

* Hold jump as you exit this room at the bottom-right.

* When entering at the bottom-right, stand in the floor-blocks to avoid the arrow.

LEFT: 14 (Promised Land)

RIGHT: 19

UP: 53

 

52: "Willy's Generic Geoff Eddy Room"

SOURCE:the original JSW ("Back Stairway")

COMMENTS: A tribute to Geoff Eddy, this room illustrates his design-patterns in the way that it has a long ramp with several floors and HGs under it ("Back Stairway" is, of course, the original model for this, but I've made a point of putting in two extra HGs), and his tendency to give rooms fairly generic titles beginning with the word "Willy"

The flashing static nasties were inspired by one of his patch-vectors in which a deadly white square moves around the screen at random.

I trust that other JSW-authors won't be offended at the lack of tribute-rooms to them. This wasn't a high priority for Party Willy, but the Geoff Eddy room just had to go here. I plan to write more tributes to MM/JSW-authors in some of my future games.

TIPS:

* When crossing the floor below the conveyor from right to left, jump over the static nasties with your legs apart, but when crossing it from left to right, jump from one character-space. You need to be especially patient with respect to the red Swiss-Army knife.

* To cross the conveyor from right to left, jump onto the conveyor (from two characters below) when the blue drum has just started going right, with the yellow wolf one column behind.

* You cannot cross the floor above the conveyor (with the yellow wolf). See "New Killer Star" [25] for how to get to the other side.

LEFT: 25

RIGHT: 53

UP: 54

 

53: "A Wolf at the Door."

SOURCE:the original JSW ("Back Door")

COMMENTS: A tribute to the amazing closing-track of Radiohead's Hail to the Thief. (cut & paste dissatisfaction rapped over a tune so brilliant I used it as the title-screen tune for Part 2 - with a hauntingly beautiful chorus to boot), my interpretation is nothing if not literal! The rather bare screen-layout sits well with the saying "the wolf's at the door", and the gap in the right from which it comes creates an intriguing air of mystique since you cannot go that way yourself.

I keep the wolf from the door

But he calls me up, calls me on the phone

Tells me all the ways that he's gonna mess me up

Steal all my kids if I don't pay the ransom

And I'll never see them again if I squeal to the cops

TIPS:

* Watch out for the static nasties, which look just like floor except that they are bright.

* To collect the bottom item, jump over the static nasty on the conveyor so as to land /inside/ the adjacent floor.

* Enter from "Willy's Generic Geoff Eddy Room" [52], holding jump as you take the right exit underneath the wall. Then stand above " W" (halfway between), and jump right over the wolf as it arrives.

* An invisible, non-swinging rope provides access to the top-right item and to the room above. Jump right from near the top of the ramp.

* To collect the top-right item, stand on the top-right floor-block, out by two steps from the wall, and jump left through the overhead wall-block.

LEFT: 52

UP: 55

DOWN: 51

 

54: "Entrance to Habsu"

SOURCE:the original JSW ("West Wing")

COMMENTS: The first part of a three-room tribute to Karina Habsudová (a sadly-now-retired tennis-player), and a titular nod to "Entrance to Hades"), you play a rabbit in these rooms because her nickname was "zajo" (Slovak for "rabbit") due no doubt to the way she used to scurry around the court and hit winners from seemingly impossible positions. The item is the hácek (little v-sign) above the "s" in "Habsudová".

TIPS:

* To get the top-right item in "Willy is obviously Jesus! ;-)" [31], stand on the ramp under the left half of the magenta angel, and jump left twice. You can then walk back right into this room to collect the bottom-left item, which you can also collect from the bottom by jumping through the overhead wall-block.

* Standing in floor will not save you from the arrow in this room, because floor has white ink and arrows collide with white-ink pixels.

* To get the bottom-right item, stand on the top-left floor in "A Wolf at the Door." [53] (either by going down from "Karina Habsudova Hangout" [55] at the bottom-left, or down from this room at the bottom-right and jumping right from the top-right floor in "Willy's Generic Geoff Eddy Room" [52]), and jump left from this top-left floor so that you jump up from the top-right of "Willy's Generic Geoff Eddy Room".

* To get the top-right item, take the top-left exit from "Karina Habsudova Hangout", holding jump as you do so.

LEFT: 31

RIGHT: 55

UP: 56

DOWN: 52

 

55: "Karina Habsudova Hangout"

SOURCE:the original JSW ("West Bedroom")

COMMENTS: The second part of a three-room tribute to Karina Habsudová, continuing the Kari and rabbit symbolism, the room-name is a titular nod to the Habsudova Hangout Excite Club (sadly all Excite Clubs were shut down at the end of 2000). It's also a companion to "Daniela Hantuchova Hangout" (Room 12 of Part 1). The static-nasty graphic is the shield on the flag of Slovakia.

TIPS:

* It's safe to fall right off the wall-block five characters above "H", because the rope below will catch you.

* To get to the long ladder at the far right, jump right whilst ascending the rope in "A Wolf at the Door." in order to land on the floor-block adjacent to the rope, and jump right to land on the wall-block above "g" in this room. You can then jump over Kari and climb the ladder.

* The bird and the pacman will eventually collide, imposing a (very liberal) time-limit on this room.

LEFT: 54

UP: 57

DOWN: 53

 

56: "Rock Steady"

SOURCE:the original JSW ("West Wing Roof")

COMMENTS: A tribute to No Doubt's brilliant album of 2001, I have managed to capture the style of the artwork very effectively with the red, white and black colour-scheme! The item-graphic is a No Doubt logo (with laterally inverted "N"). The yellow Kari Krisníková represents lead-singer Gwen Stefani, and the saw represents Lady Saw, who did the rap-section on "Underneath It All" - the song which persuaded me to purchase Rock Steady, which in turn persuaded me to purchase all the No Doubt albums! :-)

I kinda always knew I'd end up a No Doubt fan

I hope I hold a special place with the rest of them

And you know it makes me sick to be on that list

But I should have thought of that before I listened!

[parody of "Ex-Girlfriend"]

TIPS:

* See "This game may contain an insect" [43] for how to collect the top-left item.

* The two items in the lower half each require a jump through an overhead wall-block (stand on one leg facing left). In fact there used to be an item at (10,0), but I moved that to the top-right as I felt it added little to the game as a whole, and I wanted arrows in that row which would collect it for you.

LEFT: 37

RIGHT: 57

DOWN: 54

 

57: "Over 'Dova"

SOURCE:the original JSW ("Above the West Bedroom")

COMMENTS: The third part of a three-room tribute to Karina Habsudová, the room-name is a titular nod to "Over Dover" in Richard Hallas's highly acclaimed Join the Jet-Set! - "DOVÁ" being the writing in the room below. The white border and the whiteness of the wall are a reference to the white cliffs of Dover.

This was once a very bare room, but I edited it heavily in the last week of working on Part 2, adding the quirky treehouse-structure (with the priests' mouths) at the bottom-right as well as the guardians. It's now a very active room.

TIPS:

* To get the bottom-left item, you need to make a quirky jump into "Rock Steady" [56] because of the right-conveyor-and-wall combination at the bottom-right of that screen. Stand on the bottom-left platform of this room, on the two leftmost floor-blocks with your arms in the "twenty-to-two" position, jump left and hold left as you enter "Rock Steady" to cross the conveyor. I believe Party Willy is the second JSW game ever to use this feature. The first was Mark Jeffries's Spectrum Computing game of 1984, where you can enter "Remembered-At Last!!" [19] in this way.

* Then, on entering at the middle-right, jump through the ILB to collect the item. You can also get to the top, by jumping through the overhead wall-block at the middle-right of "Rock Steady".

* The treehouse can be reached either from the top-left by going down the ramp and jumping under the green mouth, or by going up the top-right of "Karina Habsudova Hangout" [55].

* To ascend the treehouse, jump right from the right edge of the third floor-block up. Go to the right wall, stand in the middle of the gap, facing left with both arms up, and jump left into the overhead wall-block.

* To descend from the treehouse, fall down the middle gap, stand to the right and jump left so as to fall safely down onto the second floor-block up. If you wish to go down into "Karina Habsudova Hangout", walk left from the bottom floor-block - all other positions are blocked by static nasties in the top row to eliminate IDSs.

* You can go up the ramp by jumping left from the second floor-block up (under the priest's mouth), and standing at the very right edge of the wall-block to avoid the cyan guard.

* To get the two items in the top row, ascend the long ladder by the rightmost wall from "Karina Habsudova Hangout"

There's an invisible HG on the conveyor, but if you look carefully, you can see a black blob as the game-engine recolours the sprite from background to the guardian's colour. Wait for the HG by stopping on the conveyor under the second static nasty from the right, then follow it and jump for the items. Then walk back along the conveyor, wait under the second static nasty from the right again, and follow the HG as close behind as possible (if you follow your instincts, this is easier than it looks) until you fall down.

LEFT: 56

RIGHT: 7 (Promised Land)

DOWN: 55

 

58: "Needles On The Beach"

SOURCE:the original JSW ("The Beach")

COMMENTS: The title is that of an obscure Tin Machine instrumental which even I - Bowie-completist though I am - don't have a copy of (it's on a various-artists compilation called Beyond The Beach). Reeves Gabrels said they "kept finding used needles on the beaches", hence my decision to put "The Skag Cellar" [49] directly adjacent to this room. The blood-red background, the six simultaneous arrows and the non-swinging rope all contribute to a deathly atmosphere.

There used to be an item at (13,8), corresponding to the double item in the original "The Beach", but this was the item I chose to transfer to the treehouse in "Over 'Dova" [57] because to take it without sacrificing a life you have to go left, and the player is only supposed to go back left after clearing all the rooms above and to the right of the Beach.

TIPS:

* On entering at the top-left, wait at the right edge of the wall, and jump straight up over the column of arrows.

* You need to take the bottom-right exit sooner or later, so I recommend sooner if you're playing seriously.

* To take the middle-right exit, go down from the far right of "April Showers" [47]. If you jump right from the very right edge of the screen with your legs apart - any further back and it's an IDS - that's the easiest way to clear the triple of static nasties in "The First Indoor Yacht" [59].

* An interesting feature: you cannot walk past the rope without getting picked up, but if you drop off the bottom of the rope and stand still, it waits seven time-frames to pick you up again!

* After clearing all the rooms above and to the right of this room, walk left along the bottom to exit through "The Skag Cellar".

LEFT: 49

RIGHT: 59

UP: 47

 

59: "The First Indoor Yacht"

SOURCE:the original JSW ("The Yacht")

COMMENTS: A titular nod to "The First Indoor Bridge" in Adam Britton's The Continuing Adventures JSW game, this serves as a reminder of the agoraphobic nature of Willy in Part 2. A visually attractive room with its green colour-scheme, subtle flashing, Christian imagery (two Crosses) and gratuitous eye-candy.

TIPS:

* When entering at the bottom-left, jump through the ILB (from halfway under the lowest static nasty)

* The room can only be crossed from left to right at the middle level, and can only be crossed from right to left at the top level.

* The rightmore item must be taken from the right side of the Cross.

* When crossing the room from right to left, stand on the ramp above " Y" with your legs apart and jump left over Maria. To cross the gap, jump through the overhead wall-block (standing aligned with the centre of the double-thick wall).

LEFT: 58

RIGHT: 60

DOWN: 44

 

60: "The Bowie"

SOURCE:the original JSW ("The Bow")

COMMENTS: A room-name I couldn't resist, even though I pronounce "Bowie" as in "bow-tie", not as in "to bow"! David Bowie's legal name is David Robert Jones, but at the age of eighteen he took his surname from the Bowie-knife, named after Colonel Jim Bowie. Hence the item is a Bowie-knife, which I drew from the tattoo on Iman's ankle.

TIPS:

* The floor and static-nasty blocks look alike except that the static-nasty is shifted down by one pixel-row.

* You cannot cross the bottom-left of the screen. To get to the middle-left, jump into the top of the wall from the very left edge of the floor-block to the right of the wall.

* To get the rightmore item, jump right off the very right edge of the ramp, take two steps to the right and jump right through the floor-block to land on the lower floor-block.

* To take the bottom-right exit, stand just above the foot of the ramp, facing left with your legs apart. Jump left, then jump right to get through the ramp. Follow the toilet and jump over it when you're clear of the three static nasties overhead.

* To cross the room from right to left, jump right off the very right edge of the ramp, jump right onto the floor-block above, jump left off the left edge of that floor-block, jump left again, jump left from the left edge of the floor-block you're on to land on the floor-block to the right of the wall, and jump into the top of the wall from the very left edge of this floor-block.

LEFT: 59

RIGHT: 61

 

61: "Red Sails - Thunder Ocean!"

SOURCE: new

COMMENTS: The room-name is a line from "Red Sails" from David Bowie's Lodger album (see also "The Hinterland" [41 in Part 1]). I wanted a room set at sea with an island in the middle of the screen; I might have left this to Afrikaan (sequel to Goodnite Luddite), but decided to put it here instead (this room was originally just a bare conveyor and top row of static nasties).

TIPS:

* This room features springy platforms (background colour-attribute == ramp colour-attribute), which allow you to stop on the conveyor by holding left after a 'hop'.

* This room appears to have eight arrows, but the bottom ones are harmless ghost-arrows caused by an invalid arrow (pixel-row 7).

* When crossing from left to right, climb the mushroom-island, and jump right from the top wall-block above "d" to land on the isolated wall-block (an ILB). Jump right onto the floor-block, and jump left through the ILB.

* When crossing from right to left, you can just walk past the stem of the mushroom-island.

LEFT: 60

RIGHT: 45

 

62: "The Steppes of Central Asia"

SOURCE: new

COMMENTS: A pun referring to a piece of classical music by Alexander Borodin (not to be confused with Allan Borodin of "B O ROD IN SGA P T HE OR EM" in We Pretty) called "In the Steppes of Central Asia", the green colour-scheme reinforces the concept of steppes, which are grass-covered plains. This room is next to "Iroda Tulyaganova" [63] because Iroda is Uzbek and Uzbekistan is in Central Asia.

The stationary guardian is a tribute to my favourite smiley, the Hearts smiley [http://www.wtaworld.com/images/smilies/hearts.gif].

TIPS:

* The top and middle levels of this and "Iroda Tulyaganova" are in a different cluster of rooms from the bottom levels - they cannot be reached directly from each other.

* Mind the sticky conveyor!

* To cross the bottom from right to left, wait above the rightmost "a" in one character space, follow the rabbit as close behind as possible, when you're in one character-space above "A", jump left twice: onto the conveyor and over the rabbit.

* To cross the top from left to right, stand above "l" with your legs apart and jump right to land /inside/ the floor adjacent to the static nasty.

* To get the item, enter at the middle-right (see "Iroda Tulyaganova" [63]). Wait in the wall-block, follow the egg as close behind as possible, and jump through the overhead wall-block when you're halfway under the overhead static nasty. (In fact it is possible to get the item without waiting for more than one time-frame - but only a fully-trained JSW player, with the Force as his ally, will conquer the item this way.)

* To escape after collecting the item, wait in one character-space above the second "e" in "Steppes", follow the egg as close behind as possible, and jump onto the wall-block when you're halfway under the overhead static nasty.

LEFT: 15

RIGHT: 63

UP: 13

 

63: "Iroda Tulyaganova"

SOURCE: new

COMMENTS: A tribute to tennis-player Iroda Tulyaganova, and in particular to the very sexy photo-shoot she did in pink on the beach at Knokke-Heist in 2001. ;-) The writing is "Iroda" in the Cyrillic alphabet. The writing on the cans (presumably of tennis-balls) is "IT" in Cyrillic - this sprite originates from Goodnite Luddite.

* The top levels of this and "The Steppes of Central Asia" [62] are in a different cluster of rooms from the bottom levels - they cannot be reached directly from each other.

* Mind the sticky conveyor!

* To cross the bottom from left to right, step onto the conveyor when the rabbit is approaching its left-boundary. Jump just before you hit the static nasty. Stand in/on the block above the rightmost "a" with the right foot up and jump right - over the rabbit - to get the item. Immediately jump back left.

* To cross the bottom from right to left, standing in/on the block above the rightmost "a", walk left & down as far as you will go, then jump left to land /inside/ the conveyor. Then there are two different ways towards the bottom-left exit - my favourite involves jumping through the overhead wall-block.

* On entering at the top-left, cross the top from left to right in order to get down into the writing. Stand above "n" facing left with your legs apart, and when the VG starts going down, jump left so as to land in the floor-block left of the static nasty in the big "o"

Walk left two steps and jump left again so as to land in the corresponding floor-block in the Cyrillic letter that looks like "p".

* Then stand in the right vertical line in the Cyrillic letter that looks like a backwards "N"

Stand above "Ir" with the left foot up, and jump left so as to land on the bottom floor-block of the left vertical line. Then jump left out of the screen to enter "The Steppes of Central Asia" at the middle-right.

LEFT: 62