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      using Manic Miner and Jet Set Willy game engines

 

Authors about their games

 

Daniel Gromann

 

About Willy's New Mansion

Willy's New Mansion - Room descriptions

About Jet Set Willy: The 2005 Megamix and Jet Set Willy: The 2010 Megamix

Jet Set Willy: The 2010 Megamix - Room descriptions

About Jet Set Willy: Mind Control

Jet Set Willy: Mind Control - Room descriptions

Jet Set Willy: Mind Control - The Solution

About Willy's Hoard

About Willy Games: The First 30 Years Quiz

 

 

About Willy's New Mansion

 

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

 

Abbreviations used in this text:

JSW refers to the original Jet Set Willy by Matthew Smith (Software Projects, 1984) and MM - to the original Manic Miner by Matthew Smith (Bug-Byte, 1983); these abbreviations are also used without quotation marks to refer to games using the respective game engines.

WNM refers to Willy's New Mansion.

OE refers to the Original Edition of Willy's New Mansion (2004).

SE refers to the Special Edition of Willy's New Mansion (2016).

WNM SE refers to the Special Edition of Willy's New Mansion (2016).

JSW: TNE refers to Jet Set Willy: The Nightmare Edition (2016).

JSW48 game engine refers to the 48K game engine used by the original JSW (as distinct from the 128K JSW game engines developed by John Elliott, known as JSW128 and JSW64).

PV refers to a Main Loop patch vector, a subroutine called from the Main Loop in order to produce some special effect(s) in the room in which it is called, first introduced by Geoff Eddy.

IDS refers to an infinite-death scenario – an in-game situation in which Willy gets killed repeatedly until running out of lives (or: infinitely, if an immortality POKE has been applied).

 

The Original Edition

I became a proud owner of a Spectrum-compatible Timex computer back in 1986. Jet Set Willy was one of the first (if not *the* first) games I ever loaded into it, and I fell in love with it right from the beginning. I still had fond memories of the countless hours I had spent playing both parts of JSW long after I had stopped using my Timex altogether.

I was blissfully ignorant of the existence of ZX Spectrum emulators for PC computers until 2001. Then I suddenly became interested in the subject, for no apparent reason, and I also discovered and downloaded the already numerous fan-made MM and JSW games. I had a brief look at them, arranged convenient shortcuts to them in my Windows start menu with the intention to play them at some point, but then, after reformatting the HDD, I let them slip into oblivion again.

At the beginning of 2004, after another reinstallation of my operating system (Windows 98 SE, back then), I fired up John Elliott's JSWED v. 2.0.3 and played around with it for a while, designing a room which later became "Jump'n'Jive". And then I started working on another room, and then another, until I realised I wasn't getting enough sleep and I was definitely neglecting my family... And then I knew I wanted to finish and release my first JSW game.

Willy's New Mansion was released on 10th November 2004 and announced in message 4593 on the Manic Miner & Jet Set Willy Yahoo! Group, of which I then became an active member.

As a point of curiosity, in real-world terms, the OE was created in Havana, Cuba, where I lived and worked at the time.

My goal when creating the OE was to design a brand-new game that would keep the flavour and atmosphere of the original . Therefore, most of the sprites I used as well as a number of graphical elements visible in the room and item design were taken from Matthew Smith's original. I added three of my favourite sprites from Richard Hallas's game Join the Jet-Set! (the fish, the sun and the waggling joystick) and one sprite from Adam Britton's JSW games (most visible in JSW: The Continuing Adventures SE, in WNM first encountered on the lower right-hand side of "West Wing Bedroom" or on the conveyor in "Entrance to the Cellar"), plus some sprites of my own design.

The game was guardian-intensive, which I hoped would give it some liveliness with the continuous movement. It had a generally logical layout, with some exceptions.

The OE was not extremely difficult, but it had some challenging moments that required precise positioning and good timing. It was meant to be enjoyable to play for everybody. Generally speaking, it did not use tricks related to the quirky features of the game engine (with some exceptions). The original goal was to create a game space that would be welcoming to the player, giving them a feeling that they were at home, that it was their mansion, rather than discourage the player from the very first moment by confronting them with hosts of insurmountable difficulties.

The OE was released in TAP and SNA formats. The original ZIP, including also a text-based and a picture-based maps of the game and the original Readme, is included in the release of the SE.

The OE can be completed without losing a single life. An RZX recording of a walkthrough made by Robin Clive has been hosted on the RZX Archive since 25th November 2005.

 

Interlude

In the following years I completed a number of other JSW projects. I created games of which I am a co-author: Jet Set Willy: The 2005 Megamix (2005), Jet Set Willy: Mind Control (2005), Willy's Hoard (2006) and JSW: The 2010 Megamix (2010). I also created, with their respective authors' permission, the Special Edition of Willy vs The Vampire Lord and the Final Edition of Jet Set Emily: Baby On The Go, I recorded walkthroughs of numerous MM and JSW games for RZX Archive and I took part in various other activities on the MM/JSW scene.

In 2005 I used graphical elements, sprites and design patterns from WNM in various rooms of Jet Set Willy: The 2005 Megamix. "Dynamite Dan would love this" inspired "The Arrival - Dyn Dan Style", "Entrance to the Cellar" inspired "The Lair of the Diagonal Monster", "The Underground Pantry" inspired "Under the Cave Mouth" and "Willy's Private Fort Knox" inspired "In the Freezer!!!". Later on two more rooms from WNM contributed to JSW: The 2010 Megamix: "Willy's Personal Hideout" was one of the inspirations for "Homo erectus" and "Copin' with Ropin'" was remade as "Problem Roping? Use Some Doping!".

In 2005 Willy's New Mansion became the starting point for the story behind Jet Set Willy: Mind Control:

"While basking in the sun in his New Mansion, Willy was suddenly abducted by aliens. They carried him to an unknown planet and marooned him there, with a headband fixed firmly on his head with a chip in its rear part, which served to monitor his movements and control his mind functions. (...) Can you help him, so that he can fly back to his New Mansion and free his mind, getting rid of the alien headband?"

I used graphical elements, sprites and design patterns from WNM in various rooms of Jet Set Willy: Mind Control. "Upper Balcony" was remade as "Climbing up the Castle Tower" and "The Cellar" was remade as "Scary Dungeon". Furthermore, the initial room of WNM became the final room of Jet Set Willy: Mind Control - after a successful toilet run (which in that game is a flight through outer space in a flying saucer), Willy lands on the ramp in his New Mansion and throws his hands up in triumph.

In 2006 I redesigned "Rocky Road to Double Inn" as "The Lost Highway" in Willy's Hoard. One sprite and a couple of cell graphics from WNM were also used in that game.

 

The Special Edition

I first announced the intention to create a SE of WNM on 22nd March 2006 in message 5737 on the Manic Miner & Jet Set Willy Yahoo! Group. In a discussion about the merits (or lack thereof) of Special Editions of games, I expressed the opinion that "there are many good things about SEs being released" and I mentioned five possible reasons to create them.

---

1. One can eliminate all bugs and problems and offer the MM/JSW community a better, and in many cases completable game at last.

(...)

A SE is a good occasion to eliminate non-critical bugs as well. For example, in Willy's New Mansion there are a number of instances where vertical guardians have their starting position set to 0, or another value which is above their upper boundary. This makes them "jump" at the moment of entering the room, appearing for a split second at the top of the screen and then moving instantaneously to their upper boundary. I believe now that it is very inelegant, and I will eliminate it in the SE. But at the time of creating Willy's New Mansion I wasn't aware of the phenomenon.

{2016 comment: I always thought that this vertical guardian "jump" was seen both in JSWED and during actual playing of the game, until Ian Rushforth called my attention to the fact that it is *only* seen in JSWED's Graphical User Interface, because within the game guardians are moved when Willy first enters a room, *before* they are first drawn. Nevertheless, this issue has been corrected in WNM, as well as possibly the biggest weakness of the OE – various IDSes, many of them clearly unfair.}

2. One can enrich the game with elements / features which were not introduced from the beginning because at the time of creating the original edition the author didn't know about them or didn't know how to introduce them.

In the SE of Willy's New Mansion, for example, I am planning to introduce new music (probably not /really/ new, but copied from some other game, perhaps the original MM). I wouldn't have known how to do it back in 2004 when I created the game; now I think I know and I would like to make use of it.

{2016 comment: Not only has the tune from MM been introduced into WNM, but a whole new arrangement has been made with the in-game tune being set individually in each room, so that the game uses four proper in-game tunes plus one "quasi-tune".

Many other new elements have been introduced in the SE.}

3. One can enrich the game with elements which were not introduced from the beginning because the original game engine did not allow it.

That will be a common case with SEs of older games released as JSW64, I believe.

{2016 comment: This does not apply to WNM in the sense of it using a different game engine - the SE still uses the JSW48 game engine, albeit with various enhancements.}

4. One can make full use of the possibilities offered by the original game engine.

{2016 comment: The original game engine has been enhanced in WNM in various ways and the available memory has been used up virtually to the last byte.}

5. One can generally improve the game by improving graphics, guardian movement, adding new rooms, etc.

{2016 comment: Room graphics and guardian sprites have been improved in WNM in the few cases where I felt improvement was really necessary. Two new rooms have been added to the game.}

---

I reiterated the intention to create a SE of WNM on the Manic Miner & Jet Set Willy Yahoo! Group in messages: 5849 (30th May 2006), 5892 (12th August 2006; I called it "my firm commitment") and 6086 (9th March 2007; I mentioned the possibility of adding a loading screen).

In April 2007 I had a brief go at starting the creation of WNM using the Softricks variant of the JSW48 game engine (with a double-length guardian class table and hence twice as many guardian classes as in the original JSW), but I abandoned the project at a very early stage of development.

In 2010 I mentioned the SE of WNM - "which I yet have to create" - in the Readme accompanying JSW: The 2010 Megamix, listing it among "the products which I would like to be remembered in the future as my contribution to the MM/JSW scene".

In March 2015 I became a member of JetSet Willy & Manic Miner Community, a vibrant forum created by Andy Ford a few months earlier. In October 2015 a collaboration project got under way over there, which three months later resulted in the release of JSW: TNE, a remix of the original JSW meant to be both reassuringly familiar and fiendishly difficult. I created a number of technical novelties for that project, never before applied in JSW games, such as setting the in-game tune individually in each room, changing Willy's colour after collecting all the items and at the beginning and end of the toilet run, changing the colour of the time and item count displays at certain points in the game, doubling the in-game clock's speed, reversing the item count, terminating the game at noon, having two separate Game Over screens (one for losing all lives, the other for running out of time) with the corresponding additional Final text screens, and the final message printed when the game has been completed. Some of these novelties were created implementing suggestions or concepts expressed by the other members of the JSWMM.co.uk Team involved in this project (namely, Andy Ford [Spider] and Ian Rushforth [IRF] - please see the Readme file which accompanies JSW: TNE for details).

The work on the code of JSW: TNE inspired me to start creating the SE of WNM. I set off on this task just before Christmas 2015 and continued intense work on it in the following months.

Meanwhile, in mid-April 2015, I started work on another project, a multiple-choice quiz relating to MM and JSW games for the ZX Spectrum created between 1983 and 2013, using the JSW64 V game engine and called Willy Games: The First 30 Years Quiz. I stopped working on it in December 2015, after reaching a certain stage of development and also encountering some technical problems (which John Elliott kindly helped me solve afterwards), and focused on WNM from that time on.

My work on Willy Games: The First 30 Years Quiz produced a synergy with the development of WNM, by inspiring the use of PVs which print things on the screen in the latter, and by introducing two separate Game Over screens (one for losing all lives, the other for running out of time) with the corresponding additional Final text screens in the former. Furthermore, when I restarted work on Willy Games: The First 30 Years Quiz in September 2016, I worked out a way to animate the decorative guardian on the Final screens, a solution which I then introduced also in WNM.

The first Release Candidate of WNM was ready in April 2016. Ian Rushforth made a very significant contribution to the development of the game in the months that followed, pointing to various areas of unused code, suggesting possibilities for further byte-saving optimisations, offering ready-made solutions for optimising the code and adding new elements and helping to solve various problems which arose. His input made it possible to introduce many additional PVs and some other features into the game, the last ones as late as the end of October 2016.

In real-world terms, the SE was created in Warsaw, Poland (my home town), with some work done on holidays on the island of Madeira and in Novi Vinodolski, Croatia. Ian Rushforth worked on his contributions in Liverpool in the UK (Matthew Smith's home town - where it all began!), and Andy Ford playtested WNM on real hardware in Derby, also in the UK.

WNM was released on 10th November 2016, twelve years to the day since the release of the OE.

The general ethos of my work on the SE was not to take anything away from the OE, only to add to it. Therefore, the SE is everything that the OE was, and MUCH more.

The SE features the following improvements over the OE:

- All unfair IDSes and many other IDSes (which could be considered fair for various reasons) have been eliminated.

- Strong indications of where the player can / should or cannot / should not go have been introduced in places where IDSes are still a threat (such as e.g. in the Great Descent cluster of rooms).

- My own insect sprites have been improved (the vertical one features a modified version first introduced in Jet Set Willy: Mind Control; the horizontal one has been designed from scratch for the SE).

- Small modifications have been applied to room layouts, cell patterns and item distribution, both for aesthetic and functional reasons.

Furthermore, the SE features a lot of things the OE does not have, including some absolute technical novelties:

- The game has two additional rooms (66 in total, i.e. 10% more than in the original JSW).

- The game has a custom BASIC loader which allows the player to choose the time challenge level, and a loading screen.

- The game has an "advanced" title screen.

- The game features teleportation.

- The in-game tune is set individually in each room and the game features four proper in-game tunes and one "quasi-tune" (a portion of the title-screen tune being played by the in-game tune routine).

- The colour of the arrows is set individually in each room. The game features arrows of different colours and shapes (from "traditional" thin arrows with a "point and feathers" pixel pattern either side, to solid colour blocks), including arrows changing colour in mid-flight or changing colour depending on which side of the room Willy is on.

- The game features a "Global Seamlessness" of the screens: the PAPER colour of the top two thirds of the screen (the playing area), the lower third (the status bar) and the border is the same in all rooms.

- Time is a real factor which may prevent the player from completing the game successfully (unlike in the original JSW or the OE). This is because the in-game clock's speed has been doubled and the game ends at noon. The player has to choose the time challenge level after the game has loaded. "Easy" sets the starting time to 4:00 am, "Medium" to 5:00 am, "Hard" to 6:00 am and "Expert" to 7:00 am. Even the "Easy" level provides more of a time constraint than in the OE or the original JSW!

- There are two separate Game Over screens: one for losing all lives, the other one for running out of time.

- There is an additional Final Screen after each of the two Game Over screens, with an appropriate text message, an animated decorative guardian and some music.

- PVs are applied in EVERY SINGLE ROOM of the game (a historical first), producing a lot of interesting and, in many cases, never-before-seen effects beyond what the standard JSW48 game engine supports. Some of the PVs are copied from Geoff Eddy's games, some come from his games but have been modified, and many are brand-new ones, created especially for WNM.

The effects produced by the new PVs include: various Flashing Screen, Coloured Screen, sound and border effects, various kinds of messages (signboards) and guardians printed on the screen, the flickering of the "HELLO!" sign on the initial screen, Shimmering Willy, Willy's Colour Changed on Entrance to the Room, Time Trap, Swooshing Arrow & Flashing Border/Status Bar effect, Intermittent Fire Cell and the change of the in-game tune in mid-room. The effects produced by Geoff Eddy's PVs include: changes of Willy's colour, changes of the colour of one or more guardians, harmful or harmless squares flying across the screen, a moving platform which can carry Willy over obstacles, periodic reversal of the direction of the conveyor, gaps opening in walls, ramps going in both directions and the glimmering of some parts of the room.

- Willy's colour changes after the last item has been collected and also at the beginning and end of the toilet run.

- The colour of the time display changes from green to yellow and then to red as high noon draws near.

- The colour of the number of items collected display changes after the last item has been collected.

- A Game Completed message is printed on the screen and the in-game tune starts playing at double speed once the game has been completed.

There are very few things present in the OE which have disappeared from the SE:

The Writetyper cheat has been dismantled and the space it occupied in memory, including all code related to it, has been used for other things. This is because the game is not supposed to be completed using any cheats. The code related to the inactivity timer present in the OE and in the original JSW has also been eliminated.

One sprite (Richard Hallas's waggling joystick) has been removed in order to make room for other things. It only made a few appearances in the OE, in environments where it did not seem to be (with the benefit of hindsight) very suitable thematically.

The SE is somewhat more difficult than the OE. It is still far away from the most difficult games of the genre, though, and it is meant to be enjoyable to most players.

The SE is released as a TAP and a TZX file. The actual game code is the same in both files.

The relation between the OE and the SE is the same as between JSW: The 2005 Megamix and JSW: The 2010 Megamix – the latter is a complete, final product, while the former is - from today's perspective - a halfway product only (although it may not have looked that way at the time of its release, since it is, in each case, a finished and fully completable game).

The OE and the SE are *not* two different games and they should not be listed as such. My preference is that WNM should be listed only – as the final product - with historical info about the OE. The original ZIP of the OE is included in the ZIP file of the SE so that there is no need to host the OE separately any more.

I would encourage everyone interested who has not played the game yet to play just the SE, as the final, complete revision of the game.

 

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Willy's New Mansion - Room descriptions

 

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

 

The list is ordered by technical room numbers.

Since the colour setup of the lower third of the in-game screen (the status bar) has been modified and the border colour has been changed in most rooms, every screen in the SE is different from its counterpart in the OE in these areas. Therefore, any comments below concerning visual changes between the OE and the SE (or lack thereof) refer to the upper two thirds of the in-game screen only (the playing area).

The SE takes advantage of the property of the game engine which makes Willy always bright in rooms where the Air cells' INK is bright, and always non-bright where the Air cells' INK is non-bright. It also uses the way the Air's INK colour affects Willy's colour (the one that is actually displayed) if Willy is non-white. One of the differences between a room in the OE and the SE may be, therefore, that Willy is non-bright white in the OE and, for example, bright magenta in the SE in that particular room. These differences may not be discussed in detail in the descriptions below.

 

00. In the Forest

The room features sprites from the original JSW and a "moving tree trunk" sprite which is, in fact, the assembler source code residing at #9C00 - #9C3F in the original JSW. I used it for the tree sprite in the OE. While working on the SE, I thought I would modify the code to make it "meaningful" (e.g. a PV routine) while still serving as the tree sprite. However, I could not find any code which I would like as the tree sprite equally to the original, so in the end – in order not to take anything of value away from the OE - I left the old assembler code in the game.

The room is visually almost unchanged from the OE. A one-cell ramp, looking almost identical to the Fire cells, has been introduced to confuse the player when they try to collect one of the items. Four items have been removed to be used elsewhere.

A modified version of Geoff Eddy's PV originally applied in the room "Willy gets some 3D glasses" (45) in Willy the Hacker makes the rightmost guardian change colour continuously.

 

01. In the Backwoods

The room is a companion to "In the Forest" and shares various elements of the description above (concerning the guardians, little visual change in relation to the OE and a new, harmless ramp looking almost identical to the Fire cells). The only other change introduced was opening an exit to the right rather than downwards in the right hand corner, due to a change in the game map's layout.

A PV of my design based on the Screen Flash code (unused in the original JSW, where it resides at #8A11 – #8A25) makes the screen go green from time to time – a colour appropriate for a deep forest.

After the release of the OE I was asked if the two forest rooms had been inspired by the room "The Old Forest" (05) from Andrew Broad's Jet Set Willy: The Lord of the Rings. I answered truthfully that they had not, because I had not played JSW: LOTR before the release of WNM. In fact, I played it later and it was my introduction to the fascinating world of the quirky features of the game engine.

 

02. At the Edge of the Forest

The room, featuring classic guardian sprites from the original JSW, has been modified slightly in the SE in order to intimidate the player: the PV applied in this room draws a dummy guardian which seems to block the player's passage (this happens depending on Willy's y-coordinate) and a conveyor looking like a Fire cell seems to be protecting one of the items. Meanwhile, the real Fire cells, representing stars, have been redesigned to look better.

 

03. The River of No Return

The room is named after the 1954 western movie starring Robert Mitchum and Marilyn Monroe. The name reflects the fact that the player can only cross it in one direction. Its visual aspect has been modified in the SE slightly, and its gameplay – significantly. The room is much more challenging now than in the OE.

Geoff Eddy's PV originally applied in the room "The Network Port" (21) in his game ZX Willy the Bug Slayer makes it possible to have two ramps in the room going in opposite directions. In fact, they are Water-conveyor-ramps thanks to setting the same attributes for Water, conveyor and ramp cells. They use the pixel pattern defined for Water cells, which has been carefully selected, so that their form sits well, visually, in ramps that slope in either direction, and so that they do not display any visible conveyor animation.

Two bright red arrows have been added, increasing the challenge. As a result, the first rightwards jump underneath Esmerelda (probably a Water Maiden in this case) is one of the most challenging in the whole game. Moreover, the newly-added item, whose shape was copied from the room "The Tabernacle" (00) from Adban de Corcy's game Willy's Afterlife (v. 2.00), can only be collected without loss of life whilst traversing leftwards through the room.

The left side of the room has been modified in order to eliminate possible IDSes when jumping in from "The Meadow".

The room combines sprites from the original JSW with Richard Hallas's fish (whose movement has been improved thanks to Ian Rushforth's suggestions) and sun. The Fire cells (representing the water in the river) and the Earth cells come from the original JSW.

 

04. The Meadow

Small changes have been introduced in relation to the OE, mainly aimed at making the room fairer to the player.

Four green arrows, including two of a kind not seen in the OE, spice the room up a little bit.

A PV of my design based on the use of the routine which produces sound and border effects when the title-screen message is scrolling causes a disconcerting reaction when the player is jumping in the upper part of the playing area. The first signs of a summer storm approaching, perhaps?

 

05. The Back Door

The "storm clouds" have been edited and the item distribution modified so that it is now necessary for the player to visit the top of the lowest cloud (which is a harmless off conveyor). Furthermore, the room now features an improved vertical insect's sprite (in addition to classic sprites from the original JSW) and has a PV which draws a dummy barrier and prints the initials of "Willy's New Mansion" on the wall. The door is more door-like in the SE, too. Furthermore, two newly-added yellow arrows increase the difficulty level.

 

06. Abandoned Subterranean Passage

The room, now featuring two items, has been spiced up with four bright white arrows and a conveyor which is located in a place not particularly convenient to the player. Richard Hallas's fish's movement is improved in relation to the OE thanks to Ian Rushforth's suggestions.

A PV of my design draws a dummy guardian seemingly blocking the right exit (which only appears when Willy is in the right half of the screen) and a mysterious date on the old brick wall. "1884" – wasn't that a hundred years before Willy purchased his first mansion...?

 

07. The Single Item Cave

In the SE this room can only be accessed after all items have been collected in "Maths Lab". Geoff Eddy's PV, originally applied in the rooms "Phew, That Was Lucky!" (11) and "The Arches of Despair, I fear" (18) in his game Willy Takes a Trip, reverses the direction of the conveyor every 32 ticks. A PV of my design prints a dummy guardian which does not show all the time – the rule for when it shows and when it does not may not be immediately obvious to the player. Two bright cyan arrows have been added to increase the difficulty level a little bit. Thanks to Stuart Brady's Cell Graphics Bug Fix, the conveyor now looks as it was originally designed (in the OE it is affected by the bug).

 

08. The Mammoth Cave

The room is almost unchanged in the SE in relation to the OE.

Geoff Eddy's PV originally applied in the room "but no sympathy" (53) in his game Willy Takes a Trip, appropriately modified, makes it possible to access the right hand side of the room only after all items have been collected in "Maths Lab".

In response to some criticism after the release of the OE, the vertical guardians on the lower left do not transmogrify any more.

 

09. Jump'n'Jive

This was the very first JSW room I ever designed, on the evening of 10th March 2004. In the SE it is very close to its original shape, apart from the starting position of the green vertical guardians (modified in order to minimize the possibility of an IDS when jumping into this room from the right) and the use of Geoff Eddy's PV originally applied in "The Room of Stippled Blocks" (09) in his game Willy Takes a Trip, which sends two killer squares flying across the screen. The PV, modified to make the squares red in this room (to be precise: bright magenta INK on red PAPER, so they colour magenta the pixels of the guardians or Water cells they pass over), increases the difficulty level significantly.

 

10. Out on the Balcony

The room's Air was bright in the OE in order to prevent the effects of the Guardian Aura Bug. It has been reverted to non-bright in the SE (following the original design concept) thanks to Ian Rushforth's fix which eliminated the bug.

An additional Fire cell prevents the player from a possibly unfair IDS which occurred when stepping off the right edge of the lowermost platform. There are possibilities of other IDSes initiating in this room (by stepping off the other platforms floating in mid-air or missing a jump from one to another), but hopefully they are not too unfair, as the room's design should alert the player that they should be particularly careful here.

A new item has been added in a place where it is not quite obvious as to how it can be collected.

A PV of my design which draws a dummy guardian will hopefully confuse some players for a second or two, while the newly-added arrow (a black one – a first in JSW games, I believe!) may cause an occasional loss of life.

The horizontal insect features a redesigned sprite.

The room is a prime example of the Global Seamlessness of the screen.

 

11. The Observatory

The towers, featuring my telescope sprites on top, have been redesigned slightly to improve their look. The telescopes do not have a halo around them any more, thanks to Ian Rushforth's Guardian Aura Bug Fix.

A PV of my design which uses the routine that cycles the INK and PAPER colours produces a special effect when Willy rises above the base of the towers. A reflection of the changes constantly taking place in the universe?

 

12. Copin' with Ropin'

Small design changes have been introduced in order to make this room fairer to the player: all downward exits (leading to IDSes) have been closed off, a platform has been introduced on the right to facilitate the transit to and from "Willy's Personal Hideout", the platform on the left has been moved one column to the right, and a Fire cell has been introduced at its edge to stop the player from walking off to the left, which would lead to an IDS. Furthermore, changes in the layout of stars in the upper part of the screen have diminished the number of possible IDSes when exiting "The Observatory" downwards.

Five new arrows have been added (making six in total), increasing the difficulty of the room significantly. This was possible thanks to John Elliott's adjacent ropes patch (new), which allowed the two ropes to be placed next to each other in the guardian list, leaving six slots available for other guardians.

A PV of my design using Geoff Eddy's "nice fuzzy border effect" routine will hopefully startle the player when they happen to be at one particular y-coordinate.

"Copin' with Ropin'" was remade as "Problem Roping? Use Some Doping!" (212) in Jet Set Willy: The 2010 Megamix, with the difficulty level increased significantly because of the challenge of ropes carrying the player into Fire cells.

 

13. Willy's Personal Hideout

Two additional Fire cells prevent the player from suffering controversial IDSes which happen in the OE when stepping off any of the platforms.

A PV of my design prints a four-part motivational message in the middle of the screen. Ian Rushforth's Shimmering Willy PV [Optimised] makes the protagonist shimmer in white and yellow.

The sun no longer has a halo around it thanks to Ian Rushforth's Guardian Aura Bug Fix.

Three newly-added magenta arrows increase the difficulty level of the room.

In the SE, it is no longer possible to enter "Willy's Personal Hideout" from the right (which in the OE happens after jumping out of "Gateway to the Unknown" to the left).

"Willy's Personal Hideout" was one of the inspirations for the creation of the room "Homo erectus" (178) in Jet Set Willy: The 2010 Megamix.

 

14. The Great Descent

Small changes have been introduced to make the room fairer to the player (by preventing some possible IDSes through the placement of Fire cells and marking with an item the spot where the player should exit the room downwards) and improve it visually (the design of the Fire cells).

An additional item has been added on the right, forcing the player to climb the rooms which belong to the Great Descent cluster back up again (and thus, effectively, to do the descent twice).

Two bright cyan arrows have been added to increase the difficulty level of this screen.

Geoff Eddy's PV originally applied in the room "Holy Floor!" (46) in his game Willy Takes a Trip changes the colour of the bird depending on Willy's coordinates.

 

15. Into the Abyss

Similarly to "The Great Descent", some changes have been introduced in order to make the room fairer to the player (by preventing some possible IDSes through the placement of Fire cells and marking with an item the spot where the player should exit the room downwards) and improve it visually (the design of the Fire cells). Three arrows have been added to increase the difficulty level of this screen. A PV designed by Ian Rushforth and myself makes the arrows alternate between red and yellow, every other tick.

Part One of my Time Trap PV is applied here, registering the current time. After the player has successfully got out of the time trap, the clock will be reset to the time registered here.

 

16. On the Sun Deck

The shape of the Fire cells has been modified to make them look like glasses (sunglasses in this case, presumably) and some changes have been introduced to the room design in order to diminish the number of possible IDSes when jumping into "The Cosy Upstairs Bedroom".

My Shimmering Willy PV [Complex], combined with the setting of the Air's INK colour, makes the protagonist shimmer in white and yellow, which effectively means he is invisible half of the time, because the Air's PAPER is also yellow, so Willy blends in with the background when he is yellow.

Ian Rushforth's Guardian Aura Bug Fix has eliminated the halo around the sun.

The room is a prime example of the Global Seamlessness of the screen.

The invisible conveyor present in the OE has been scrapped and the area below the right deckchair has now become Forbidden Holy Ground (a place which the player cannot ever access). Therefore, the two items which used to be there have been transferred elsewhere. However, a new interesting challenge has been introduced.

When Willy exits "On the Sun Deck", he can emerge in the next room either white or yellow (with a 50% chance for either). However, he has to be white in order to be able to collect items. So when he jumps into "The Cosy Upstairs Bedroom" and turns out to be yellow, he cannot collect any items there and has to make a long detour through "On the Sun Deck", "The Reading Room", "Internet Cafe", "Maths Lab", "Internet Cafe" again and "The Reading Room" again in order to return to "On the Sun Deck" and repeat the jump into "The Cosy Upstairs Bedroom", hoping to emerge white on arrival there. This will put some additional strain on the player's time, and time *is* a factor in the SE. There is no guarantee, of course, that the second jump into "The Cosy Upstairs Bedroom" will result in Willy being white there. If it does not, and if that situation repeats several times, the resulting loss of time may indeed affect the player's ability to complete the game on time.

Furthermore, the exit leftwards from "The Cosy Upstairs Bedroom" is now meant to be by just stepping out of the room (jumping out is possible from some positions, but can lead to an IDS easily), which makes the player drop down to "The Reading Room". Even when the player was white in "The Cosy Upstairs Bedroom", he may still emerge red at the top of "The Reading Room". In such case, he will have to go around through "Internet Cafe", "Maths Lab", "Internet Cafe" again and "The Reading Room" again in order to return to "On the Sun Deck" and (with a little luck) drop down from it white back into "The Reading Room" and resume his quest for items. This time-consuming exercise may cost him dearly, especially if the Expert or Hard level of the time challenge was chosen at the beginning of the game. It may not be a big deal when one plays on an emulator, saving and reloading snapshots or using the Rollback feature; however, facing these challenges on a real machine, with the in-game time ticking away mercilessly, must be very frustrating.

 

17. Entomological Research Station

This screen is room 34 in the OE. It was swapped with "Gateway to the Unknown" as part of an optimisation involving teleporter data, which was later abandoned (but the rooms have not been reverted back to their original locations in the code).

All insects in this room – from which this screen's name originates - feature improved sprites.

The lower left corner of the room has been redesigned so as to make it part of the teleporter detour (using John Elliott's teleport overlay). One item has been relocated there.

The lowermost guardian walks into the conveyor. However, this causes no problems as the conveyor's shape has been designed so that none of its pixels collide with any of the guardian's pixels.

Two bright white arrows of a kind not seen in the OE have been added to increase the difficulty level of the room, with the associated Arrow-Induced Fuzzy Border Effect, brought about by a PV created by Ian Rushforth and myself.

Another PV, of my design, prints the abbreviation of the room's name in the middle of it. The player can touch two of the letters safely, but the third one will kill them instantly...

 

18. Above the Abyss

The central part of the screen at the ground level has been redesigned in order to prevent a very unfair IDS, which occurs in the OE when the player arrives in this room from the right and then just steps off the platform, having no reason to expect any danger.

The waggling joystick has been replaced with a guardian from the original JSW (featured there, for example, on the floor of "The Bow"). A previously unused cell type – a (non-animated) conveyor – has been added, looking like a spike, in order to make the player hesitate for an instant before walking through it.

A PV of my design based on the Screen Flash code (unused in the original JSW, where it resides at #8A11 – #8A25) makes the screen go black and white from time to time for about three seconds and then flash ominously for about six seconds; perhaps it is a warning that a deep and dangerous chasm is awaiting the player below...

The rock graphics from "Above the Abyss" and the Great Descent cluster of rooms were used in the rooms "But Willy'll be lucky, will he?" (012), "Source of the Underground River" (104), "The Underground River" (105), "Dangerous Rapids" (106) and "The Underground Waterfall" (107) in Jet Set Willy: Mind Control, as well as in "Three Quirky Compartments" (46) in Willy's Hoard.

 

19. Stairway (Starryway) to Heaven

This screen is room 47 in the OE. It has been swapped with "The Cellar" so that the PV at #D3FB – #D400 can include the first byte of the data of the following room (at #D400, which conveniently happens to be #EA) to direct the continuation of the PV to the proper address.

The lower left part of the screen, inaccessible in the OE, has been redesigned to make it part of the teleporter detour (which uses John Elliott's teleport overlay). One item has been relocated there.

The number of stars on the screen has been reduced in comparison with the OE so as to avoid their excessive congestion.

Two yellow arrows have been added to spice the room up.

A double PV is applied in this room. Its first part, designed by Ian Rushforth, makes the screen flash whenever Willy jumps. The second part, of my design, prints a ghost on the ramp and a ghostly message which tells Willy which way to go (as if he needed it!). The ghost and the message are visible when Willy passes through them or when Ian's PV is in operation.

 

20. Dynamite Dan would love this!

The room is a tribute to one of my favourite ZX Spectrum games (other than MM and JSW) and, in particular, its second part.

The zeppelin has been enlarged in comparison with the one from the OE by filling in the whole upper row of cells. Geoff Eddy's PV originally used in the room "3D PacVaders" (61) in his game ZX Willy the Bug Slayer makes most of them shimmer joyously.

A PV of my design prints the address of JSW Central, my MM/JSW website, in the middle of the zeppelin if Willy is above a certain y-coordinate. When the sign is not printed, the space it otherwise occupies is blank (with a red background) when playing on a 48K machine. When playing on a 128K machine, however, when the sign is not printed, its space is occupied by an intricate pattern. This variation, due to the difference in the 48K and 128K ROMs at addresses #3C00 - #3C07 (corresponding to an ASCII code of #00), may be the first instance of the player's experience of a JSW48 game being visually different depending on whether it is played on a 48K or 128K machine!

An exclamation mark has been added at the end of the room name in the SE, since it seemed appropriate.

The design of the zeppelin from the OE was used in the opening room of Jet Set Willy: The 2005 Megamix: "The Arrival - Dyn Dan style" (088 and 174), in Jet Set Willy: The 2010 Megamix called "The Arrival - Dyn Dan Style" (033 and 252).

 

21. Double Inn

This remake of "The Off Licence" is enhanced in the SE, in relation to the OE, with a PV of my design which prints a signboard, a permanent dummy guardian and two dummy guardians in the form of vertical arrows which appear and disappear depending on the direction of the barrels' movement. The signboard appropriately doubles the room name on the screen, while the dummy guardians are meant to scare the player, being, in fact, totally harmless.

The "flow of the items" (the way they flicker before they are collected, determined by their relative positions in the code) has been adjusted thanks to Ian Rushforth's suggestion.

 

22. Entrance to the Caves

The general design of this room in the SE is almost unchanged in relation to the OE. An additional Fire cell makes it impossible to get onto the conveyor by jumping up from the top of the brick wall below it.

An additional guardian is printed by a PV of my design – but this time it is not a dummy, it is lethal.

Thanks to Stuart Brady's Cell Graphics Bug Fix, the conveyor now looks as it was originally designed (in the OE it is affected by the bug).

 

23. Cavernous Crossroads

One of the items has been moved to a different location in the same room, creating an additional challenge. Some pertinent layout changes have been applied.

The waggling joystick has been replaced with my shortened Macaroni Ted / periscope guardian. Geoff Eddy's PV originally applied in the room "Willy's Inner Sanctum" (16) in his game J4 (The Fourth Remix) makes it multicolour.

Two bright cyan arrows have been added, raising the difficulty level of the room a little bit.

 

24. East Stairway

In the OE, there is a loophole which allows the player to reach the three upper items by jumping through the ramp from the left, thus avoiding the difficult jumps necessary to pass the vertical guardians. This loophole has been closed in the SE.

One of the two blocks of the platform between the vertical guardians has been turned into a conveyor, which has increased the challenge of this already difficult manoeuvre.

A PV of my design prints a lethal guardian at the floor level. An Earth cell has been added to make it possible to jump over the guardian in both directions. However, it makes coming out of "Cavernous Crossroads" safely one of the particularly difficult moments in the game.

 

25. Main Hallway East

The room features several minor layout changes in the SE. One item has been removed in order to be used elsewhere (which has not diminished the overall challenge of collecting the items in this room). One Fire cell has been removed for aesthetical reasons (with no functional change in the room layout), and one for functional reasons (to avoid an IDS when jumping in from "The Dining Hall"), while one has been added. Some minor readjustments of the platforms have also been applied in order to accommodate a dummy guardian, which is printed by a PV of my design if Willy is above a certain y-coordinate.

The vertical insect features an improved sprite.

A bright green arrow has been added at the floor level. It triggers the Swooshing Arrow & Flashing Border/Status Bar Effect, thanks to a PV designed by Ian Rushforth and myself.

 

26. Rocky Road to Double Inn

The layout of this room – whose name is a tribute, based on a play on words, to the song "Rocky Road to Dublin" – is unchanged in the SE in comparison to the OE. Three items have been removed and one relocated within the same room, while the overall challenge involved in collecting the items in this room remains the same as in the OE. The design of the Fire cells has been modified, reflecting the change introduced in the Great Descent cluster of rooms.

Contrary to the OE, the red ice cream guardian is bright in the SE. The change was applied thanks to Ian Rushforth's Guardian Aura Bug Fix – in the OE the guardian was made non-bright so that a guardian belonging to the same class did not have a halo around it in "A Room with a View".

A PV of my design, based on the use of the routine which produces sound and border effects when the title-screen message is scrolling, spices the room up when the player is jumping in the upper part of the screen.

Three arrows, including one of a kind not seen in the OE, have been added to increase the difficulty level of the room. A PV designed by Ian Rushforth and myself makes them alternate between red, magenta, green and cyan, changing colour every tick.

"Rocky Road to Double Inn" was redesigned as "The Lost Highway" (41) in Willy's Hoard.

 

27. Willy's Private Fort Knox

Geoff Eddy's PV originally applied in the room "but no sympathy" (53) in his game Willy Takes a Trip, appropriately modified, opens the way to the treasure trove after all items have been collected in "Maths Lab".

The waggling joysticks at the lower level have been replaced with more ominous-looking guardians (including two of Adam Britton's design) and the colours of two guardians have been changed.

Ian Rushforth's PV places an Intermittent Fire Cell in the player's way, both when going for the items and on the return trip. The challenge is actually greater on the way back. The PV also gives off a warning buzz, to remind the player of the security systems in place. On Ian's suggestion, the room has been enhanced with two more bright magenta security cameras (in additional to the original one present in the OE), which force the player to perform a couple of quirky jumps. An additional element of the PV "disguises" the Fire cells' attributes, to restore them back to their original colour, since creating the Intermittent Fire Cell necessitated a change to the Fire cell attribute value for this room.

This screen inspired the creation of the room "In the Freezer!!!" (room 150 in Jet Set Willy: The 2005 Megamix and room 139 in Jet Set Willy: The 2010 Megamix).

 

28. The Reading Room

This screen is room 40 in the OE. It has been swapped with "The Writetyping Office" ("The Old Writetyping Office" in the SE) in order to accommodate the "double items" effect satisfactorily.

The room has been redesigned slightly in order to prevent unfair IDSes happening in the OE after entering from "Internet Cafe" or exiting to "The Cinema".

Two items have been removed to be used elsewhere and the others have been redistributed (without affecting the overall challenge of collecting the items in this room).

A PV of my design based on the Screen Flash code (unused in the original JSW, where it resides at #8A11 – #8A25) makes the screen go yellow from time to time – a reflection of the intense sunlight pouring in from the screen above.

 

29. The Hypnotherapy Room

Geoff Eddy's PV originally applied in the room "Weeds" (59) in his game Willy Takes a Trip makes Willy's colour change depending on his x-coordinate.

The room has been redesigned to have all of the items on the far left, since Willy can only collect them when he is white. It is still necessary to cross both the upper and middle level from right to left. A jump through a so-called Innocent-Looking Block (ILB) is required to get down safely from the middle level to the lower one (it can be performed successfully from only one position).

Composite Water-conveyor cells have been introduced in order to achieve the desired design. The horizontal guardian in the centre of the upper level has a different colour than in the OE.

This screen features an exclusive in-game tune, which does not play in any other room in the game. Fittingly, it is an excerpt from the "Moonlight Sonata" - the in-game tune routine plays data which is normally played by the title-screen tune routine.

 

30. A Room with a View

A PV of my design which draws a dummy wall will hopefully confuse some players for a moment or two. The insect of my design flying up and down outside the window features an improved sprite.

The chandelier no longer has a halo around it thanks to Ian Rushforth's Guardian Aura Bug Fix.

The room is a good example of the Global Seamlessness of the screen.

The tree graphics from this room were used in some of the rooms in Jet Set Willy: The 2005 Megamix and Jet Set Willy: The 2010 Megamix, namely in "First Landing" (room 152/034, respectively), "Second Landing" (090/035), "Among the Branches" (061/138 and 175/253) and "Branches You Don't Want to See" (254, present in the latter game only).

 

31. Emergency Exit on the Roof

The room has been redesigned in order to prevent various kinds of IDSes which can arise in the OE when exiting leftwards or downwards or entering from the left.

A PV of my design which uses the routine that cycles the INK and PAPER colours produces a very disconcerting effect when Willy is in the central part of the screen. Another PV of mine prints a signboard in the path of the guardian at the floor level. Following Ian Rushforth's advice, the PV uses the Occupied Room Screen Buffer (starting at #6000). As a result, the guardian passes through the sign without any collision, colouring it from behind on each pass.

Previously unused cell types (Fire and ramp) have been added to the room.

Two bright green arrows have also been added, increasing the difficulty level of this screen.

The insect guardians now feature improved sprites.

The design of the rope, the platforms onto which the player jumps from the rope and the related vertical guardians was repeated in the room "Yes! Willy's a lucky bastard!!!" (098) in Jet Set Willy: Mind Control.

 

32. Upper Balcony

The room is unmodified in the SE in relation to the OE except for the improved sprite of the insect guardian and a dummy guardian printed by a PV of my design. It appears when Willy is to the right of a certain x-coordinate.

A modified version of this screen was included in Jet Set Willy: Mind Control, as room 059 "Climbing up the Castle Tower".

 

33. The Multi-Toilet Bathroom

The colour of the toilets has been changed to bright white, and the speed of the flapping of the "guardian toilets" has been doubled, to reflect the speed of the flapping of the "real toilet".

A PV of my design using Geoff Eddy's "nice fuzzy border effect" routine kicks in when Willy is running to the toilet, making it a troubled toilet run, indeed.

Once Willy has reached the toilet, his colour changes to bright cyan and the speed of the in-game tune doubles (thanks to a trick invented by Ian Rushforth), reflecting the painful crescendo of Willy's regurgitation. A Game Completed message is also printed, reassuring the player that this is really the end of the game.

 

34. Gateway to the Unknown

This screen is room 17 in the OE. It has been swapped with "Entomological Research Station" as part of an optimisation involving teleporter data, which was later abandoned (but the rooms have not been reverted back to their original locations in the code).

The room is virtually unchanged from the OE, with the exception of the improved movement of the fish (thanks to Ian Rushforth's advice) and the application of Part Three of my Time Trap PV.

"The unknown" is unveiled in the SE in a different way than in the OE: as "The Temple of Passing Time", one of the two new rooms, rather than a shortcut to "Willy's Personal Hideout".

The player has to pass through this screen twice: once to enter "The Temple of Passing Time" (and complete it), and once to climb back up again - this has to be done in order to collect the newly-added item in "The Great Descent".

 

35. The Cosy Upstairs Bedroom

The distribution of the items in this room has been modified. A PV of my design draws a dummy guardian, making it seemingly impossible to collect the item placed between it and the wall.

Maria's colour has been changed to a fiery red, while the pillow is not bright any more.

The bed is now an off conveyor, which eliminates Willy's getting seemingly stuck on it if he jumped onto it after all items have been collected and Maria has disappeared. This problem occurs in the original JSW and in the OE – Willy seems stuck at the edge of the bed after jumping upon it, but the toilet run can still be induced by pressing any of the Right keys except for "P".

In the OE, if Willy collected the items in this room (located to the left of the dividing wall) as the last ones, he would start the toilet run immediately, getting stuck against the wall, without being able to complete the game. This bug has been eliminated in the SE, where the items on the left side of the dividing wall can be collected safely as the last ones, without triggering the toilet run.

The code which makes Maria stop tapping her foot and gradually raise her arm has been rewritten to make it happen only when Willy is on the ramp (never when he is to the left of the diving wall).

Willy changes colour to bright green when he commences the toilet run - he has just started feeling sick...

 

36. Internet Cafe

This screen is room 39 in the OE. It has been swapped with "Maths Lab" in order to accommodate the "double items" effect satisfactorily.

Geoff Eddy's PV originally applied in the room "The Underground Laboratory" (01) in his game Willy Takes a Trip moves bright white squares across the top and bottom rows of the screen, in opposite directions. They are harmless and they seem very appropriate for a room dedicated to the World Wide Web: they are like packets of information speeding along it.

Four arrows have been added in order to make the room a little more difficult. They look like solid white blocks, just like the harmless ones, increasing the "internet traffic" on the screen.

One item has been removed from the room and one moved within it, without affecting the overall challenge involved in collecting the items in this screen.

Unfair IDSes when exiting right and left have been eliminated thanks to changes introduced in "Maths Lab" and "The Reading Room", respectively.

 

37. The Olympic Swimming Pool

The room design remains almost unchanged in relation to the OE, with the exception of one Water cell replaced with an Earth cell at the right edge of the pool, and an Earth cell replaced with a Water cell near the left-hand side of the room. A PV created by Ian Rushforth and myself colours two Water cells (one red and one green), which will hopefully make the player unsure whether these non-standard blocks are lethal (while they are actually perfectly safe, preserving the functional characteristics of "regular" Water cells).

Geoff Eddy's PV originally applied in the rooms "Phew, That Was Lucky!" (11) and "The Arches of Despair, I fear" (18) in his game Willy Takes a Trip reverses the direction of the conveyor every 32 ticks. This may result in a fatal outcome for the player if they try to position Willy for the jump onto the rope, by first jumping up vertically onto the conveyor and holding a Left key to stand still (which they can do in the OE). Geoff Eddy's PV originally applied in the rooms "Phew, That Was Lucky!" (11) and "The Arches of Despair, I fear" (18) in his game Willy Takes a Trip reverses the direction of the conveyor every 32 ticks. This may result fatal for the player if they try to position Willy for the jump onto the rope by first jumping up vertically onto the conveyor and holding a Left key to stand still (which they can do in the OE).

Both insects feature my improved sprites and both fish feature Richard Hallas's sprites whose movement has been tweaked thanks to Ian Rushforth's suggestions.

Contrary to the OE, the yellow vertical insect is bright in the SE. The change was applied thanks to Ian Rushforth's Guardian Aura Bug Fix – in the OE the guardian was made non-bright so that a guardian belonging to the same class did not have a halo around it in "A Room with a View".

The jump-from-the-conveyor-over-the-guardian-onto-the-rope challenge in this room was later developed in the room "Failed Suicide Attempt Vol. 2" (095) in Jet Set Willy: Mind Control, used also in "Treacherous Cavern" (195) in Jet Set Willy: The 2010 Megamix.

 

38. The Gym (Hurdle Practice)

The upper right corner of the room has been redesigned to provide a "landing pad" for the player arriving, via teleportation, from "A Forest Clearing on Fire!". An item has been added there which can only be collected upon such arrival.

The extension of the wall prompted the change of the rightmost guardian's sprite from Maria to the loudspeaker. The wall made it feasible for the loudspeaker to be moving up and down alongside it and thus create the only instance of a moving loudspeaker in the game.

The lower right corner has been redesigned to eliminate possible IDSes when jumping in from "The Olympic Swimming Pool".

Two bright magenta arrows have been added to increase the difficulty level of this screen.

A PV of my design using Geoff Eddy's "nice fuzzy border effect" routine kicks in twice for each of Willy's jumps over the hurdles.

Contrary to the OE, the leftmost vertical guardian is bright. The change was applied thanks to Ian Rushforth's Guardian Aura Bug Fix – in the OE this guardian was made non-bright so that a guardian belonging to the same class did not have a halo around it in "Upper Balcony".

 

39. Maths Lab

This screen is room 36 in the OE. It has been swapped with "Internet Cafe" in order to accommodate the "double items" effect satisfactorily.

Two items have been moved within the room and another one has been added. The three items located within the geometrical figures can only be collected in "The Temple of Passing Time".

After all of the items in "Maths Lab" have been collected, gaps open in walls in "Willy's Private Fort Knox" and "The Mammoth Cave", making it possible to access the treasure trove in the former room and the right hand side of the latter room (and, consequently, also "The Single Item Cave").

A PV of my design using Geoff Eddy's "nice fuzzy border effect" routine kicks in at various times when Willy is airborne, which will hopefully unnerve the player.

The Fire cell in the lower left corner has been eliminated so as to prevent the particularly unfair IDS which happens in the OE when entering the room from the left. Some other Fire cells have been removed, and only those have been left which are necessary to stop the player from falling downwards or collecting the lower left item in "A Room with a View" without worrying about the dummy wall to its right.

The name of the room has been changed from "Math" to "Maths" to respect the British spelling.

 

40. The Old Writetyping Office

This screen is room 28 in the OE. It has been swapped with "The Reading Room" in order to accommodate the "double items" effect satisfactorily.

The rightmost item can only be collected in "A Forest Clearing on Fire!".

"The Old Writetyping Office" is the only instance (apart from the exclamation mark added to "Dynamite Dan would love this!", the lower case used in "Primum non nocere" and the "s" added to "Math" in "Maths Lab") of a change in the room name in relation with the OE. In the OE the room name was a clear indication to the player that this is where the Writetyper cheat should be activated. However, the cheat has been totally erased in the SE, and so the room name has been changed accordingly. Thanks to a PV of my design, though, a ghost of "WRITETYPER" appears when Willy walks along the bottom of the screen...

 

41. The Studio

The room's design is identical with that in the OE.

A vertical guardian (the blue one) and four arrows have been added, increasing the difficulty of this screen. A PV of my design prints a dummy guardian to make the player hesitate when crossing the room from left to right. Thanks to a PV of Ian Rushforth's and my design, the colour of the arrows changes depending on whether Willy is on the right or left side of the room (from bright cyan to bright magenta, respectively). A side effect of the PV is also that the dummy guardian is only printed when Willy is on the right side of the room (but after that it remains in place even if Willy moves to the left side).

 

42. Main Hallway West

This screen is room 52 in the OE. It has been swapped with "The Cinema" as part of a rather complicated optimisation which allowed the PV at #D3FB – #D400 to include the first byte of the data of the following room (at #D400, with a value of #EA).

The room layout is almost identical to its predecessor in the OE, apart from the removal of one item (put to a better use elsewhere), which has not diminished the overall challenge of collecting the items in this room.

Geoff Eddy's PV originally applied in the room "Willy's Inner Sanctum" (16) in his game J4 (The Fourth Remix) makes the guardian on the floor multicolour, and a PV of my design prints a dummy guardian, which will hopefully stop some players for a moment of reflection before collecting the upper left item.

A bright red arrow has been added at the floor level. It triggers the Swooshing Arrow & Flashing Border/Status Bar Effect, thanks to a PV designed by Ian Rushforth and myself. Ian has come up with significant code optimisation in order to be able to add the arrow and the Swooshing Arrow & Flashing Border/Status Bar Effect in this room, so as to have the effect in both parts of the Main Hallway "diptych". His solution includes using the room data reserved for the Fire cells' definition in this room for other purposes, and code creating decorative "pseudo-Fire cells" in the ceiling (to preserve the look of the room from the OE; the Fire cells in both the OE and the SE are unreachable by Willy).

 

43. The Volleyball Court

The sprites of all three moving guardians have been changed.

Cell types unused in the OE (a ramp and a conveyor) have been added, both for practical reasons (to eliminate an IDS which could occur when jumping in from the right) and visual ones.

The right unmoving guardian has been repositioned so that the effect of its colouring the Water cell below the *left* guardian has been eliminated.

The left item has been moved so as to make its collection more challenging.

Geoff Eddy's PV originally applied in the room "Holy Floor!" (46) in his game Willy Takes a Trip changes the colour of the central guardian depending on Willy's coordinates.

A bright red arrow has been added, of a kind unseen in the OE, to make the room a little bit more difficult.

 

44. The Changing Room

The upper left part of the room has been modified in order to eliminate various possible IDSes when dropping down from "A Bit of Fresh Air".

Geoff Eddy's PV originally applied in the room "Weeds" (59) in his game Willy Takes a Trip makes Willy change colour depending on his x-coordinate – fittingly for "The Changing Room". It has been modified, however, so that Willy alternates between white and yellow only.

Contrary to the OE, the red vertical guardian is bright in the SE. The change was applied thanks to Ian Rushforth's Guardian Aura Bug Fix – in the OE the guardian was made non-bright so that a guardian belonging to the same class did not have a halo around it in "A Room with a View".

 

45. Up on the Roof

The room has been redesigned to eliminate IDSes or instances of Willy getting irredeemably stuck which may occur in the OE when exiting this screen downwards. Its visual aspect has been improved at the same time.

The items have been raised by one row, which may marginally increase the difficulty of collecting the rightmost and leftmost ones.

A PV of my design prints the initials of "Willy's New Mansion" on the roof.

The room's Air was bright in the OE in order to prevent the effects of the Guardian Aura Bug. It has been reverted to non-bright in the SE (following the original design concept) thanks to Ian Rushforth's fix which eliminated the bug.

The room is a good example of the Global Seamlessness of the screen.

"Up on the Roof" was a minor inspiration in the creation of "Extended Belfry Tower" (211) in Jet Set Willy: The 2010 Megamix.

 

46. The Underground Pantry

The shape of the Fire cells has been modified in order to make them look good both when hanging down from the ceiling and sticking out from the ground.

Two Earth cells have been added to create a solid support for the conveyor.

Geoff Eddy's PV originally applied in the rooms "Phew, That Was Lucky!" (11) and "The Arches of Despair, I fear" (18) in his game Willy Takes a Trip reverses the direction of the conveyor every 32 ticks. This may confuse the player, but it can also be used to their advantage, by giving them a second chance (or, in fact, multiple chances) to time their moves right versus the horizontal guardian.

A PV of my design prints a dummy guardian depending on Willy's y-coordinate. In practical terms, the guardian appears once Willy has dropped onto the conveyor, which will hopefully unnerve some players.

The layout of this screen and its main conveyor-guardians challenge inspired the design of "Under the Cave Mouth" (room 144 in Jet Set Willy: The 2005 Megamix and room 086 in Jet Set Willy: The 2010 Megamix).

 

47. The Cellar

This screen is room 19 in the OE. It has been swapped with "Stairway (Starryway) to Heaven" as part of a rather complicated optimisation which allowed the PV at #D3FB – #D400 to include the first byte of the data of the following room (at #D400, with a value of #EA).

The room is visually unchanged from the OE. Nevertheless, there is more to it than meets the eye. It has now become the entry (and exit) point of the teleporter detour.

Geoff Eddy's PV originally applied in the room "Willy's Inner Sanctum" (16) in his game J4 (The Fourth Remix) makes the horizontal guardian multicolour.

A modified version of this screen was included in Jet Set Willy: Mind Control, as room 097 "Scary Dungeon".

 

48. Primum non nocere

The name of this room is meant to continue the tradition of room names in Latin (or seemingly in Latin) started by "Nomen Luni" in the original JSW and continued by "Rigor Mortis" in Jet Set Willy II: The Final Frontier and Nelli Secundus in Richard Hallas's Join the Jet-Set!. Meaning "First, do no harm", it is, of course, one of the principal precepts of bioethics and an appropriate name for a room with seven lethal guardians which can kill Willy easily enough. The name was spelled in upper case in the OE, but in the SE it is spelled in sentence case, following the rule that capitalisation of letters in titles, or lack thereof, corresponds to the rules of the language the room name is in.

One Fire cell has been added, making it impossible to exit the room to the right from the rightmost yellow platform, and thus preventing the resultant IDS. It also makes the U-turn more difficult.

Geoff Eddy's PV originally applied in the room "Magic Mushrooms" (58) in his game Willy Takes a Trip makes the guardians in this screen change colour constantly.

 

49. Entrance to the Cellar

The layout of the room is unchanged in relation to the OE. The colour of the ramp has been changed and the Fire cells have been made non-bright.

Two bright yellow arrows have been added to increase the difficulty level.

A PV of my design based on the Screen Flash code (unused in the original JSW, where it resides at #8A11 – #8A25) makes the screen go blue from time to time – symbolic of the darkness which you may encounter when you enter a cellar.

"The Lair of the Diagonal Monster" (room 143 in Jet Set Willy: The 2005 Megamix and room 059 in Jet Set Willy: The 2010 Megamix) is loosely based on the design of "Entrance to the Cellar".

 

50. Willy's Problematic Heaven

Parts of the room have been redesigned to eliminate the IDSes which occur in the OE when exiting the screen downwards or leftwards.

My Shimmering Willy PV [Complex], combined with the setting of the Air's INK colour, makes the protagonist shimmer in white and magenta.

The arrows in this room flash in white and yellow, being the only instance of flashing arrows in the game. It seems somehow appropriate for deadly angelic missiles...

The cloud graphics from this room were used in some of the rooms in Jet Set Willy: The 2005 Megamix and Jet Set Willy: The 2010 Megamix, namely "A Glimpse of the Castle" (room 096/093, respectively) and "Another MegaTree?" (089/105), as well as in the rooms "A Nightmarish Walk in the Clouds" (044) and "There's an item in the clouds!!!" (099) in Jet Set Willy: Mind Control.

 

51. The Dining Hall

This room is almost unchanged in the SE in relation to the OE, with the exception of two items added on the upper left table for full symmetry, and two Fire cells on the lower right moved one block to the left for symmetry and to minimise the possible IDSes.

An IDS may still occur when jumping into the room from either side. However, there is no reason to perform either jump whatsoever, so I have decided to leave this particular IDS possibility in the game to punish careless players.

A PV of my design using Geoff Eddy's "nice fuzzy border effect" routine is activated momentarily at two points of Willy's jump over the blue vertical guardian.

 

52. The Cinema

This screen is room 42 in the OE. It has been swapped with "Main Hallway West" as part of a rather complicated optimisation which allowed the PV at #D3FB – #D400 to include the first byte of the data of the following room (at #D400, with a value of #EA).

Geoff Eddy's PV originally applied in the room "Magic Mushrooms" (58) in his game Willy Takes a Trip makes the guardians in this room change colour constantly. The PV has been modified, though, so that the colour change is only between white and cyan, reflecting the flickering of the silver screen (the screen's attributes have been altered in relation to the OE).

Furthermore, Ian Rushforth's Shimmering Willy PV [Optimised] makes Willy himself flicker between white and cyan. This creates a special challenge. The player can leave "The Cinema" with Willy either being white or cyan. If Willy is cyan, he will not be able to collect items in other rooms, so he has to leave "The Cinema" being white. However, due to a feature of the game engine which makes Willy's colour dependent on the colour of the Air cells' INK in the room he is currently in (discussed in section 20.3.D below), after entering either of the adjacent rooms ("The Studio" or "The Reading Room"), the player will not know whether Willy is white or cyan, because he is displayed white in both rooms regardless of whether his technical colour (determined by the value stored at #962D) is #07 (white) or #05 (cyan).

Consequently, the player will only find out in the second room in either direction ("A Bit of Fresh Air" or "Internet Cafe") whether Willy is white or cyan (while in "On the Sun Deck" Willy's colour will change again, being determined by the Shimmering Willy PV [Complex] operating there). If the player finds out that Willy is cyan, they will have to do something about it, e.g. go back to "The Cinema" and try to leave that room being white. However, once again they will not know whether Willy is white or cyan until getting to "The Studio" or "The Reading Room". It can get pretty frustrating for the player.

The ramp has been extended upwards by one block, eliminating the unfair IDS which happens in the OE when entering the room on the upper right.

 

53. Above the Front Door

In the OE, the player can reach this room after exiting "In the Backwoods" downwards (which allows them to access the upper part of "The Front Door"). In the SE, the player arrives in "Above the Front Door" via teleportation from "The Temple of Passing Time".

The room's Air was bright in the OE in order to prevent the effects of the Guardian Aura Bug. It has been reverted to non-bright in the SE (following the original design concept) thanks to Ian Rushforth's fix which eliminated the bug.

Apart from this, the room has not been modified visually, but some important functional changes have been introduced in the SE. The Fire and Earth cells have been swapped and the direction of the conveyor has been reversed. As a result, after collecting the upper item, the player has to go back the same way they have traversed while going for the item, which now involves a tricky jump over the blue guardian. This makes the room more difficult than in the OE.

Two items have been added within the tower-like structure, to mark the proper way downwards. Once the player has descended safely to "The Front Door" (having collected the items), they should know that there is no point in trying to jump to the right from the bottom edge of the structure in the room above. Such a jump will result in the player's getting killed for no apparent reason. This is thanks to a fix devised by Ian Rushforth, which - by killing the player once - prevents them from getting trapped on the upper right of "The Front Door", the only way out of which would lead to an IDS in "The Anteroom".

Since this screen is one of the two possible exit points from "The Temple of Passing Time", Part Three of my Time Trap PV has been applied here. Therefore, the player arrives in "Above the Front Door" with the same in-game time they had back in "Into the Abyss".

 

54. The Forgotten Tower

Two Fire cells have been added in order to prevent IDSes when stepping off either edge of the lowermost platform. A third one was added to prevent a shortcut through the room. The Fire cells' shape has been modified accordingly, to make them look good both when hanging down from the ceiling and in mid-air.

A previously-unused ramp has been added, looking like a couple of arrows, meant to intimidate the player at the end of the conveyor and possibly confuse them for a second (a Jump key has to be pressed in order to progress across the ramp).

Three bright cyan arrows, including one of a kind unseen in the OE, have been added to make the room more difficult.

Willy's Colour Changed on Entrance to the Room PV makes Willy red upon his first entrance into the Tower. This means that he cannot collect any items and has to go around the room and down through "Above the West Wing Bedroom" and "West Wing Bedroom" unproductively, wasting time. By way of consolation, when Willy is red in this room, he does not get hurt by the arrows. Willy can only turn white again – and so be able to collect items once more – by re-entering this room or by losing a life inside it.

 

55. West Wing Bedroom

The Fire cells on the left have been rearranged to improve their visual aspect and to eliminate a possible IDS resulting from dropping down to the room below.

An item has been added which can only be collected by jumping *into* the Earth cell to its right. This was inspired by the same challenge introduced in "West Bedroom" (55) in JSW: TNE.

The Fire cell which guarded access to the rightmost item in the OE has been replaced with a dummy guardian printed by a PV of my design. Hopefully, some players will lose a life or two unnecessarily trying to jump over it and hitting the green loudspeaker in the process.

A yellow arrow of a kind unseen in the OE has been added as one more challenge for the player in this room.

This bedroom has no bed, but hey, it was the same in Willy's old mansion...

 

56. A Bit of Fresh Air

The room's Air was bright in the OE in order to prevent the effects of the Guardian Aura Bug. It has been reverted to non-bright in the SE (following the original design concept) thanks to Ian Rushforth's fix which eliminated the bug. The brightness, or lack thereof, of the Earth and Fire cells has been swapped, so that the Fire cells are bright in the SE and the Earth cells - non-bright.

In the OE the shape of the ramp was defined (it is visible in JSWED); however, since composite Water-ramp cells were created by giving both cell types the same attributes, only the shape of the Water cells is visible in-game. As a result, the ramp in the OE is made of clouds, which does not seem to be very logical.

This has been corrected in the SE by eliminating the ramp altogether and reshaping the steps below it. The clouds are still composite Water-ramp cells, preserving their peculiar properties.

Possible IDSes when exiting down to "The Changing Room" have been eliminated thanks to the changes to the upper left of that room.

Geoff Eddy's PV originally applied in the room "Holy Floor!" (46) in his game Willy Takes a Trip changes the colour of the bird depending on Willy's coordinates.

Both insects feature improved sprites.

The cloud graphics from this room were used in some of the rooms in Jet Set Willy: The 2005 Megamix and Jet Set Willy: The 2010 Megamix, namely "A Glimpse of the Castle" (room 096/093, respectively) and "Another MegaTree?" (089/105), as well as in the rooms "A Nightmarish Walk in the Clouds" (044) and "There's an item in the clouds!!!" (099) in Jet Set Willy: Mind Control.

 

57. Above the West Wing Bedroom

Both sides of the room have been redesigned; the left one mainly to improve its visual aspect, the right one to stop possible IDSes when exiting the room to the right. Three Fire cells have been added in the central part of the room for functional reasons (to prevent an exit downwards which would lead to an IDS in the room below, and to prevent the possibility of jumping through the ramp to collect the item in the central part of the room).

One item has been relocated to a spot which is a Promised Land area when entering the room from the right or from below. In fact, it is a "triple Promised Land" item, because if you play without losing any lives or cheating, you can only collect it upon the *fourth* entrance to the room (the second entrance from above, when Willy is white again).

The yellow guardian's sprite has been changed from a flag to the moon so as to add variety, because in the OE the same sprite is used for a guardian belonging to the same class in the adjacent room "A Bit of Fresh Air".

A PV of my design based on the use of the routine which produces sound and border effects when the title-screen message is scrolling is meant to unnerve the player when traversing the central platform.

 

58. West Stairway

Geoff Eddy's PV originally applied in the room "Holy Floor!" (46) in his game Willy Takes a Trip changes the colour of the centremost horizontal guardian depending on Willy's coordinates. A PV of my design prints "2004" (release date of the OE) in the guardian's path. Following Ian Rushforth's advice, the PV uses the Occupied Room Screen Buffer (starting at #6000). As a result, the guardian passes through the "2004" sign without any collision, colouring it from behind on each pass.

Two Earth cells have been added to provide support for the upper edge of the ramp and improve the room visually.

No other changes have been made to this screen in relation to the OE.

 

59. The Anteroom

Geoff Eddy's PV originally applied in "The Room of Stippled Blocks" (09) in his game Willy Takes a Trip, which sends two killer squares flying across the screen, should make the player realise in this second room they will visit that the SE is more difficult than the OE. The PV has been modified to make the squares cyan.

No other changes have been made to this room in relation to the OE.

 

60. The Front Door

An Earth cell added on the right prevents the player from jumping out of this room to an IDS in "The Anteroom".

A PV of my design prints the initials of "Willy's New Mansion" above the right item and makes the in-game tune change in mid-room. It is "In the Hall of the Mountain King" (from Manic Miner, also used in Jet Set Willy II: The Final Frontier) when Willy is outside the house, and it turns to "If I Were a Rich Man" (from the original JSW) as soon as he steps inside.

Another PV of my design makes the "HELLO!" sign flicker, welcoming the player to this new adventure.

In the OE (and in the original JSW), Willy's animation frame and the direction he is facing at the start of a game are whatever they were when he died in the previous game. In the SE, Willy always starts the game on top of the ramp, standing with his legs together, facing left, over the lake. These are his last moments of quiet contemplation, staring out over the expanse of water, before setting out on the difficult and hazardous task of collecting the items...

This room was used as the final screen in Jet Set Willy: Mind Control. Upon successfully completing the final sequence in that game (a flight through outer space in a flying saucer), Willy lands on the ramp in "Willy's New Mansion – Front Door" (033), throwing his hands up in triumph.

 

61. Altar to a Well-Known God

My Shimmering Willy PV [Complex] makes the protagonist shimmer in white and red (money-related red-hot fever?).

Two Fire cells have been added following a suggestion by Ian Rushforth, who spotted the fact that Willy could get irredeemably stuck within the lower right of the dollar sign (after which the player could only reset the game if they were not able to reload an earlier snapshot or use the Rollback feature). One of the Fire cells provides a "cyanide pill" for Willy; the other serves aesthetic purposes only, providing symmetry.

No other changes have been made to this room in relation to the OE.

 

62. JSW's 20th Anniversary Party

Geoff Eddy's PV originally applied in the room "Willy gets some 3D glasses" (45) in his game Willy the Hacker makes the horizontal "1984" / "2004" guardian change colour depending on which side of the room it is on. The guardian's animation is twice as fast as in the OE. This is because the number of sprite frames it uses has been reduced by half, which yielded 64 bytes of spare space (used for other purposes). In the OE, the guardian's sprites occupy half of an entire sprite page (128 bytes), with "1984" and "2004" each repeated twice; the animation frame mask of the guardian is set to 3. In the SE, the sprite occupies only a quarter of the sprite page (64 bytes), with no repetitions; the animation frame mask of the guardian is set to 1.

The title of this room inspired the title of "Jet Set Willy's 25th Birthday" (223) in Jet Set Willy: The 2010 Megamix.

 

63. Altar to an Unknown God

The composite priest guardian is featured in the SE just like in the OE, but the way it is created is different. Its two unmoving parts are printed by a PV of my design. As a result, the number of "proper" guardians in the room has been reduced, which allowed the addition of three bright red arrows, increasing the difficulty level. Following Ian Rushforth's advice, one of the arrows serves as a "cyanide pill" for Willy if he gets stuck at either edge of the conveyor, unable to commit suicide against the priest guardian above.

Geoff Eddy's PV originally used in the room "3D PacVaders" (61) in his game "ZX Willy the Bug Slayer", modified appropriately, makes the upper part of the altar shimmer.

The insect features an improved sprite.

Graphical elements and inspiration from this room were used in the creation of "The Mystic Room of Many Exits" (113) in Jet Set Willy: Mind Control. The Fire cell graphics were also used in "Henry's Bedroom" (35) in Willy's Hoard.

 

103. The Temple of Passing Time

A brand new room, created especially for the SE.

When the player enters "The Temple of Passing Time", Part Two of my Time Trap PV sets the in-game clock to 11:53 am if the "Expert" time limit level was chosen after the game had loaded (or to 11:52 if the "Hard" time limit was chosen, to 11:51 if the "Medium" time limit was chosen or to 11:50 if the "Easy" time limit level was chosen), independently of what time it was just a moment before in "Gateway to the Unknown". Therefore, the player has just between 7 and 10 in-game minutes to complete this room or else they will run out of time and lose the whole game (hint: if it is 11:59 am and the player is sure they will not complete the room before the clock strikes noon, losing a life will set the clock back to 11:53 am or whatever it was when they first entered the room; the player's progress through the room will be lost, because their position will be set back to the entrance to the room, but at least they will get another chance to complete this room, rather than lose the whole game).

Three of the items in this room can be collected here, while the fourth one - in "Maths Lab".

The way out of this room (other than going back to "Gateway to the Unknown") is by teleportation. Applied using John Elliott's teleport overlay, it takes the player to "Above the Front Door", where the in-game time is restored to what it was back in "Into the Abyss".

The design and name of this room were inspired by the room "Temple of the Circle" (57) from Stuart J. Hill's 2000 game Utility Cubicles.

 

104. A Forest Clearing on Fire!

A new room, created especially for the SE.

It is a rendering of the room "FOREST CLEARING" (49) from Henry's Hoard (by Martyn Brown and Andy Bigos, Alternative Software Ltd, 1985), renamed "PADDY's PATCH" in the version of Henry's Hoard which appeared on Side A of MicroHobby Issue 188: Tape 7. That room was also included, as "Forest Clearing" (05), in Willy's Hoard.

Geoff Eddy's PV originally applied in the room "A Quiet Corner to rest in" (10) in his game Willy Takes a Trip creates a moving platform which can carry Willy over the fire. The PV has been modified to use an Earth cell from another room (rather than from this one) as the moving platform.

Only one of the items visible in this room can be collected here. The other two can be collected in "The Old Writetyping Office". After collecting the item, teleportation (applied using John Elliott's teleport overlay) takes Willy to the upper right of "The Gym (Hurdle Practice)" where an otherwise unreachable item can now be collected.

Guardians designed by Adam Britton make life difficult for Willy in the lower part of this screen, and three arrows increase the overall difficulty level of the room even further. A PV designed by Ian Rushforth and myself makes the arrows alternate between red and yellow, every other tick, reflecting the glare of the fire.

 

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About Jet Set Willy: The 2005 Megamix and Jet Set Willy: The 2010 Megamix

 

[from the Readme included with JSW: 2010 Megamix, edited]

 

Game History and Background Information

Jet Set Willy was one of the first games I played on my Spectrum-compatible Timex computer back in 1986. In 2001 I discovered the joys of the Speccy emulation on PC computers, and I became aware of the JSW revival soon afterwards. In early 2004 I started writing my first game using John Elliott's remarkable JSW Editor (version 2.0.3 back then). I released the game, called Willy's New Mansion, in October 2004.

After finishing Willy's New Mansion, I intended to play all of the existing JSW games before going back to editing, in order to see what other people have done, to be able to use their brilliant ideas and to avoid unintentional copying of other authors' work. In the process, I studied Andrew Broad's list of JSW/MM games and I became aware of a couple of unfinished games whose authors had no apparent interest in or intention of finishing them, of single rooms scattered in various enhanced versions of the original JSW, and of alternative graphics which I liked a lot. According to the information given by Andrew, the authors of this material did not mind it being reused and/or developed, as long as they were credited as its authors. I had a strong feeling that these fine rooms and graphics should find their place in a finished, completable game so that they could be enjoyed by JSW fans while playing "for real". And so I set out on another editing adventure, putting together the scattered rooms, introducing the graphics I liked and creating a new, consistent game.

In the process, I decided to use the JSW128 game engine in order to be able to incorporate all of the rooms. I also expanded the game significantly, adding a number of new rooms of my own design. The result of this work was JSW: The 2005 Megamix, which was gamma-released on 10 May 2005.

Within a few months after its release I realised something I had not known before: that there may be more than two guardian tables in a JSW128 game. From that time on it was my firm intention to create a Special Edition of JSW: The 2005 Megamix in order to make a full use of the game memory.

I started working on the SE in November 2005. My initial intention was to expand the game with rooms from Henry's Hoard, by Martyn Brown and Andy Bigos (Alternative Software Ltd., 1985), which plagiarises JSW (the gameplay is similar and the rooms conform to the JSW room format). However, later on I decided to create a new JSW48 remake using these rooms, which resulted in Willy's Hoard, released in July 2006.

When I resumed work on the Megamix in February 2007, I decided to expand the game with rooms from JSW II for the BBC Micro, by Chris Robson, ported to the ZX Spectrum by John Elliott and beta-released in the Files section of the Yahoo! JSW/MM Group a year earlier. I transferred the rooms I chose for the project, but later on decided that they were not interesting enough and that they should be edited further to make them more interesting and more challenging. As a result, most of them eventually underwent very significant modifications.

In the following years I worked on what was to be JSW: The 2005 Megamix SE;, then JSW: The 2007 Megamix;, then JSW: The 2008 Megamix, then JSW: The 2009 Megamix and what finally became JSW: The 2010 Megamix off and on, whenever I had enough inspiration and the strains of real life permitted. The game was finally beta-released in the Yahoo! JSW/MM Group on 1 October 2010 and gamma-released on 29 December 2010.

The new parts of the game were designed to be outstandingly difficult. Therefore, the Hard Version is really the basic version of the game, while the Easy Version was created additionally to accommodate the needs of less advanced players.

As a matter of curiosity, I should mention the fact that the game was created in a number of very diverse real-world locations on three continents, reflecting either my temporary addresses or my holiday trips at various times. These included, in roughly chronological order: Havana, Cuba; Warsaw, Poland; Mellieha Bay, Malta; the Spanish islands of Majorca (Balearic Islands) and Lanzarote (Canary Islands); Icmeler, Turkey; Sydney, Australia; Fiji; Port Douglas (QLD) and Coral Bay (WA), Australia and finally Port Vila, Vanuatu.

 

Game Overview

JSW: The 2010 Megamix is a JSW128 Hacklevel 9 game. You have to collect 256 items and negotiate your way through the final sequence to complete the game successfully. Theoretically the game can be completed without losing a single life (in practice, if you save snapshots on the emulator). During the final playtesting I completed the Hard Version with a toilet-time of 5.32 pm, and the Easy Version with a toilet-time of 3.46 pm. Both results can still be improved significantly.

The game consists of four main parts:

- The Main Playing Field (plus several individual rooms which can be accessed from it through teleportation or launching pads) with 112 rooms and 123 items to collect in the Hard Version and 120 items in the Easy Version;

- The 1996 Speccy Scene with 33 rooms and 35 items to collect (in both versions);

- The Land of Great Hardship (plus one room accessible from it by teleportation) with 80 rooms and 98 items to collect in the Hard Version and 101 items in the Easy Version;

- The Final Sequence with 31 rooms and obviously no items to collect.

 

Game Highlights

A. Non-gameplay, visual or technical highlights:

- The largest JSW game ever made in the sense of the number of rooms you *have to* pass through (or visit) to complete it;

The game has 256 edited rooms. You have to pass through / visit 248 rooms to complete the game successfully. If you pass through 251 rooms, you have completed the game, but you have failed... (the above numbers refer to technical rooms; in some cases two or three technical rooms correspond to one room on the game map – they are clones or near-clones created for technical purposes).

Sendy's where's woody was the first (in fact: has been the only) JSW game ever to have 256 edited rooms, but you do not need to visit all of them to complete the game (you can omit the whole "love" sequence of 9 rooms which has no items, several rooms to the right of the "entrance hall" if you use the invisible teleporter, the whole sequence starting with "up the garden path" and some others).

- The first ever (and so far the only) JSW128 game to have a loading screen;

- An advanced title screen, partly designed manually (in JSWED Hex editor, outside of the standard JSWED functions);

- An additional, "final" screen which is displayed when you lose all your lives, after Willy is crashed by the foot and before going back to the title screen;

- A title-screen tune and an in-game tune never before used in any released game;

- An additional, fourth tune (besides the title-screen, in-game and cheat-mode tunes), which plays when the final screen is displayed and which is the original JSW48 title-screen tune;

- An unusual "guardian display" effect in one of the rooms;

- Tributes to games by Andrew Broad, Sendy (Alex Cornhill) and Richard Hallas, as well as to Darth Melkor's Manic Scribbler;

- Full use of JSW128 memory.

 

B. Gameplay highlights (relating mainly to the Hard Version, which I consider "primus inter pares"):

- One of the most difficult games ever designed;

with close to 100 rooms which I would describe as "difficult rooms of advanced design" (akin to the rooms in Andrew Broad's games or Sendy's STRANGEL) and some individual special challenges in other rooms.

- The first ever use of a quirky feature of the game engine which allows Willy to drop down safely, after a jump through an overhead block, the height of over five blocks (as in for example "Snatch the Disk and Get Out!" [056], "Road to the Inaccessible Castle" [091] and "Ropeway to the Observatory" [106]);

This challenge was present in JSW: The 2005 Megamix already and Andrew Broad later called it "Daniel Gromann's overhead ILB" in his documents concerning the quirky features of the game engine (ILB standing for "innocent-looking block").

- Challenges involving invalid arrow technology, some combining it with the need of quirky jumps;

- New, innovative (TTBOMK) invalid ramps, producing amazing effects;

- A technical first, TTBOMK: having to use guardians to protect you from arrows!

- Other interesting challenges, including:

using ropes to pass through Earth cells, moving on ropes to avoid Fire cells (through which the ropes pass), effects resulting from setting the Air attributes to the same value as Conveyor and Ramp attributes (including invalid ramps), using the superjump, and design patterns involving sticky conveyors;

- An extensive use of "traditional" quirky features;

- A lot of challenges involving dextrous jumping and correct timing, including some extreme, seemingly impossible challenges which call for pixel-perfect accuracy at the correct guardian cycle;

- A more extensive use of diagonal guardians than in any other game (AFAICT);

- An extremely advanced final sequence which forms an integral part of the gameplay and requires a lot of activity from the player - the best-developed final sequence of all JSW games created so far.

During the toilet run the player has to be active and use the correct keys both to stop running / remain unmoving on the rope and to move forward (on conveyors), has to avoid moving guardians, use those ropes which are helpful and get away from those which are obstacles, hide behind Water cells to outmanoeuvre arrows and use moving platforms to get over gaps and static guardians. The player also has to make a choice at one point as to the route he/she is going to take ("the most fateful of all choices"); if they choose the wrong way, they will reach the very end of the game, but without being able to complete it (the wrong ending).

 

Hard vs. Easy Version

The new rooms in the game were designed to be extremely difficult. The Hard Version was completed first. The Easy Version was only created afterwards, by re-editing the Hard Version. Therefore, the Hard Version is "the first among equals".

The Hard Version is intended to be an extreme challenge for the most dedicated players. Some parts of it are very easy, but some are forbiddingly difficult. You will probably get *very* frustrated as you progress through the latter, but then you should have a *huge* satisfaction when you complete the game successfully.

The Easy Version should be easy enough and at the same time interesting enough for both beginners and "regular" players.

Warning: If you intend to play both versions, playing the Easy Version first will probably be a spoiler and will deprive you of much of the joy related to the solving of the Hard Version puzzles. On the other hand, if you are an inexperienced, but ambitious player who wants to master the world of the quirky features, it can be significant help (showing you where to go, for example, if you cannot figure out a downwards jump through an innocent-looking block) – I had that experience myself when years ago I first struggled with Andrew Broad's JSW: The Lord of the Rings, the first game I ever played which makes an extensive use of the quirky features.

 

JSW: The 2010 Megamix vs. JSW: The 2005 Megamix

 

1. Analysis of room differences

JSW: The 2005 Megamix has 182 edited rooms. JSW: The 2010 Megamix has 256 edited rooms, of which 139 are rooms from JSW: The 2005 Megamix (many of them modified) and 117 are new rooms, which do not appear in JSW: The 2005 Megamix. On the other hand, there are 44 rooms which appear in JSW: The 2005 Megamix and do not appear in JSW: The 2010 Megamix any more (the seeming arithmetical incongruence between the above numbers is due to the fact that the room "No! Not the USR 0 Lines!" from JSW: The 2005 Megamix is used twice in JSW: The 2010 Megamix). I do not think it is any waste, since they are very simple rooms and they have been substituted by much more valuable rooms of advanced design.

 

2. Improvements in JSW: The 2010 Megamix in relation to JSW: The 2005 Megamix (globally or in the rooms which appear in both games)

- No more unfair infinite-death scenarios;

- No more "linker rooms" (very simple ones created only to fill in the game layout);

- No more "trap rooms" (leading to infinite-fall scenarios);

- Enhanced room design in some rooms, leading to increased difficulty (especially in the Hard Version);

- Very few quirky features in the Easy Version (and the existing ones are generally very easy and intuitive);

- Improved graphics;

- Some favourable changes to the layout of the "old" parts of the game.

 

3. Evaluative comparison

JSW: The 2010 Megamix is a complete, finished product. From today's perspective, JSW: The 2005 Megamix is only a halfway product (although it may not have looked that way at the time of its release, since it is a completable game).

I do not perceive the two as two different games, and I think they should not be listed as such. I believe that JSW: The 2010 Megamix should only be listed, with information that the first phase of its development was JSW: The 2005 Megamix. That is why I enclose an additional ZIP with the original game and text file of JSW: The 2005 Megamix in the release of JSW: The 2010 Megamix - so that there is no more need to host JSW: The 2005 Megamix separately.

For me, JSW: The 2010 Megamix (both Hard and Easy Version) is one of the products which I would like to be remembered in the future as my contribution to the MM/JSW scene (alongside the Special Edition of Willy's New Mansion, Jet Set Willy: Mind Control, Willy's Hoard, my special or final editions of games by other authors and other new games I may create in the future). In this sense, JSW: The 2005 Megamix becomes a file of historical interest only.

If you have not played JSW: The 2005 Megamix yet, I would say: do not bother, do not play it, just play JSW: The 2010 Megamix instead (the version which best corresponds to your abilities and ambitions as a player).

 

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Jet Set Willy: The 2010 Megamix - Room descriptions

 

[from the Readme included with the game]

 

The list is ordered by technical room numbers in JSW: The 2010 Megamix, which facilitates identification if you want to look at the rooms in the editor. Room names are followed by technical room numbers in JSW: The 2005 Megamix or information that it is a new room which does not appear in that game.

 

A. The 1996 Speccy Scene

 

000. Woodhouse, Sheffield (000 in MM2005)

The starting screen in Paul E. Collins's unfinished JSW '96 Remix. I substituted the toilet with a computer, eliminated one item and changed the colour of the bird to BRIGHT yellow, but made no other changes.

 

001. Alchemist Research HQ (017 in MM2005)

Paul E. Collins's room with one guardian preserved (the upper one) and two other added. I also added a thin blue line for the original guardian to walk on.

 

002. The AlchNews Writers (006 in MM2005)

Paul E. Collins's room with guardians added.

 

003. The Chic Computer Club (026 in MM2005)

Paul E. Collins's room with guardians added. In JSW: The 2005 Megamix it was possible to exit this room to the right. It is not any more.

 

004. Above the Chic Computer Club (022 in MM2005)

Paul E. Collins's room with one original guardian and three more added and some slight design modifications.

 

005. Miles Kinloch's Flat (005 in MM2005)

Paul E. Collins's room with slight modifications to the original design and additional guardians introduced (the pink cassette on the right appears in the original file). When trying to exit the room downwards, you have to jump over the green horizontal guardian. This will most likely result in a quirky jump through an innocent-looking block (ILB), which will take you right to the room below, through the floor so to speak. It happens also in the Easy Version, but it does not require any conscious effort on the part of the player - it just happens, which does not make the Easy Version unduly difficult and may actually be a nice introduction for the uninitiated to the world of the quirky features. In fact, it may be the first instance ever of this kind of quirky jump being *imposed* upon the player.

 

006. The Rooftop Chase (008 in MM2005)

Paul E. Collins's room with guardians added, most of the items removed and one minimal, but very important modification in the room design.

 

007. Impact PD Duplication Plant (012 in MM2005)

Paul E. Collins's room modified in order to incorporate it into the game layout, with guardians added. The 2010 version is actually slightly closer to the original than the 2005 version.

 

008. The Apple Factory (018 in MM2005)

Paul E. Collins's room with slight modifications to the original design and various guardians added.

 

009. Extacy-3 United Minds (007 in MM2005)

Paul E. Collins's room with just one slight change (in the location of the item on the right-hand side) and guardians added.

 

010. Carl & Mike, the Emulator Users! (001 in MM2005)

Paul E. Collins's room with slight modifications and two additional guardians added (the pink cassette appears in the original file).

 

011. Spectrum UK: Keep the Faith! (013 in MM2005)

Paul E. Collins's room with one item removed and additional guardians added (the yellow cassette and the green dumbbell appear in the original file).

 

012. The Least Lazy Speccy Demo Group (010 in MM2005)

Paul E. Collins's room with two items removed and guardians added.

 

013. Return Teleporter Won't Work!!! (029 in MM2005)

A room of my own design, which in JSW: The 2005 Megamix was called "Teleporter back to 2005" and which took you back to the Main Playing Field. Not any more - hence the current name. The teleporter leads to the same room, which produces the peculiar effect of being "caught in space-time". The room features graphic elements from Darren McCowan's Jet Set Willy: Wet Sunday Afternoon Graphical Remix.

 

014. Rip-off PD, B----n, R---y (030 in MM2005)

Paul E. Collins's room, unmodified except for the closing of the downwards exit and the items, with guardians added (except for the pink bird, which appears in Paul's original).

 

015. Steal the Software! (031 in MM2005 - although I count it as a new room due to its extreme redesign)

A room of this name appears in Paul E. Collins's JSW '96 Remix, but it is just a sketchy design, evidently unfinished. I used the name and the graphic elements designed by Paul, but redefined the room completely in JSW: The 2005 Megamix. I redefined it as completely in JSW: The 2010 Megamix to make it more interesting and to suit the new layout of the game and the route the player has to take.

 

016. speccy_games@emulator.com (024 in MM2005)

Paul E. Collins's room, with some modifications and with guardians added.

 

017. <<<< Europe Sheffield >>>> (014 in MM2005)

Paul E. Collins's room with slight modifications, making it possible to pass it from left to right and impossible to exit upwards, and with guardians added.

 

018. La lettre du Spectrumaniac,Paris (025 in MM2005)

Paul E. Collins's room with no modifications in the design, just items removed / placed elsewhere and guardians added.

 

019. The Eiffel Tower (004 in MM2005)

Paul E. Collins's room with slight modifications introduced and the original guardian preserved (changed to BRIGHT yellow).

 

020. Aaargh! Format's SAM Coupé Fair! (011 in MM2005)

Paul E. Collins's room with guardians added, featuring Darren McCowan's sprites. I also added the items, but I think their shape was designed by Paul. The way you play this room in JSW: The 2010 Megamix is different from (more interesting than) the way you play it in JSW: The 2005 Megamix.

 

021. The International ZX81 Group! (003 in MM2005)

Paul E. Collins's room with slight modifications and guardians added.

 

022. Womo PD, Deutschland (020 in MM2005)

Paul E. Collins's room with no modifications, just items removed / placed elsewhere and guardians added.

 

023. Busy Soft, Czechoslovakia (015 in MM2005)

Paul E. Collins's room with one slight change, making it possible to pass it from left to right, and with guardians added. It should be noted that Czechoslovakia ceased to exist on 1 January 1993, when it was divided into the Czech Republic and Slovakia. So it was not there any more in 1996. However, I have kept the original room name.

 

024. Chezron Software (021 in MM2005)

Paul E. Collins's room, with some modifications and guardians added.

 

025. << Quedgeley Turn Back NOW! (002 in MM2005)

Paul E. Collins's room with some modifications, including the exchange of the Fire cells on the floor level for a harmless conveyor. The horizontal guardian at the floor level appears in JSW '96 Remix; the others have been added.

 

026. Alchemist Research Continental (019 in MM2005)

Paul E. Collins's room with no modifications, just items removed and guardians added.

 

027. Entrance to the Eurotunnel (016 in MM2005)

Paul E. Collins's room with slight modifications, items removed and guardians added.

 

028. DON'T Go Down!!! (087 in MM2005)

A simple room of my own design with graphic elements from Darren McCowan's Jet Set Willy: Wet Sunday Afternoon Graphical Remix.

 

029. I Told You Not to Go Down... (085 in MM2005)

A simple room of my own design with the fire graphics copied from Darren McCowan's rendition of "We must perform a Quirkafleeg" (16).

 

030. ... The Eurotunnel's on Fire!!! (086 in MM2005)

A simple room of my own design with the fire graphics copied from Darren McCowan's rendition of "We must perform a Quirkafleeg" (16).

The sequence: "DON'T Go Down!!!" - "I Told You Not to Go Down..." - "... The Eurotunnel's on Fire!!!" was inspired by Adam Britton's game Jet Set Willy: The Continuing Adventures SE: the rooms "Don't Go Down!!" (11) and "Don't Fall Off!" (58) followed by "Don't Say I Didn't Warn You!" (21).

 

031. No! Not the USR 0 Lines! (009 in MM2005)

Paul E. Collins's visually unmodified room, sadly evocative of the 80s.

 

032. No! Not the USR 0 Lines! (009 in MM2005)

Paul E. Collins's visually unmodified room, repeated for technical reasons.

 

B. The Main Playing Field

 

033. The Arrival - Dyn Dan Style (088 in MM2005)

My own room, using the zeppelin graphics I designed for my first game, Willy's New Mansion, in the room "Dynamite Dan would love this" (20).

 

034. First Landing (152 in MM2005)

My own room, using graphic elements (the tree branches) from "A Room with a View" (30) from Willy's New Mansion, plus my insect sprites from that game (in a modified version first introduced in Jet Set Willy: Mind Control).

 

035. Second Landing (090 in MM2005)

My own room, using graphic elements (the tree branches) from "A Room with a View" (30) from Willy's New Mansion, plus my insect sprites from that game (in a modified version first introduced in Jet Set Willy: Mind Control).

 

036. Left-To Work Right-To Have Fun (091 in MM2005)

A room of my design, with the classic M. Smith's bird and some guardian sprites modified by Darren McCowan. This is the first room where you have to use the quirky features of the game engine (in the Hard Version only) - you have to jump through an innocent-looking block (ILB) in order to be able to go down to "The Ludicrous Room" from the adjacent "Dave's Hardcore Room".

 

037. Dave's Hardcore Room (045 in MM2005)

Paul E. Collins's room with slight modifications and guardians added. The large, composite guardian is a hybrid featuring the upper part of the original JSW design and the lower part modified by Darren McCowan.

 

038. The Bar (084 in MM2005)

I designed this room because I planned to include the room "Behind the Bar" in the game and I felt that there should be a bar to precede it. Most of the guardians here are Darren McCowan's modifications of the original JSW sprites. The Easy Version features the room as it was in JSW: The 2005 Megamix. In the Hard Version the bar has been modified to be much more difficult.

 

039. Behind the Bar (055 in MM2005)

Ian Collier's room from his slightly expanded version of JSW (room 61), reproduced here rather faithfully (except for the BRIGHT colour of the guardians and the extended capitalisation in the room name).

 

040. Where the Chapel Should Be (027 in MM2005)

Ian Collier's room from his slightly expanded version of JSW (room 47), reproduced here rather faithfully (except for the BRIGHT colour of the guardians, the extended capitalisation in the room name and the exit opened to the right).

 

041. Nearer, My Emulator, to Thee... (145 in MM2005)

My room with Darren McCowan's graphic elements, plus two of his modified sprites, one unmodified sprite from JSW and one from MM.

 

042. Entrance to the Gaming Room (035 in MM2005)

My room with graphic elements from Darren McCowan's Jet Set Willy: Wet Sunday Afternoon Graphical Remix and Darren's modified Maria sprite.

 

043. Sheer Bliss: The Gaming Room! (033 in MM2005)

My room with Darren's graphic elements plus the waggling joystick from Richard Hallas's Join the Jet-Set!.

 

044. The Guest Room (103 in MM2005)

A room from the Dragon 32 version of JSW, adapted from John Elliott's conversion to the Spectrum format (room 061), with some modifications.

 

045. The Games Room (104 in MM2005)

A room from the Dragon 32 version of JSW, adapted from John Elliott's conversion to the Spectrum format (room 062), with some modifications.

 

046. Hall of Mirrors (105 in MM2005)

A room from the Dragon 32 version of JSW, adapted from John Elliott's conversion to the Spectrum format (room 063), with some modifications. The guardians, Willy's look-alikes, move backwards rather than forwards, since I did not want to sacrifice the space I could use for another sprite to introduce a properly moving Willy sprite.

 

047. The Tribble Hutch (125 in MM2005)

A room from the Dragon 32 version of JSW, adapted from John Elliott's conversion to the Spectrum format (room 073), with some modifications.

 

048. The Pub (119 in MM2005)

A room from the Dragon 32 version of JSW, adapted from John Elliott's conversion to the Spectrum format (room 074), with some modifications.

 

049. In the Fridge! (046 in MM2005)

Paul E. Collins's room with one minimal modification, two items removed and guardians added.

 

050. An Indoor Car Boot Sale? (036 in MM2005)

Paul E. Collins's room with slight modifications on the left-hand side and guardians added. The vertical guardian on the left comes from JSW '96 Remix.

 

051. The All-New Swimming Pool (044 in MM2005)

Paul E. Collins's room with guardians added, including two sprites by Richard Hallas.

 

052. The Room Without a Name (057 in MM2005)

Ian Collier's room from his slightly expanded version of JSW (room 63), reproduced here rather faithfully (except for the removal of two items, the opening of the exit to the right and the expanded capitalisation in the room name).

 

053. The Playroom (056 in MM2005)

Ian Collier's room from his slightly expanded version of JSW (room 62), reproduced here rather faithfully (except for the BRIGHT colour of the guardians and the elimination of three items).

 

054. The Ludicrous Room (051 in MM2005)

Paul E. Collins's room with slight design changes (invisible, but serving to prevent Willy from getting stuck), three items removed and guardians added.

 

055. Below the Ludicrous Room (147 in MM2005)

My room, with the "shortened" Macaroni Ted sprite I modified for Willy's New Mansion. The idea of having to step down accurately from the rope was inspired by the room "The Fierce Fire-pit" (21) of Willy's New Hat, which I think was the first place where such a challenge had ever been introduced.

 

056. Snatch the Disk and Get Out! (146 in MM2005)

My room, with Darren McCowan's graphic elements, Matthew Smith's original guardians and Greg Heslington's Skinky. In JSW: The 2005 Megamix the room is located (unnecessarily) in the 1996 Speccy Scene zone.

 

057. My Bathroom (042 in MM2005)

Paul E. Collins's room with one item removed and five guardians added, three of which feature Darren McCowan's modified sprites and two - classic sprites from MM.

 

058. The Well-Illuminated Inner Alley (081 in MM2005)

My room, for which I drew inspiration partly from the room "Take it to the bridge" (36) of "Jet Set Willy: The DrUnKeN mAsTeR!!!" by The DrUnKeN mAsTeR!!!.

 

059. The Lair of the Diagonal Monster (143 in MM2005)

My room, loosely based on "Entrance to the Cellar" (49) from Willy's New Mansion. Darren McCowan's sprite features as the Diagonal Monster. In JSW: The 2005 Megamix the room is located (unnecessarily) in the 1996 Speccy Scene zone.

 

060. Down at The Fountain (043 in MM2005)

Paul E. Collins's room with one item removed, three guardians added and one minimal aesthetic change.

 

061. The Drain (121 in MM2005)

A room from the Dragon 32 version of JSW, adapted from John Elliott's conversion to the Spectrum format (room 067). I thought it too simple and unattractive, so I redesigned it and added more guardians.

 

062. Willy's Swing (037 in MM2005)

Paul E. Collins's room with one minimal modification (the downward exit moved to the right), one item removed and four guardians added.

 

063. In the Hall of the Drain Monster (097 in MM2005)

A remake of the opening room "In the Hall of the Mountain-King" (33) from Richard Hallas's classic game Join the Jet-Set!. It features, among other things, a hybrid composite monster, with both Matthew Smith's original and Darren McCowan's modified elements.

 

064. Dr. Who Will Never Believe This! (047 in MM2005)

Paul E. Collins's room with one modification (blocks added at the exit to the right), fourteen items removed and two guardians added on the left-hand side. The two red guardians on the right come from JSW '96 Remix.

 

065. Space Invaders! (054 in MM2005)

Paul E. Collins's room with a changed location of the item and guardians added, all of which feature Adam Britton's Dalek sprite.

 

066. Aaiiieeeeee!! (050 in MM2005)

Paul E. Collins's room with the pattern of mid-air blocks modified to make it possible to climb to the left-hand side of "In the Fridge!" above and come back down. I have kept the original vertical guardians and added a horizontal guardian on the right, plus the item.

 

067. Invasion of the Daleks! (034 in MM2005)

Paul E. Collins's room with guardians added. Logically, they could be nothing else but Adam Britton's Daleks. I also removed one floor block, so that it is now possible (although not necessary) to go down to the room below ("Inside the Tardis") after jumping through an innocent-looking block (ILB). Some other necessary design changes have also been introduced in JSW: The 2010 Megamix which are not in JSW: The 2005 Megamix.

 

068. Inside the Tardis (023 in MM2005)

Paul E. Collins's room in which I preserved the original guardian (the green head, second from the right) and added seven others to fill the room with nasties.

 

069. Zaphod Says: DON'T PANIC (not present in MM2005)

A room from the Atari ST version of JSW, adapted from John Elliott's conversion to the Spectrum format (room 61), preserved in its original form apart from the spelling and location of the room name.

 

070. Impassable? Impossible! (not present in MM2005)

My room exploiting (in the Hard Version only) one of the interesting features of the game engine.

 

071. Buried Treasure >>>>>> (not present in MM2005)

A room from the Atari ST version of JSW, adapted from John Elliott's conversion to the Spectrum format (room 47), preserved in its original form apart from the capitalisation of the room name.

 

072. The Meteor Storm (not present in MM2005)

A room from the BBC Micro version of MM, adapted from John Elliott's conversion to the Spectrum format (room 019), with some modifications and items removed.

 

073. The Final Barrier (not present in MM2005)

A room from the BBC Micro version of MM, adapted from John Elliott's conversion to the Spectrum format (room 020), with some modifications and items removed.

 

074.The Forgotten Top-Secret Passage (064 in MM2005)

My room, featuring graphic elements from Darren McCowan's Jet Set Willy: Wet Sunday Afternoon Graphical Remix. In the Hard Version it requires the player to use the quirky features of the game engine, and its central part copies the layout of obstacles from "Shelob's Lair" (23) from Andrew Broad's Jet Set Willy: The Lord of the Rings.

 

075. Below the Bathroom (092 in MM2005)

One of the two rooms I designed using the graphics of Paul E. Collins's "The Sewer", which I particularly like, with Richard Hallas's fish and Darren McCowan's modified JSW guardian sprites.

 

076. Entrance to the Sewer (082 in MM2005)

The other room I designed using the graphics of Paul E. Collins's "The Sewer".

 

077. The Plumbing (048 in MM2005)

Paul E. Collins's room to which I added one guardian from MM and an arrow as a "cyanide pill" in case the player gets stuck in the central part. I also turned off the conveyor so that the room is passable in both directions, and removed one item which I needed elsewhere.

 

078. The Reservoir (083 in MM2005)

An extension of "The Plumbing" of my own design, obviously using Paul E. Collins's graphics.

 

079. The Sewer (040 in MM2005)

Paul E. Collins's room which I modified slightly in order to make it possible to move in all directions. I also added guardians.

 

080. A Mysterious Cavern (062 in MM2005)

My room, featuring some guardians with beautifully intersecting paths (if I may say so myself), very difficult in the Hard Version. The upper right-hand side in this version reflects the pattern of the room "Of Herbs and Stewed Rabbit" (59) from Andrew Broad's Jet Set Willy: The Lord of the Rings. If you are familiar with that game, this part of the cavern will not seem particularly mysterious to you!

 

081. Light at the End of the Tunnel? (041 in MM2005)

Paul E. Collins's room with the conveyor turned off, Richard Hallas's fish guardians introduced, one item removed and the other placed in a slightly changed location.

 

082. In the Well (120 in MM2005)

A room from the Dragon 32 version of JSW, adapted from John Elliott's conversion to the Spectrum format (room 066), with some modifications.

 

083. Towards the Cave (065 in MM2005)

This is a heavily modified version of the unnamed room (61) leading to "The Cave Mouth" in J. G. Harston's enhanced version of JSW. I developed it and gave it its current name.

 

084. The Cave Mouth (066 in MM2005)

A room created by Greg Heslington back in 1985 with J.G. Harston's DefRoom for the Spectrum, and featured in J.G. Harston's enhanced version of JSW. I added the two guardians and closed the exit upwards on the left-hand side to force the player to solve "April Showers" above properly.

 

085. The Cave (065 in MM2005)

A room created by Greg Heslington back in 1985 with J.G. Harston's DefRoom for the Spectrum, and featured in J.G. Harston's enhanced version of JSW. I added the three guardians, closed the possibility of passing it from left to right and eliminated a possible infinite-death scenario when exiting to the left at the upper level.

 

086. Under the Cave Mouth (144 in MM2005)

My room, which I created using the pattern of "The Underground Pantry" (46) from Willy's New Mansion. It features three sprites modified by D. McCowan, the skull guardian from "Jet Set Willy III" which I modified slightly and the classic bird, passing under which is very difficult (but possible) in the Hard Version.

 

087. The Back Way into... (053 in MM2005)

Paul E. Collins's room, preserved rather faithfully, except for the BRIGHT colour of the white guardian and the added item.

 

088. April Showers (058 in MM2005)

A room designed by Dave Nichols, which first appeared as Room 47 in "Jet Set Willy: April the 1st Edition". "Your Spectrum" (Issue 18, April 1984) published it and ran a competition to find it.

 

089. Singin' in the April Rain (059 in MM2005) My remix of "April Showers", using Dave Nichols's graphics and Richard Hallas's and Darren McCowan's sprites.

 

090. April Showers - Still Raining (060 in MM2005)

My other remix of "April Showers", with Dave's graphics and Darren's sprites.

 

091. Road to the Inaccessible Castle (071 in MM2005)

A room I designed to link "The Cave" with "The Moat". It features graphics from both of the above, plus two of D. McCowan's modified sprites and one sprite from MM. In the Hard Version it is packed with challenges based on the quirky features of the game engine.

 

092. The Moat (072 in MM2005)

A sample room from JSW Editor MkII (Softricks, 1984). I added the horizontal guardian on the ground level, and I swapped the Earth and Water cells to make the walls of the castle impossible to pass through, thus setting the limit of the playing field.

 

093. A Glimpse of the Castle (096 in MM2005)

The castle is inaccessible all right, but you can at least have a glimpse of it from the clouds! A room of my design, with graphic elements from "The Moat" and from "Willy's Problematic Heaven" (50) of Willy's New Mansion, plus guardian sprites including both the original ones by Matthew Smith and their modified version by Darren McCowan (you can see the two flags side by side). The room is revisited in Jet Set Willy: Mind Control, in the room "A Glimpse of 'JSW: 2005 Megamix'" (060), where you can actually (finally!) play in the castle area as well as fall down through the room into a secret room below on the left-hand side.

 

094. A Secret Passage in the Clouds (181 in MM2005)

My room, adorned with the sun designed by Richard Hallas and the graphics borrowed from the screen "little room next to the clouds" (006) by Sendy (Alex Cornhill) from her unfinished game Jet Set Willy: Mind Control, released in the Files section of the Yahoo! JSW / MM Group in March 2005, later of course developed into our joint JSW128 game of the same title.

 

095. I Look at Clouds from Both Sides (not present in MM2005)

A remake of my room "A Nightmarish Walk in the Clouds" (044) from the above-mentioned game Jet Set Willy: Mind Control by Sendy and myself, featuring Sendy's classic cloud graphics, vertical guardians from JSW II and a horizontally flying bird from Henry's Hoard. The name of the room is a reference to Joni Mitchell's song "Both Sides, Now", which contains the verse: "I've looked at clouds from both sides now" (my favourite interpretation being Judy Collins's 1968 one). It is worth noting that Roger North made a similar reference in his 2010 JSW debut "What Willy Did Next" in the rooms: "I've looked at clouds.." (097) and ".. from both sides now" (102).

 

096. Tricky Visible Platforms (052 in MM2005)

This room originated from Paul E. Collins's screen called "Tricky Invisible Platforms". For some reason I strongly dislike challenges based on things you cannot see. So I redesigned the room, keeping the graphic elements and location of Earth and Fire cells, but making the platforms visible and converting them into conveyors, relocating the items and adding guardians. I also changed the name of the room accordingly. It is not very "tricky", but you may still lose a life or two if you are not careful.

 

097. Above the Quirky Stairway (070 in MM2005)

The general inspiration for this room came from the screen "Konservendosenlager" (43), a German remix of the "Conservatory Roof" (43) of the original JSW. "Konservendosenlager" comes from a German JSW editor with 60 redefined rooms, which Vidar Eriksen (Erix1) uploaded to his Manic Miner & Jet Set Willy Development Page (http://jswremakes.emuunlim.com/Mmt/mmtools.htm) and to which Andrew Broad points on his website. I modified the German remix of the screen and introduced new guardians, including sprites from MM and a hybrid composite guardian featuring the lower part of the original Matthew Smith's design and the upper part modified by Darren McCowan.

 

098. The Unusual Room (039 in MM2005)

Paul E. Collins's room with slight modifications, two items removed and three / four guardians added (in the Hard / Easy version, respectively).

 

099. The Garden (123 in MM2005)

A room from the Dragon 32 version of JSW, adapted from John Elliott's conversion to the Spectrum format (room 064), with various modifications. The cloud graphics are Sendy's, and the flower guardian is featured both in its original form and as Darren McCowan's modification.

 

100. I'm Getting desufnoC (098 in MM2005)

This room, whose name makes an obvious reference to the following screen, "mooR gnisufnoC rehtaR A", is a remake of another room from the German remix, "Saege, Ei Und kein Vogel" (07), which is, in turn, a remake of "Cuckoo's Nest" (07) from the original JSW. It is linked to "mooR gnisufnoC rehtaR A" not only by name, but also conceptually, which you will see during the game.

 

101. mooR gnisufnoC rehtaR A (032 in MM2005)

Paul E. Collins's room, which I modified, linking it conceptually with the preceding screen and adding guardians.

 

102. Entrance to the CGA Rooms (038 in MM2005)

My room, using graphic elements from Darren McCowan's Jet Set Willy: Wet Sunday Afternoon Graphical Remix, Darren's guardian sprites, Richard Hallas's sausage sprite and my loudspeaker sprite.

 

103. The CGA Room (063 in MM2005)

John Elliott's room which first appeared in Version 0.03 Hacklevel 6 of "Jet Set Willy 128k" (063) in 1998, preserved rather faithfully except for the removal of one item and the extended capitalisation in the room name.

 

104. The Other CGA Room (069 in MM2005)

John Elliott's room which first appeared in Version 0.04 Hacklevel 7 of "Jet Set Willy 128k" (129) in 2000, preserved rather faithfully except for the removal of two items, the relocation of the third one, the BRIGHT colour of the guardian and the extended capitalisation in and the position of the room name.

 

105. Another MegaTree? (089 in MM2005)

My room, with graphic elements from Paul E. Collins's room "Invasion of the Daleks!" and from "Willy's Problematic Heaven" (50) of Willy's New Mansion.

 

106. Ropeway to the Observatory (154 in MM2005)

My room, featuring Sendy's cloud graphics, which is an exercise in quirky features in the Hard Version. The first room I have ever designed with a still rope in it. In JSW: The 2005 Megamix the room is located in the 1996 Speccy Scene zone and is called "Shortcut to the Roof".

 

107. The Observatory (122 in MM2005)

A room from the Dragon 32 version of JSW, adapted from John Elliott's conversion to the Spectrum format (room 071), with various modifications.

 

108. The Quirky Stairway (100 in MM2005)

My room, drawing on graphic elements from "Back Stairway" (52) and "The Wine Cellar" (49) of the original JSW. In the Hard Version you have to make a quirky jump through an innocent-looking block (ILB) in order to go down the stairs, hence the name of the room.

 

109. Down-Transport Right-Research (099 in MM2005)

My room, whose central part was inspired by the design of the room "Cliff-top Observatory" (25) of Willy's New Hat.

 

110. The Laboratory (077 in MM2005)

The first of the sequence of Rob Moseley's rooms from his unfinished JSW Remix, preserved in its original shape. Room 47 in Rob's game.

 

111. The Reactor Plant (078 in MM2005)

The second of the sequence of Rob Moseley's rooms from his unfinished JSW Remix, preserved in its original shape apart from the initial position and direction of the rope. Room 61 in Rob's game.

 

112. Above the Reactor Plant (080 in MM2005)

I introduced this room because I don't like ropes which one cannot climb. In JSW: The 2005 Megamix I copied the general pattern of the room from Paul E. Collins's "The Eiffel Tower", using the Earth graphics of "The Reactor Plant"; then I rearranged the central part and added the guardians. For JSW: The 2010 Megamix the room has been modified further, which made it more interesting in both versions and, I suppose, a very difficult challenge in the Hard Version.

 

113. The Reactor Core (079 in MM2005)

The third of the sequence of Rob Moseley's rooms from his unfinished JSW Remix, preserved in its original shape except for the guardian on the ledge at the lower right, where I decided to prevent an infinite-death scenario should the player try to go down that way. Room 06 in Rob's game.

 

114. Entrance to the Seal Chamber (076 in MM2005)

The fourth of the sequence of Rob Moseley's rooms from his unfinished JSW Remix, preserved in its original shape except for a small modification in the central lower part and an item added in the lower right-hand corner, unreachable from within this room. Room 31 in Rob's game.

 

115. The Seal Chamber (075 in MM2005)

The fifth of the sequence of Rob Moseley's rooms from his unfinished JSW Remix, preserved in its original shape except for the removal of three items and the modified starting positions of two guardians. Room 50 in Rob's game.

 

116. The Old Mine Workings (124 in MM2005)

A room from the Dragon 32 version of JSW - obviously a rendition of MM's "Abandoned Uranium Workings" (03), adapted from John Elliott's conversion to the Spectrum format (room 072), modified to look nicer and increase the challenge, especially in the Hard Version.

 

117. The Basement (074 in MM2005)

The sixth and last of the sequence of Rob Moseley's rooms from his unfinished JSW Remix, preserved in its original shape. Room 01 in Rob's game.

 

118. Dungeon (049 in MM2005)

Paul E. Collins's room, with some modifications and guardians added.

 

119. Entrance to the Vault (not present in MM2005)

My room, using some of the graphics from "Dungeon". I am thrilled to say that I have copied some of the interesting design patterns - namely, the way you have to jump through the ramp in order to be able to make the next jump and getting at the level of the leftmost item (impossible from the lower platform to the right, although it may not be obvious at first) - from rooms that my eight-year-old son Michael has designed! For a few months now, he has been playing with JSWED from time to time (apparently inspired by seeing me spending countless hours in front of it), modifying rooms from an earlier working version of JSW: The 2010 Megamix and providing this valuable input into the finished product.

 

120. The Vault (073 in MM2005)

A sample room from JSW Editor MkII (Softricks, 1984). I added all of the guardians and the item. The way you play the room is different from what it was in JSW: The 2005 Megamix, where you could not collect the item from within this room (you had to enter the room from above, coming through a secret passage).

 

121. The Deepest Dungeon (068 in MM2005)

My room, using the graphics from Paul E. Collins's "Dungeon", the original guardian sprites from JSW and their modification by Darren McCowan - you can compare the two composite guardians. In the Hard Version it requires the player to take advantage of a quirky feature of the game engine (at the ground level). I think it was the first time I had ever used this feature (in JSW: The 2005 Megamix, of course) and I admit it was inspired by the rooms "The Uruk-hai" (32) and "The Land of Shadow" (49) from Andrew Broad's Jet Set Willy: The Lord of the Rings.

 

122. Highly Problematic Side Corridor (102 in MM2005 - although I count it as a new room due to its extreme redesign)

A remake of my room "Secret Passage - The Upper Part" (no technical number since it is not visible in JSWED) from Willy's Hoard. The room which existed in the same geographical location in JSW: The 2005 Megamix was called "Entrance to the Secret Passage" and was a "linker", a very sketchy room introduced in order to preserve a logical layout of the playing field.

 

123. Secret Passage (106 in MM2005)

A room from the Dragon 32 version of JSW, adapted from John Elliott's conversion to the Spectrum format (room 070), preserved in its original shape.

 

124. The Smugglers' Cave (107 in MM2005)

A room from the Dragon 32 version of JSW, adapted from John Elliott's conversion to the Spectrum format (room 069), preserved in its original shape except for the additions of a ghost guardian I thought appropriate in such a place (although some people say it is not a ghost, but a Swiss army knife!) and of the apostrophe in the room name.

 

125. Transportation Module Entrance (101 in MM2005)

My room using Darren McCowan's graphic elements and guardian sprites, plus the classic penguin from MM.

 

126. Below Mysterious Launching Pad 1 (093 in MM2005)

A simple room of my own design, using Darren McCowan's graphic elements and one guardian sprite, the other guardian being the bicycle from "Technician Ted".

 

127. Mysterious Launching Pad No. 1 (130 in MM2005)

A simple room of my own design. In JSW: The 2005 Megamix it featured Matthew Smith's telephone guardians from MM; now they have been substituted with more appropriate astronauts from JSW II plus a Dalek has been added.

 

128. Below Mysterious Launching Pad 2 (094 in MM2005)

A simple room of my own design, using Darren McCowan's graphic elements and classic sprites from JSW and MM.

 

129. Mysterious Launching Pad No. 2 (131 in MM2005)

A simple room of my own design. In JSW: The 2005 Megamix it featured Matthew Smith's telephone guardians from MM; now they have been substituted with more appropriate astronauts from JSW II plus a Dalek has been added.

 

130. Below Mysterious Launching Pad 3 (095 in MM2005)

A simple room of my own design using Darren McCowan's graphic elements, his rotating tower and the classic aeroplane from MM.

 

131. Mysterious Launching Pad No. 3 (132 in MM2005)

A simple room of my own design. In JSW: The 2005 Megamix it featured Matthew Smith's telephone guardians from MM; now they have been substituted with more appropriate astronauts from JSW II plus a Dalek has been added.

 

132. Teleporter Module: Landing Pads (not present in MM2005)

My room, featuring standard Teleporter Module graphics.

 

133. Teleporter to 1996 Speccy Scene (028 in MM2005)

My room, featuring standard Teleporter Module graphics. The gateway to the 1996 Speccy Scene zone. The only room in the Teleporter Module which was present in JSW: The 2005 Megamix. It had different, more "rustic" graphics, which I used in "Return Teleporter" in the Land of Great Hardship. The layout of the Earth, Water and Fire cells in the lower part of the screen was inspired by "Ancient Astronaut Control Room" (02) from Stewart J. Hill's game "Jet Set Willy: Utility Cubicles".

 

134. Teleporter Module: Control Room (not present in MM2005)

My room, featuring standard Teleporter Module graphics. This is a slightly changed version of a room (called "Computer Room") I designed as the first room of a new game which finally never materialised (it was, in fact, the only room designed for that game). I uploaded a screenshot of that original room under the name of "nowa.jpg" to the Yahoo! JSW/MM Group on 29 March 2006 (message # 5766).

 

135. TP Module: Access Corridor (not present in MM2005)

My room, featuring standard Teleporter Module graphics. The rope challenge follows the idea I first introduced to the Yahoo! JSW/MM Group in the experimental file "Rope-Wall-demo.sna", uploaded on 8 April 2006 (see message # 5790) and then applied in the room "The Quirky Cagelike Enclosure" (57) in Willy's Hoard.

 

136. TP Module: Liquid Fuel Tank (not present in MM2005)

My room, featuring standard Teleporter Module graphics. It was first designed as the first room of a new game which finally never materialised (it was the only room designed for that game). The game was supposed to be called: "Jet Set Willy: The Early Years Revisited" and was to include redesigned selected rooms from Willy's New Hat, Mark JeffriesJSW: Spectrum Computing; and R. D. Foord's Dr. Jet Set Willy. I spent some time working on the game, but finally decided not to continue it. However, I have used both this room and the general idea in JSW: The 2010 Megamix: remakes of various selected rooms from the above-mentioned early games are included in The Land of Great Hardship area of JSW: The 2010 Megamix.

 

137. TP to the Land of Great Hardship (not present in MM2005)

My room, featuring standard Teleporter Module graphics. The gateway to the Land of Great Hardship. In the Hard Version the player has to perform quirky jumps on moving platforms created by invalid arrows, which is a first, I believe.

 

138. Among the Branches (061 in MM2005)

My room using graphic elements copied from "A Room with a View" (30) from Willy's New Mansion, a sprite from MM and a sprite from JSW II.

 

139. In the Freezer!!! (150 in MM2005)

My room, inspired by my own "Willy's Private Fort Knox" (27) from Willy's New Mansion, with Darren McCowan's graphic elements, quirky features inspired by Andrew Broad's games (in the Hard Version) and guardian sprites from MM (the original one and the BBC Micro version).

 

140. Behind the Pub (151 in MM2005)

A relatively simple room of my own design.

 

141. Jet Set Scribbler (not present in MM2005)

One of my two rooms which are a tribute to Darth Melkor's MM game Manic Scribbler, which is one of my favourites among the particularly difficult MM and JSW games. The room uses graphics from the room "Abandoned Uranium Workings" (03) of the original MM (used also in "Food fight" [03] of Manic Scribbler), and - in the Hard Version - aims to reproduce at least partly the character and difficulty of Manic Scribbler. In the Easy Version the player gets to see the room, but does not (and cannot) really play it apart from a very simple collection of one item, which takes him/her back to the Main Playing Field.

 

142. Scribbler Willy (not present in MM2005)

The other of my rooms which are a tribute to Darth Melkor's Manic Scribbler. Again, in the Hard Version it aims to reproduce at least partly the character and difficulty of Manic Scribbler. In the Easy Version the player gets to see the room, but does not (and cannot) really play it apart from a very simple collection of one item, which takes him/her back to the Main Playing Field.

 

143. A Visit to "JSW: Mind Control" (not present in MM2005)

As the name suggests, this is a room from Sendy (Alex Cornhill)'s and my game Jet Set Willy: Mind Control. In Mind Control it is room 108 called "The Haunted Log Cabin", and it is a remake of room 004 "_that_ log cabin" from Sendy's unfinished game "Strangel2". In his review of the room Andrew Broad called it "quite possibly the best room without guardians ever written" (message # 5120). In JSW: The 2010 Megamix I decided to spice the room up with arrows in both Hard and Easy version, creating an interesting challenge of having to hide behind the Water cells in order to protect from the arrows not only Willy himself, but also the shadow he casts on the non-inkless Air cells.

 

C. The Land of Great Hardship

 

144. The Land of Great Hardship (not present in MM2005)

The opening room of the playing field of the same name. This is the first of a long series of rooms from the BBC Micro version of JSW II, ported to the ZX Spectrum by John Elliott (room number 023 "Teleport" in his JSW64 game file).

 

145. Astral Attack (not present in MM2005)

A remake of the room "Galactic Invasion" (024) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

146. A Hell of a Hill (not present in MM2005)

A remake of the room "Incredible" (025) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

147. The Killer Birds! (not present in MM2005)

A remake of the room "Hole" (026) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott. This room is a tribute to Flash Manic Miner by Matt Gordon (www.darnkitty.com/manic/), which I played passionately between December 2007 and the beginning of 2009. I probably still hold the world's all-time high of 201 773 pts. (on Cavern 105), achieved on 8 March 2008. "The Killer Birds" (Cavern 43) is the last newly edited room of this version of the game.

 

148. Another Avian Assassin (not present in MM2005)

A remake of the room "In the Ground" (027) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott, featuring a fourth fast-moving bird.

 

149. Seductively Scary Staircase I (not present in MM2005)

My room, designed using some graphic elements from the room "The staircase." (28) from R. D. Foord's slightly edited version of JSW.

 

150. Seductively Scary Staircase II (not present in MM2005)

My room, designed using some graphic elements from the room "The staircase." (28) from R. D. Foord's slightly edited version of JSW. This was actually the first of the two rooms I designed developing "The staircase." and its layout resembles the source room much more closely than that of "Seductively Scary Staircase I".

 

151. Return Teleporter (not present in MM2005)

My room, which features graphics from JSW: The 2005 Megamix version of "Teleporter to 1996 Speccy Scene" (with altered Earth cells colour). As the name suggests, it is the way back to the Main Playing Field.

 

152. The Broadian Rope Trick (not present in MM2005)

A remake of the room "Loony Jet Set" (028) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott. The room is a tribute to Andrew Broad's games. The rope challenge is copied from the room "GoldenEye" (016) from "JSW64 Manic Miner: James Bond". The word "APAP" on the conveyor is a reference to the discussion about the usefulness of paracetamol for playing difficult, nerve-wracking JSW games (see Yahoo! Group messages # 5196, 5306 and 5350).

 

153. MiniMaze: A Study in Disjunction (not present in MM2005)

My room, inspired by the sequence of rooms: "The Big Job" (04), "Almost Out Now" (05), "Where ARE you going ?" (06) and "The Big job" (07) from Willy's New Hat and using some graphics from them (with altered Earth cells colour).

 

154. Fallout Shelter (not present in MM2005)

Room 65 from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott, rendered as faithfully as possible in the JSW128 game engine (rather than JSW64), although deprived of items.

 

155. The Amazing Macaroni Twins (not present in MM2005)

My room, using graphics from "Fallout Shelter". It started as a remake of the room "Macaroni Ted" (060) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott - hence the Macaroni guardians. The challenge involving them was copied from the room "saw loser?" (201) from Sendy (Alex Cornhill)'s game "where's woody".

 

156. One Dumb Waiter & Two Daft Lifts (not present in MM2005)

My room, which started as a remake of the "Dumb Waiter" (063) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott - hence the name and the guardians, and was later modified so much that I consider it a new room.

 

157. Extended Belfry West (not present in MM2005)

One of the two remakes of the room "Belfry" (032) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott. A time limit is imposed in this room. If you are not quick enough, you will lose a life when an arrow hits one of the bells.

 

158. Extended Belfry East (not present in MM2005)

The other remake of the room "Belfry" (032) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

159. The Little Room (not present in MM2005)

Room 33 ("The little room.") from R. D. Foord's slightly edited version of JSW, with some modifications.

 

160. The Inlet (not present in MM2005)

A remake of the room "The Outlet" (033) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott. It is the entrance to (not exit from) a series of rooms from the Drains sequence of JSW II.

 

161. A Drain Full of Pain (not present in MM2005)

A remake of the room "In the Drains" (034) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

162. Another Nasty Passageway (not present in MM2005)

A remake of the room "Nasties" (035) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

163. Brick Road to Brick-Hard Rooms (not present in MM2005)

A remake of the room "Sewer Entrance" (036) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott. The idea of the expression "brick-hard room" comes from Andrew Broad. He uses it six times in his description of the rooms of the second part of his Party Willy.

 

164. The Seemingly Unfair Holt Road (not present in MM2005)

A remake of the room "Holt Road" (038) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

165. Mega Hill Goes for the Kill (not present in MM2005)

A remake of the room "Mega Hill" (037) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

166. The Downstairs Nightmare (not present in MM2005)

A remake of the room "Downstairs" (039) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott. A part of this room (with fanciful additions, such as the bird) is featured on the loading screen of JSW: The 2010 Megamix.

 

167. Ethel the Aardvark (not present in MM2005)

Room 66 from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott, with slight modifications.

 

168. Megaron: Making You Jumpy, Dear? (not present in MM2005)

A remake of the room "Megaron" (062) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

169. A Much-Depleted Butler's Pantry (not present in MM2005)

A remake of the room "Butler's Pantry" (061) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott, with seven items removed (hence the name).

 

170. The Dragon User's Infernal Bonus (not present in MM2005)

A remake of the room "The Dragon Users Bonus" (020) from MM for the Dragon, ported to the ZX Spectrum by John Elliott.

 

171. The BBC Wine Cellar Gone Berserk (not present in MM2005)

A remake of the room "The Wine Cellar" (067) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott. The sticky conveyor / ramp challenge at the lower left was inspired by the room "rHythm and blues Angus Steakhaus" (035) from Sendy (Alex Cornhill)'s game STRANGEL. Andrew Broad's comment in message # 5414 of the Yahoo! Group drew my attention to this interesting design.

 

172. Warm-up Before the Stunts (not present in MM2005)

My room, which started as a remake of the room "Trip Switch" (040) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott, but ended up being so different that I consider it a new room with graphic elements of "Trip Switch".

 

173. Stunt No. 2: Piles of Spikes (not present in MM2005)

My room, which started as a remake of the room "Willy's Lookout" (041) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott, but ended up being so different that I consider it a new room. A superjump challenge.

 

174. Stunt No. 1: Rings of Fire (not present in MM2005)

My room, which started as a remake of the room "Sky Blue Pink" (042) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott, but ended up being so different that I consider it a new room. A superjump challenge.

 

175. Dumbbells in Distress (not present in MM2005)

A remake of the room "Potty Pot Plant" (043) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott. A time limit is imposed in this room. If you are not quick enough, you will lose a life when the two dumbbells on the right collide.

 

176. Mr Cheops Would Have Loved This! (not present in MM2005)

A remake of the room "Seedy Hole" (051) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

177. Camel Trophy (not present in MM2005)

A remake of the room "The Zoo" (052) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott. The name is a reference to the Camel Trophy race (http://en.wikipedia.org/wiki/Camel_Trophy); fittingly the room features camel sprites from the original JSW II room.

 

178. Homo erectus (not present in MM2005)

My room, developing the idea of having a large statue of Willy (or another protagonist), previously exploited in such rooms as "Hero Worship" (060) of JSW II, "Who's This ?" (06) of "JSW: Spectrum Computing", "Sweet dreams!" (29) of Join the Jet-Set!, "Inside in the membrane!" (007) of "Maria on Tour" and "Willy's Personal Hideout" (13) of Willy's New Mansion (and probably some others). The room name follows the tradition of Latin (or at least Latin-sounding) room names, first introduced by "Nomen Luni" (48) of the original JSW and followed by "Decapitare" (077) of JSW II (and, among others, by "Primum Non Nocere" [48] of Willy's New Mansion). I believe that only the first letter of the first word in a Latin title should be capitalised, so the spelling of the room name reflects this (contrary to "Primum Non Nocere", but this will be changed in the Special Edition of Willy's New Mansion).

 

179. The Rogues' Gallery (not present in MM2005)

My room, featuring - for the first time ever, to the best of my knowledge - a very interesting effect of guardians being displayed permanently on top of the screen.

 

180. Craftily Created Creepy Crypt (not present in MM2005)

A remake of the room "Crypt" (045) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

181. Semi-automatic Beheading System (not present in MM2005)

A remake of the room "Decapitare" (046) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

182. Where the Money Bags Used to Be (not present in MM2005)

A remake of the room "Money Bags" (047) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott, with six items removed (hence the name).

 

183. The Infamous Garden of Doom (not present in MM2005)

A remake of the room "Garden" (064) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

184. U-Turn with a Twist (not present in MM2005)

My room, a tribute to Sendy (Alex Cornhill)'s games. There are two challenges here which have been copied from Sendy's game STRANGEL: the conveyor / Earth cell / red vertical guardian challenge inspired by the room "laying down <THE LAw>" (017) and the jump-over-the-yellow-vertical-guardian challenge inspired by the room "not Everyone's Cup Of T" (034). When I played STRANGEL for the first time, the latter had me puzzled for a long time (I wasn't sure if this kind of jump was possible at all), while the former had me fooled for a long time (I thought it was impossible to proceed this way) until I read Andrew Broad's message # 5460 of the Yahoo! Group (which was a consolation that I hadn't been the only one to be fooled!).

 

185. Gearing Up for Going Down (not present in MM2005)

A remake of the room "Pit Gear On" (053) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

186. So Where's That Rat Gone? (not present in MM2005)

A remake of the room "In T'rat Hole" (054) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

187. Frustratingly Frenetic Forest (not present in MM2005)

A remake of the room "Down T' Pit" (055) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

188. Hellish Speedway (not present in MM2005)

A remake of the room "Highway to Hell" (048) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

189. An 'arrowing Burial in a Burrow? (not present in MM2005)

A remake of the room "In The Burrow" (14) from Willy's New Hat, with eight arrows and the name inspired partly by "An 'arrowing Experience" (53) from Philip Bee's Jet Set Willy Ivy. The challenge in the bottom part of the room was inspired by the room "The Shadow of the Past" (01) from Jet Set Willy: The Lord of the Rings.

 

190. The Dragon User's Sorry End (not present in MM2005)

A remake of the room "The End" (021) from MM for the Dragon, ported to the ZX Spectrum by John Elliott. Please note that it IS possible to pass under the red vertical guardian in both versions (though in the Hard Version it may take dozens of attempts if you are not dextrous or lucky enough).

 

191. Eerily Familiar.. Plinth, Is It? (not present in MM2005)

A remake of the room "Plinth" (32) from Richard Hallas's Join the Jet-Set!, and a tribute to his games.

 

192. Edge of Elsewhere (not present in MM2005)

My room, with the conveyor / Water cell / green vertical guardian challenge inspired by the room "...but Metal Gear Solid doesn't" (44) from Nick Aldridge's game JSW - The Sun Is No Longer Producing Heat, and with the name inspired by an Australian art project.

 

193. Willy's Oversized Bird Bath (not present in MM2005)

A remake of the room "Willy's Bird Bath" (050) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

194. Maria's Pillage Bay (not present in MM2005)

A remake of the room "Wonga's Spillage Tray" (049) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott, featuring prominently Maria-in-Space sprite (present also in the original room).

 

195. Treacherous Cavern (not present in MM2005)

A remake of the room of the same name (17) from Willy's New Hat. The jump-from-the-conveyor-over-the-guardian-onto-the-rope challenge was copied from the room "Failed Suicide Attempt Vol. 2" (095) from Jet Set Willy: Mind Control, this in turn being a developed version of the challenge from "The Olympic Swimming Pool" (37) of Willy's New Mansion.

 

196. Rocket Room (not present in MM2005)

Room 31 from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott, rendered as faithfully as possible in the JSW128 game engine (rather than JSW64), although deprived of items.

 

197. In the Outer Space (not present in MM2005)

A remake of the room "Outer Space" (15) from Willy's New Hat. Please note the curious effect of the arrow chipping off the upper pixels of blocks in row 4 on their first pass.

 

198. Landing on Planet Reehmah (not present in MM2005)

My room, created to link "In the Outer Space" with "The Jungle of Planet Reehmah" and using (with changed colours) the mountain graphics of the room "Coming down toward Lake Surbiton" (086) from Jet Set Willy: Mind Control, on which Andrew Broad commended me in message # 5306 of the Yahoo! Group, as well as Sendy's classic cloud graphics.

 

199. The Jungle of Planet Reehmah (not present in MM2005)

A remake of the room "In The Deepest Jungle" (03) from Willy's New Hat.

 

200. The Upper Parts of the Jungle (not present in MM2005)

My room, using graphics from "The Miniature Sherwood Forest" (17) from Adam Britton's Jet Set Willy: The Continuing Adventures SE. The challenge involving a series of quirky jumps in the central part of the room was copied from "M T rOoMs" (51) from Sendy's STRANGEL. The challenge of collecting the item at the lower left, which involves manoeuvring between this and the adjacent room, was copied from the rooms "On Top of the Castle Tower" (010) - "A Glimpse of 'JSW: 2005 Megamix'" (060) from Jet Set Willy: Mind Control (where I added it after the beta version, for those who may have played the beta version only).

 

201. The Crossroads (not present in MM2005)

A remake of the room "Garden Path" (35) from Willy's New Hat.

 

202. Outskirts of the Jungle (not present in MM2005)

My room, using graphics from "Outskirts Of The Forest" (18) from Adam Britton's Jet Set Willy: The Continuing Adventures SE. The conveyor / Fire cells / guardians challenge was inspired by the design of the room "The countryside is turning dry" (022) from Jet Set Willy: Mind Control, which in turn had been inspired by the room "Artificial Intelligence" (29) from Adam Britton's The Deadly Mission.

 

203. In China She'd Be a Taikonaut! (not present in MM2005)

A remake of the room "Maria in Space" (010) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

204. If You're Going to Alcatraz, Be (not present in MM2005)

A remake of the room "Banned" (011) from JSW II for the BBC Micro, ported to the ZX Spectrum by John Elliott.

 

205. Sure to Wear Some Flowers in... (not present in MM2005)

A remake of the room "Flower Power Source" (012) from JSW II for the BBC Micro. The names of this one and the preceding room are a reference to John Phillip's song, made famous by Scott McKenzie in 1967, "San Francisco (Be Sure to Wear Flowers in Your Hair)". I hope it is appropriate, since the player is heading towards... Alcatraz.

 

206. The Second Escape from Alcatraz (not present in MM2005)

A remake of the room "Escape From Alcatraz" (09) from Willy's New Hat.

 

207. Willy on the Run (not present in MM2005)

My room, which uses some of the graphics from "Escape From Alcatraz". The room introduces - for the first time ever, to the best of my knowledge - the challenge of having to hide behind moving guardians (blank ones, in this case) in order to protect Willy from incoming arrows.

 

208. Four Friendly Flyers (not present in MM2005)

My room, in which the above idea is developed further by using "real" guardians - Willy has to hide in their shadows to escape from the arrows. The fourth flyer is not really that friendly, being a white one, but it makes the room a little bit more difficult and the name was just too good to give up.

 

209. The Cagelike Catwalk (153 in MM2005)

My room, with the difficulty level increased slightly from JSW: The 2005 Megamix in the Hard Version and decreased in the Easy Version. In JSW: The 2005 Megamix the room is located (unnecessarily) in the 1996 Speccy Scene zone.

 

210. Cloud Ninety-Nine (not present in MM2005)

A remake of the room "Cloud Nine" (13) from Willy's New Hat.

 

211. Extended Belfry Tower (not present in MM2005)

My room, completing the Extended Belfry sequence. The room is actually a remake of a room I designed for a "side project" whose nature I prefer not to reveal at the moment, since it has not been released yet (and may not be for some time), and which in turn had been inspired by "Spread The Word" (04) from Andrew Broad's Manic Miner: Neighbours - Allana Truman; and, to a lesser extent, by "Up on the Roof" (45) from Willy's New Mansion.

 

212. Problem Roping? Use Some Doping! (not present in MM2005)

A remake of the room "Copin' with Ropin'" (12) from Willy's New Mansion. It develops the challenge of a rope carrying the player into Fire cells, which I first applied in the room "Volcano Eruption" (093) in Jet Set Willy: Mind Control, inspired by the room "A Nasty Overhang" (24) from Willy's New Hat.

 

213. Another Leafy Glade in the Sky (not present in MM2005)

A remake of the room "A Leafy Glade in the Sky" from Steve Worek's Jet Set Emily: Baby On The Go (room 13 in the 2002 Original Edition and the 2004 Special Edition, and 46 in the 2006 Final Edition).

 

214. Triumph of the Thrill (not present in MM2005)

One of my brand new rooms. The room name was inspired by a title from The Sydney Morning Herald, which probably paraphrases the title of the 1935 Leni Riefenstahl's film Triumph of the Will.

 

215. The Thrill of Triumph (not present in MM2005)

Another brand new room of mine, a companion to "Triumph of the Thrill" both in the design and graphics and in the title.

 

216. Return to Lórien? (not present in MM2005)

A new room of my design, a tribute to Andrew Broad's games, combining ideas from "In The Tree-tops" (32) from Willy's New Hat and "Farewell to Lórien" (21) from Jet Set Willy: The Lord of the Rings, and graphics from the room "Invasion of the Daleks!" (03) from Paul Equinox Collins's JSW 96 Remix, included in JSW: The 2010 Megamix (room 67), as well as Sendy's classic cloud graphics.

 

217. A Mysterious Villa (not present in MM2005)

A remake of the room "The Villa" (29) from Mark Jeffries's JSW: Spectrum Computing.

 

218. Inside the Villa (not present in MM2005)

My new room, featuring graphics from "The Villa" and a new (as far as I can tell) kind of invalid ramps which produce some very interesting effects. So what is it that stops Willy from walking before he reaches the (useless) ladder at the lower left?

 

219. Bizarre Backdoor Beach (not present in MM2005)

A remake of the room "00" (00) from Mark Jeffries's JSW: Spectrum Computing.

 

220. Birdland (not present in MM2005)

My new room, with only birds as guardians. The cloud graphics are Sendy (Alex Cornhill)'s. The room name can be a reference to several things (http://en.wikipedia.org/wiki/Birdland) - I will not clear up the ambiguity, leaving it to the player to decide on the preferred association.

 

221. Aberrant Airlock (Exit to Space) (not present in MM2005)

A remake of "Room No. 56." (56) from R. D. Foord's Dr. Jet Set Willy, featuring interesting effects due to giving the Air, Ramp and Conveyor cells the same colour and combining it with an invalid ramp.

 

222. Defective Suborbital Catwalk (not present in MM2005)

My room, a composite remake of the rooms of the Dilapidated Catwalk series of Willy's Hoard, particularly of Part 2 and Part 3, which have no technical numbers since they are not visible in JSWED.

 

223. Jet Set Willy's 25th Birthday (not present in MM2005)

My brand new room, inspired by "Math Lab" (36) and "JSW's 20th Anniversary Party" (62) from Willy's New Mansion and, to a lesser extent, by "T HE M ILL EN N I UMF ET I S H" (05) from Andrew Broad's We Pretty.

 

D. The Final Sequence

 

224. Teleporter to the Final Run (not present in MM2005)

My new room, which is accessible only during the final sequence, but "geographically" belongs to the Main Playing Field.

 

225. Willy's Anticipated Acceleration (not present in MM2005)

A remake of the room "DedicAtion parAMEter" (118) from the final sequence of Sendy (Alex Cornhill)'s STRANGEL.

 

226. Drama in Colour: GuardianTable 1 (not present in MM2005)

My new room, featuring guardians from Table 1, as the name duly suggests. The PascalCase spelling of the room name is a bow towards the British members of the JSW/MM community (since the room could be called "Drama in Color: Guardian Table 1").

 

227. Sendy's Famous Parabolic Version (not present in MM2005)

A remake of the room "Famous pArAb0liC vErsION" (119) from the final sequence of Sendy (Alex Cornhill)'s STRANGEL. Please note that it IS possible to pass under the red diagonal guardian in both versions (though in the Hard Version it may take dozens of attempts if you are not dextrous or lucky enough).

 

228. Perverse Fun of the Final Run (not present in MM2005)

My new room, which - for the first time ever - introduces the challenge of having to use moving platforms produced by invalid arrows in the final sequence.

 

229. Drama in Colour: GuardianTable 2 (not present in MM2005)

My new room, featuring guardians from Table 2, as the name duly suggests. The PascalCase spelling of the room name is a bow towards the British members of the JSW/MM community (since the room could be called "Drama in Color: Guardian Table 2").

 

230. Sendy's Breathing Void (not present in MM2005)

A remake of the room "this void breathes!" (126) from the final sequence of Sendy (Alex Cornhill)'s STRANGEL.

 

231. Daring Erring with Arrows (not present in MM2005)

My new room, which - for the first time ever - introduces the challenge of having to hide behind Water cells to avoid arrows in the final sequence (in the Hard Version).

 

232. Drama in Colour: GuardianTable 3 (not present in MM2005)

My new room, featuring guardians from Table 3, as the name duly suggests. The PascalCase spelling of the room name is a bow towards the British members of the JSW/MM community (since the room could be called "Drama in Color: Guardian Table 3").

 

233. Sendy's Red Ramp Romp Room (not present in MM2005)

A remake of "red ramp romp room" (120) from the final sequence of Sendy (Alex Cornhill)'s STRANGEL.

 

234. Nodes of Yesod...? Or Jetpac? (not present in MM2005)

My new room, featuring graphics reminiscent (to me, at least) of the two games mentioned in the room name, and furthering the use of invalid arrow technology in the final sequence.

 

235. Drama in Colour: GuardianTable 4 (not present in MM2005)

My new room, featuring guardians from Table 4, as the name duly suggests. The PascalCase spelling of the room name is a bow towards the British members of the JSW/MM community (since the room could be called "Drama in Color: Guardian Table 4").

 

236. Sendy's Windswept (not present in MM2005)

A remake of the room "windswept" (128) from the final sequence of Sendy (Alex Cornhill)'s STRANGEL.

 

237. Trapped by the Ropes? (not present in MM2005)

My new room, which - for the first time ever - introduces the challenge of having to get away from ropes which catch you in the final sequence. The cloud graphics are Sendy (Alex Cornhill)'s.

 

238. The Rightward Race Goes Diagonal (not present in MM2005)

My new room, inspired by "a hall (on the diagonal)" (011) from Sendy's game "where's woody" and by "S I D E W A Y S" (03), a room from an unfinished and unreleased MM game by Philip Bee.

 

239. Sendy's Leafy Lane Revisited (not present in MM2005)

A remake of the room "leafy LANE" (048) from Sendy (Alex Cornhill)'s STRANGEL. Contrary to several other rooms used for the final sequence remakes, "leafy LANE" is NOT part of the final sequence of "strangel.

 

240. Recurring Rope Restlessness (not present in MM2005)

My new room, which - for the first time ever - introduces the challenge of passing through a wall using a rope in the final sequence. The cloud graphics are Sendy (Alex Cornhill)'s. The room calls for patience and decisive action at a proper moment.

 

241. The Most Fateful of All Choices (not present in MM2005)

My new room, a conceptual equivalent of "TP Exit to Space-time Crossroads" (156) in JSW: The 2005 Megamix. As the name indicates, this is the place where it will be decided whether you have succeeded or failed in the game. Well, there is a third option: you may escape failure, but you will have to start the final sequence all over again...

 

242. The Wrong Way- The Right Way- (157 in MM2005)

My room from JSW: The 2005 Megamix, unchanged except for the spelling of the room name.

 

243. It's Not Over Yet! (177 in MM2005)

My room from JSW: The 2005 Megamix with no major changes apart from the "cyanide pill" arrow which will relieve you of your suffering if you get stuck, plus a changed downwards exit, which prevents you from entering an infinite-fall scenario, but instead...

 

244. The Final Frontier (158 in MM2005)

My room from JSW: The 2005 Megamix, unchanged.

 

245. It's Over! TP Back to the House (not present in MM2005)

My new room, the last one from the final sequence geographically located outside of the Main Playing Field. You will be sent back there by teleportation.

 

246. The Arrival - Dyn Dan Style (128 in MM2005)

A technical clone of the opening room of the game, created for the sake of the "right way" of the final sequence.

 

247. Among the Branches (129 in MM2005)

A technical clone of "Among the Branches", created for the sake of the "right way" of the final sequence.

 

248. You've Gone the Wrong Way! (159 in MM2005)

My room from JSW: The 2005 Megamix, unchanged except for the spelling of the room name, inspired by the room "Wrong Way STUPID !" (12) from Willy's New Hat.

 

249. It's Not Over Yet! (wrong way) (178 in MM2005)

My room from JSW: The 2005 Megamix with some changes: the rope is moving, so the challenge of getting onto it is the same as in the "right way" version of the room; there is no "linker" room above; there is no exit downwards (which is a trap in the other versions) and there is a "cyanide pill" arrow which will relieve you of your suffering if you get stuck.

 

250. The Final Frontier (160 in MM2005)

My room from JSW: The 2005 Megamix, unchanged in the design, with guardians added, so that the challenge is the same as in the "right way" version. I have decided to implement it, because it is not much of a challenge anyway, and it is better that both versions of the game be as similar as possible.

 

251. It's Over! TP Back (wrong way) (not present in MM2005)

My new room, a technical clone of the "right way" room, the last one from the final sequence geographically located outside of the Main Playing Field.

 

252. The Arrival - Dyn Dan Style (174 in MM2005)

A technical clone of the opening room of the game, created for the sake of the "wrong way" of the final sequence.

 

253. Among the Branches (175 in MM2005)

A technical clone of "Among the Branches", created for the sake of the "wrong way" of the final sequence.

 

254. Branches You Don't Want to See (not present in MM2005)

My new room, using the graphics of "Among the Branches" - the only room in the game (geographically speaking) you really don't want to see.

 

255. Shit! This Is the Wrong Ending! (176 in MM2005)

A technical clone of "Sheer Bliss: The Gaming Room!", at which you will arrive if you fail at the moment of the most fateful of all choices. This kind of (alternative) ending and the room name were inspired by the ending of JSW II (room 133 "Oh s#!+!The Central Cavern!").

 

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About Jet Set Willy: Mind Control

 

[from the Readme included with the game, edited]

 

Background Information

At the end of March 2005 Sendy (Alex Cornhill) released a package called The Unlucky Seven in the Yahoo! JSW/MM Club, which contained seven files with her unfinished and so far unreleased JSW games. The projects were based on various game engines (JSW128, JSW64, Geoff Mode, etc.); some files contained barely one or two new rooms, and some had more new material.

Impressed by the quality of Sendy's rooms, Daniel Gromann volunteered to put most of the rooms from The Unlucky Seven together and create a new, finished and compleatable game out of them. Sendy agreed and in August 2005 Daniel began his work in earnest, using as a starting point the file JSWMC from The Unlucky Seven. The result of this endeavour, which eventually embraced also a number of brand-new rooms designed by Daniel and redesigns of four rooms by other authors, was first made available to the members of the Yahoo! JSW/MM Club as a "Club version" of Jet Set Willy: Mind Control. It was released on 27 October 2005, with a call for opinions, comments, constructive criticism and suggestions for improvement. As a result of the feedback received (most notably from Andrew Broad) some details were corrected or changed in the game and a couple of new challenges were introduced. A new title screen designed by Zoran Miladinov was added, and the music was changed so as to include Cannonball, written by a band called SKY and programmed by Ian Collier as the title-screen music and John Elliott's cheat-mode tune as the regular in-game music (Warajevo ZX Spectrum Emulator v. 2.51 was used to change the music files in the .tap file).

The final version of Jet Set Willy: Mind Control was "officially" released on 30 December 2005.

Most of the rooms were designed either by Sendy or by Daniel, or by both of us (in such case usually designed by Sendy and then modified by Daniel). Among them, over a dozen are new versions of rooms from our previous, released games. The game also features four rooms which are redesigns of rooms by other authors. Two rooms are redesigns of rooms by Richard Hallas from Join the Jet-Set!. These are: "How on earth did you get here ?!" (074) and "This looks like Crusoe's Corner!" (015). Two rooms are redesigns of rooms by Zoran Miladinov, from his unreleased demo. These are: "The Underground Torture Chamber" (110) and "The Most Secret of All Places" (112).

Jet Set Willy: Mind Control features sprites by Matthew Smith, Darren McCowan, Herve Ast, Zoran Miladinov, Michael Blanke and Arno Gitz, Adam Britton, Richard Hallas, Greg Heslington and Andrew Broad, as well as by Sendy (Alex Cornhill) and Daniel Gromann.

 

The Game

Jet Set Willy: Mind Control is a JSW128 engine game. It features 113 rooms in total, including 103 which can be accessed during the game and 10 which belong to the final sequence, after the program has taken control of Willy (to be precise, there are 4 more rooms, but they are basically "technical clones" of some of the rooms). In total there are 256 items to collect. You should visit all of the rooms in the game to be able to complete it successfully. Theoretically the game can be finished without losing a single life (in practice, if you save snapshots on the emulator or are an absolute genius). Poke 35899,0 will give you infinite lives, as usual.

The game has been playtested extensively and we believe it to be bug-free. However, if you find any problems, please report them.

The game can probably be described as very difficult for a novice, and a moderate challenge for experts. Possibly it might also be described as a mild challenge for top-level experts.

Some notable features of the game include:

- A configuration of an overhead wall-block and an innocent-looking block, first used in Daniel's Jet Set Willy: The 2005 Megamix, which allows Willy to drop safely the height of over five blocks. It can be seen in the rooms: "Enigmatic One-Way Passage" (041) and "The Devil's Workshop" (087). In the room "The Most Secret of All Places" (112) a curious variant of this combination has been applied - probably for the first time ever - watch Willy drop safely what seems to be over six blocks!

- There is also an interesting combination of two quirky features - entering a room below after jumping through an innocent-looking block and the necessity to keep walking after entering the room because otherwise you get killed repeatedly - between "A Little Room with a View" (021) and "Playing with Yourself" (054).

- The room "A Doubly Problematic Stairway" (034) exploits some interesting quirky features relating to the superjump.

- The final sequence is very nice and worth struggling to reach.

 

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Jet Set Willy: Mind Control - Room descriptions

 

[from the Readme included with the game]

 

Following is the list of all of the rooms in Jet Set Willy: Mind Control, ordered by technical room numbers.

 

000. Dream Bedroom

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (000), originally called "dream bedroom", modified by Daniel.

The room in its final shape is a tribute to Andrew Broad's excellent game Jet Set Willy: The Lord of the Rings, because the dreamlike guardian figures include the Black Riders and the Ring itself. If Willy falls asleep in this room, he begins to dream of the world created by J.R.R. Tolkien and transferred so skilfully to the Spectrum by Dr. Broad (Willy also has nightmares, which include his wife Maria :-) ).

 

001. Sky Landing

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (001), originally called "sky landing", modified slightly by Daniel.

 

002. High in the Sky

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (002), originally called "high in the sky", modified slightly by Daniel.

 

003. The hall needs no decorating now

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (003), originally called "o yeah the hall needs decorating" (see the difference? :-) ), modified by Daniel.

 

004. A Rope in the Sky? Impossible!!!

Room designed by Daniel, as a linker.

 

005. Baby Steps' Evil Twin

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (005), originally called "baby steps' evil twin", modified slightly by Daniel.

 

006. A Little Room next to the Clouds

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (006), originally called "little room next to the clouds", modified slightly by Daniel.

 

007. Coming Down

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (007), originally called "coming down", modified slightly by Daniel.

 

008. Kitchen Appliances

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (008), originally called "kitchen appliances", modified slightly by Daniel.

 

009. The Pool Table

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (009), originally called "the pool table", modified slightly by Daniel.

 

010. On Top of the Castle Tower

Room designed by Daniel. The upper right-hand side reflects the pattern of obstacles and guardians from "S A T AN S S H ED" (023) from Andrew Broad's We Pretty. The graphics of the Earth cells are taken from "The Moat", a sample room in JSW Editor MkII (Softricks, 1984).

 

011. Entrance to the House

Room designed by Daniel. The starting point for creating this room was "a mischiefous hall" (011) from Sendy's JSWMC from The Unlucky Seven.

 

012. But Willy'll be lucky, will he?

Room designed by Daniel, using graphical elements from the room "Above the Abyss" (018) from his game Willy's New Mansion.

 

013. Down in the Basement

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (013), originally called "down in the basement", modified by Daniel.

 

014. Foolish, wasn't it?

Room designed by Daniel, using graphical elements from the room "advocate of stupidity" (019) from Sendy's JSWMC from The Unlucky Seven.

 

015. This looks like Crusoe's Corner

Daniel's redesign of the room "Crusoe Corner" (058) from Richard Hallas's Join the Jet-Set!.

 

016. Skylab Recuperation Bay

Room designed by Daniel, of course making a reference to Matthew Smith's Manic Miner (room 13 - "Skylab Landing Bay").

 

017. ... nor this!!!

Room designed in its final shape by Daniel, using material previously created by Sendy. The starting point for its creation was the horizontal reflection of the room "Sendy will never believe this..." (040), which was a modification of "Dr Jones will never believe this" (040) from Sendy's JSWMC from The Unlucky Seven.

 

018. Magic in a Quiet Countryside

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (018), originally called

"quiet..... isn't it?", modified slightly by Daniel. It also appears, in a modified shape, in Sendy's Where's Woody?, under the same name "quiet..... isn't it?" (018).

 

019. Promoter of Foolishness

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (019), originally called "advocate of stupidity", with two guardians and two items added by Daniel. It also appears, with different guardians and with no items, in Sendy's Where's Woody?, under the original name "advocate of stupidity" (019).

 

020. A Decrepit Passageway

Room designed by Daniel. The starting point for its creation was the room "a delapidated passageway" designed by Sendy and included in The Unlucky Seven in the file JSWMC (020) and, in exactly the same shape and under the same name, in Where's Woody? (020).

 

021. A Little Room with a View

Room designed by Daniel. The tree comes from the room "Another MegaTree?" (089) from his Jet Set Willy: The 2005 Megamix, where in turn the graphics were based on the room "Invasion of the Daleks!" (003) from Paul Equinox Collins's unfinished game JSW '96 Remix (which inspired the creation of Jet Set Willy: The 2005 Megamix and formed a part of that game, making Paul a co-author of The Megamix).

The clouds' graphics come from Sendy's JSWMC from The Unlucky Seven, from the room "little room next to the clouds" (006).

 

022. The countryside is turning dry

Room designed by Daniel. The design pattern of the conveyor, the Fire blocks and the vertical guardian between the last two Fire blocks was inspired by the room "Artificial Intelligence" (029) from Adam Britton's The Deadly Mission. The Fire cells' graphics come from that room as well (they were reflected left-right and their colour was changed).

 

023. In the Sandhills

Room designed by Daniel. The idea for design based on avoiding arrows by standing inside a block was inspired by the room "Nights in White Satin" (027) from the game J4 (The Fourth Remix) by Geoff Eddy, Iain Eddy and Alasdair Swanson.

 

024. ... and wound up here!

Room designed by Sendy, included in The Unlucky Seven in the file space_doubt (001), originally called "And Wound Up Here!", modified slightly by Daniel due to the removal of the superjump.

 

025. A Ruined Lookout

Room designed by Sendy, included in The Unlucky Seven in the file Strangel2 (005), originally called "Ruined lOOkout", modified by Daniel. The introduction of a fake item was inspired by the room "snow problem!!!1111" (031) from Sendy's New from The Unlucky Seven.

 

026. The Marooning

Room designed by Daniel.

 

027. Two Signs and a Vision

Room designed by Daniel. The name was inspired by the room "The Pigeon and Flag" (000) from Philip Bee's game Jet-Set Willy Ivy. The clouds' graphics come from Sendy's JSWMC from The Unlucky Seven, from "little room next to the clouds" (006).

 

028. You've got ya head in the clouds

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (028), originally called "you've got ya head in the clouds", modified very slightly by Daniel.

 

029. He came from the sky...

Room designed by Sendy, included in The Unlucky Seven in the file space_doubt (000), originally called "He Came from the Sky", modified by Daniel.

 

030. Wow! It's so hot in here!!!

Room designed by Daniel, using graphical elements from the unnamed room (029) from Sendy's New from The Unlucky Seven.

 

031. The Dark-Blue Tunnel

Room designed by Daniel. The shape of the Earth and Water cells was copied from the room "hello" (032) from Sendy's JSWMC from The Unlucky Seven.

 

032. The Light-Blue Tunnel

Room designed by Daniel, developed from the room "hello" (032) from Sendy's JSWMC from The Unlucky Seven (which can be found in Where's Woody? under the name "interferance patterns" [032]).

 

033. Willy's New Mansion - Front Door

Basically a copy of the room "The Front Door" (060) from Daniel's Willy's New Mansion.

 

034. A Doubly Problematic Stairway

Room designed by Daniel, exploiting some interesting quirky features relating to the superjump.

 

035. Entrance to the Launching Pad

Room designed by Daniel. The shape of the Water cells was copied from "A Room with a View" (030) from Willy's New Mansion; the same shape was also used in "Entrance to the Gaming Room" (035) in Jet Set Willy: The 2005 Megamix.

 

036. "Just yer average room, really" (032)

 

Room designed by Sendy, modified by Daniel. The original room of the same name and technical number can be found in Sendy's JSWMC from The Unlucky Seven. A developed version of this room is "chamber of horrors" (036) in Where's Woody?.

 

037. The Underground Pyramid

Room designed by Daniel, using graphical elements (and the pyramid inspiration) from Stuart J. Hill's game Utility Cubicles.

 

038. The Room that goes 'Bang!'

Room designed by Sendy, modified by Daniel. The original room is included in The Unlucky Seven, in the file JSWMC (038), and is called "the room that goes 'zing'". It also appears in Where's Woody?, under the same original name and technical number.

 

039. Rope Defect

Room designed by Sendy, modified by Daniel. The original room is included in The Unlucky Seven, in the file JSWMC (039), and is called "clingon!". It also appears in Where's Woody?, under the name "clingon!" and the same technical number, but with one small modification (an Earth block added on the left side of the pool), which makes it much easier to pass from left to right.

 

040. Sendy will never believe this...

Room designed by Sendy, modified by Daniel. The original room is included in The Unlucky Seven, in the file JSWMC (040), and is called "Dr Jones will never believe this". A developed version of this room can be found in Where's Woody?, under the name "attack of the moody cubes!" (040).

 

041. Enigmatic One-Way Passage

Room designed by Daniel.

 

042. Woody's Mincemeat Factory

Room designed by Sendy, with just slightly changed colours and name and fewer items to collect. It originally appears as "ancient mincemeat factori" (042) in JSWMC in The Unlucky Seven, and under same the name "ancient mincemeat factori" and the same technical number, with very slight modifications, in Where's Woody?.

 

043. End of the Road: Milk Factory

Room designed by Daniel. The idea of creating harmless guardians was inspired by Igor Makovsky's demo version of Ultimate Manic Miner, released in the Yahoo! JSW/MM Club.

 

044. A Nightmarish Walk in the Clouds

Room designed by Daniel, with some graphical elements from his game Willy's New Mansion (from the rooms "Willy's Problematic Heaven" [050] and "A Bit of Fresh Air" [056]).

 

045. One-Way Exit

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (045), originally called "one way exit", modified by Daniel. A developed version of this room appears in Where's Woody?, under the name "one way exit" and the same technical number.

 

046. Clouds over the Plain. No Rain.

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (046), originally called "plateau", modified by Daniel. A slightly modified version of this room appears in Where's Woody?, under the name "plateau" and the same technical number.

 

047. Outside the Castle Tower

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (047), originally called "outside the tower of babel", modified by Daniel. The room appears in its original shape and under its original name, but with guardians added, in Where's Woody? (047).

 

048. The N - Trance Hall

Room designed by Sendy, included in The Unlucky Seven in the file JSWMC (048), unmodified except for the capital letters in the name. A modified version appears in Where's Woody?, under the original name ("the n - trance hall") and the same technical number.

 

049. The Rugged Mountain Top

Room designed by Daniel.

 

050. Climbing down the Mountain

Room designed by Daniel. The Fire cells use the design of the flowers from the room "Lady Castratrix' Garden" (007) from Adban de Corcy's game A Bulgarian Requiem (rotated and with altered colour). The quirky jump necessary to collect the bottom item was inspired by the room "Prospecting down Surbiton Way" (062) from Andrew Broad's game Party Willy Part 1.

 

051. Back to Life, Back to Reality

Room designed by Sendy, included in The Unlucky Seven in the file Strangel2 (001), originally called "back to life, back to reality", modified slightly by Daniel and with guardians added.

 

052. Everywhere but in the Water

Room designed by Sendy, included in The Unlucky Seven in the file Strangel2 (002), originally called "Everywhere but in the water", modified slightly by Daniel.

 

053. The THREE that got away

Room designed by Sendy, included in The Unlucky Seven in the file Strangel2 (003), originally called "the THREE thaT got awAy", with guardians added by Daniel.

 

054. Playing with Yourself

Room designed by Sendy, included in The Unlucky Seven in the file space_doubt (002), modified by Daniel.

 

055. The heat has melted the snow

Room designed by Sendy, included in The Unlucky Seven in the file New (029), unnamed. Developed further by Daniel.

 

056. Road to the Milk Factory

Room designed by Sendy, included in The Unlucky Seven in the file Whatever (034), originally called "as good a starting point as any!".

 

057. Secret Passage

Room designed by Sendy as an expansion of the MegaTree, included in The Unlucky Seven in the file JSWRevisited (062), unnamed. Developed further by Daniel.

 

058. Here's lookin' at'cha, Kid

Room designed by Sendy, included in The Unlucky Seven in the file New (030), originally called "here's lookin' at'cha, kid". Developed further by Daniel.

 

059. Climbing up the Castle Tower

Room designed by Daniel, almost a copy of "Upper Balcony" (032) from his Willy's New Mansion.

 

060. A Glimpse of 'JSW: 2005 Megamix'

Room designed by Daniel, almost a copy of "A Glimpse of the Castle" (096) from his Jet Set Willy: The 2005 Megamix.

 

061. So what, so what, so what?!

Room based on a design idea created by Sendy, included in The Unlucky Seven in the file JSWMC (061), under the original name "so what, so what, so what?!". In its final shape developed by Daniel.

 

062. Snow Problem

Room designed by Sendy, included in The Unlucky Seven in the file New (031), originally called "snow problem!!!1111", modified slightly by Daniel.

 

063. Formerly a Start Point

Room designed by Sendy, included in The Unlucky Seven in the file New (032), originally called "as good a starting place as any!", modified slightly by Daniel.

 

064. Squggle sqiggle squigle squiggle

Room designed by Sendy, included in The Unlucky Seven in the file New (034), originally called "squggle sqiggle squigle squiggle".

 

065. Take me to the Promised Land!

Room designed by Sendy, included in The Unlucky Seven in the file New (035), originally called "you chose fallling", modified slightly by Daniel.

 

066. Our survey said... swinging

Room designed by Sendy, included in The Unlucky Seven in the file New (036), originally called "our survey said... swinging".

 

067. The Frustration Machine

Room designed by Sendy, included in The Unlucky Seven in the file New (037), originally called "the frustration machine", modified very slightly by Daniel.

 

068. Name something your Willy does

Room designed by Sendy, included in The Unlucky Seven in the file New (038), originally called "name something your willy does", modified slightly by Daniel.

 

069. Platforms over Spikes... Typical

Room designed by Sendy, included in The Unlucky Seven in the file New (039), originally called "platforms over spikes... typical". The location of the items was altered in order to make it possible to collect them without losing a life in a game which doesn't use the fall-any-height option.

 

070. The Elusive Passage

Room designed by Sendy, included in The Unlucky Seven in the file New (040), originally called "the elusive passage", modified very slightly by Daniel.

 

071. Almost a Kitchen Clone!

Room designed by Sendy, included in The Unlucky Seven in the file New (041), originally called "almost a kitchen clone!". It will appear in a slightly modified form in Sendy's future release Jet Set Willy: Role Reversal as the room "The Fridge" (034).

 

072. Some Tunnels and What Not

Room designed by Sendy, included in The Unlucky Seven in the file New (042), originally called "some tunnels and wotnot". Unmodified except for the removal of one item, which used to be collected by the white guardian.

 

073. Crazy Milk Drink!

Room designed by Sendy, included in The Unlucky Seven in the file New (043), modified extremely slightly by Daniel.

 

074. How on earth did you get here ?!

Room designed by Richard Hallas, from his game Join the Jet-Set! (063), where it is unplayable because it kills you on entry if you teleport there. Modified slightly by Daniel.

 

075. Under the Launching Pad

Room designed by Daniel, using graphical elements from Sendy's room "high in the sky" (002) from JSWMC from The Unlucky Seven.

 

076. The Launching Pad

Room designed by Daniel. The clouds' graphics come from Sendy's room "little room next to the clouds" (006) from JSWMC from The Unlucky Seven.

 

077. The Launching Pad

A clone of room 076, used for technical purposes.

 

078. Entering the Outer Space

Room designed by Daniel, using graphical elements from Adam Britton's room "Into The Stars" (045) from The Continuing Adventures (called "Into the Stars" in The Continuing Adventures SE).

 

079. Among the Stars

Room designed by Daniel, using graphical elements from Adam Britton's room "Into The Stars" (045) from The Continuing Adventures (called "Into the Stars" in The Continuing Adventures SE).

 

080. In Deep Space

Room designed by Daniel, using graphical elements from Adam Britton's room "Into The Stars" (045) from The Continuing Adventures (called "Into the Stars" in The Continuing Adventures SE).

 

081. Navigating towards the Earth

Room designed by Daniel, using graphical elements from Adam Britton's room "Into The Stars" (045) from The Continuing Adventures (called "Into the Stars" in The Continuing Adventures SE).

 

082. Approaching Willy's New Mansion

Room designed by Daniel, using graphical elements from the room "Lovers' Leap" (023) from the game J4 (The Fourth Remix) by Geoff Eddy, Iain Eddy and Alasdair Swanson.

 

083. Settling on Course

Room designed by Daniel, using graphical elements from Adam Britton's room "Into The Stars" (045) from The Continuing Adventures (called "Into the Stars" in The Continuing Adventures SE).

 

084. Climbing Further into Space

Room designed by Daniel, using graphical elements from Adam Britton's room "Into The Stars" (045) from The Continuing Adventures (called "Into the Stars" in The Continuing Adventures SE).

 

085. Leaving the Outer Space

Room designed by Daniel, using one graphical element from Adam Britton's room "Into The Stars" (045) from The Continuing Adventures.

 

086. Coming down toward Lake Surbiton

Room designed by Daniel. Probably there is nothing like "Lake Surbiton", but the reference is meant to be a tribute to Matthew Smith's original Manic Miner.

 

087. The Devil's Workshop

Room designed by Daniel. The name was inspired by the room "S A T AN S S H ED" (023) from Andrew Broad's We Pretty.

 

088. No use crying over spilled milk!

Room designed by Daniel, using modified graphical elements from Sendy's "Crazy Milk Drink!" included in The Unlucky Seven in the file New (043).

 

089. Entrance to More Tunnels

Room designed by Daniel. Its central-upper part is based on the design of the room "An Eerie Cave" (031) from Stuart J. Hill's Monstrum!, with some modifications introduced in order to increase the level of difficulty. The shape of the Fire cells comes from there as well. The graphics of Earth and Water were copied (with altered colours) from Sendy's room "some tunnels and wotnot" included in The Unlucky Seven in the file New (042). The graphics of the items were copied from the room "Chamber Of Fire" (028) from Adam Britton's game The Continuing Adventures (called "Chamber of Fire" in The Continuing Adventures SE), reflected top-bottom.

 

090. More than it seems

Room designed by Daniel. The name was inspired by the rooms "All it seems" (032) and "Not all it seems" (001) from Philip Bee's game Jet-Set Willy (again).

 

091. The Elusive Passage continues

Room designed by Daniel, as a sequel to Sendy's "the elusive passage" (included in The Unlucky Seven in the file New [040]), using graphical elements of the former.

 

092. Strange Forestlike Corner

Room designed by Daniel.

 

093. Volcano Eruption

Room designed by Daniel. The inspiration for a rope carrying the player into Fire blocks came from the room "A Nasty Overhang" (024) from Willy's New Hat. The fire graphics come from Darren McCowan's rendition of "We must perform a Quirkafleeg" (016) in his Jet Set Willy: Wet Sunday Afternoon Graphical Remix.

 

094. Failed Suicide Attempt Vol. 1

 

Room designed by Daniel. The starting point for its creation was the room "failed suicide attempt, volume 1" (014) from Sendy's JSWMC from The Unlucky Seven, which still shows in the final result. Sendy's original room appears in Where's Woody?, under the same technical number and under the name "hey mister block head".

 

095. Failed Suicide Attempt Vol. 2

 

Room designed by Daniel. The name and the design pattern are meant to complement the previous room, since it would be illogical to have a room with "Vol. 1" in the name without at least a room with "Vol. 2". The rope challenge reflects the design pattern of the room "The Olympic Swimming Pool" (037) from Daniel's Willy's New Mansion; the items' shape was taken from there as well.

 

096. Fresh air ain't always good 4 u

Room designed by Daniel. The clouds' graphics come from Sendy's JSWMC from The Unlucky Seven, from "little room next to the clouds" (006).

 

097. Scary Dungeon

Room designed by Daniel. It was developed from the room "The Cellar" (019) from his game Willy's New Mansion.

 

098. Yes! Willy's a lucky bastard!!!

Room designed by Daniel. The design of the rope, the platforms on which you jump from the rope and the pertinent vertical guardians was copied from the room "Emergency Exit on the Roof" (031) from Willy's New Mansion.

 

099. There's an item in the clouds!!!

Room designed by Daniel, using graphics from his game Willy's New Mansion, from the rooms "Willy's Problematic Heaven" (050) and "A Bit of Fresh Air" (056).

 

100. A Ruined Passage

Room designed by Daniel, with the graphical elements and the layout based on the room called "blank room" (000) from Sendy's JETSETEST from The Unlucky Seven. It is not as rich graphically as the original, since JETSETEST is a JSW64 variant W game.

 

101. Invasion of Almost Willy Clones!

Room designed by Daniel. The name makes a reference to the adjacent room, "Almost a Kitchen Clone!" (071) from Sendy's file New from The Unlucky Seven. The pattern of the Water blocks in the upper part of the room was copied from the room "Top of the shop: The Laundry" (001) from the game Jet Set Willy III by Michael Blanke and Arno Gitz (MB/APG Software 1985).

 

102. The Large Slope

Room designed by Daniel. The "slope challenge" is based on the design of the room "INTHECHILLYSEETHEGUILDEDRISSOLES" (051) from Andrew Broad's We Pretty. The Earth cell graphics come from the room "A Far Cry from Hades" (030) from Richard Hallas's game Join the Jet-Set!.

 

103. Towards Your Destiny

Room designed by Daniel, as a linker.

 

104. Source of the Underground River

Room designed by Daniel. The Earth and Fire graphics are copied from his game Willy's New Mansion, from the rooms "Above the Abyss" (018), "The Great Descent" (014) and "Into the Abyss" (015), while the Water and Conveyor graphics come from the original Jet Set Willy, from "The Bridge" (001).

 

105.

The Underground River

Room designed by Daniel. The same graphics credits as above (104).

 

106. Dangerous Rapids

Room designed by Daniel. The same graphics credits as above (104 and 105).

 

107. The Underground Waterfall

Room designed by Daniel. The Fire, Ramp and Conveyor graphics are based on the graphics from the room "The Bridge" (001) from the original Jet Set Willy, and the Earth and Water graphics are copied from Willy's New Mansion, from the room "Above the Abyss" (018) and others.

 

108. The Haunted Log Cabin

Room designed by Sendy, included in The Unlucky Seven in the file Strangel2 (004), originally called "_that_ log cabin", modified by Daniel.

 

109. The Teleporter

Room designed by Daniel. Its central part reflects the layout of obstacles in the room "Shelob's Lair" (023) from Andrew Broad's game Jet Set Willy: Lord of the Rings.

 

110. The Underground Torture Chamber

Room designed by Zoran Miladinov, and included in his unreleased demo under the name "+++ThE ToRtUrE cHaMbEr+++", modified by Daniel.

 

111. Is this milk really boiling???

Room designed by Daniel, using graphical elements from the room "No use crying over spilled milk!" (088), which in turn uses modified graphics from Sendy's room "Crazy Milk Drink!" included in The Unlucky Seven in the file New (043).

 

112. The Most Secret of All Places

Room designed by Zoran Miladinov, and included in his unreleased demo under the name "He can't take it anymore...", modified by Daniel.

 

113. The Mystic Room of Many Exits

Room designed by Daniel, using graphics from the room "Altar to an Unknown God" (063) from his game Willy's New Mansion. The inspiration for the function of this room came from Stuart J. Hill's game Utility Cubicles and the sequence "The Green Room" - "The Red Room" - "The Blue Room", which makes the navigation easier between various points of the game. The name was inspired by "THE ROOM OF MANY EXITS" from the game Henry's Hoard by Martyn Brown and A. Bigos (Alternative Software Ltd. 1985).

 

114. There's an item in the clouds!!!

A clone of room 099, used for both technical and "tactical" purposes.

 

115. The Elusive Passage

A clone of room 070, used for technical purposes.

 

116. A Glimpse of 'JSW: 2005 Megamix'

A clone of room 060, used for technical purposes.

 

back to top

 

 

Jet Set Willy: Mind Control - The Solution

 

[from "JSW - Mind Control - The Solution" text file included with the game, edited]

 

THE SOLUTION

 

This text describes how to complete the game Jet Set Willy: Mind Control. It presents The Optimal Route to take, and gives step-by-step instructions about what the player should (or shouldn't) do.

***

WARNING!

Reading this file may spoil your pleasure if you prefer to solve puzzles and overcome obstacles in JSW games all by yourself. In such case, please do not read it. Otherwise, if you want to finish the game efficiently, or you get stuck and need help, use the instructions which follow. And if you still have a problem which is not covered here, please e-mail me and you will soon receive a reply with the solution.

***

The Optimal Route below is presented with the understanding that it is a very efficient way of completing the game, probably one of the most efficient ones. It is not the only possibly way and, as you will certainly note while following it, it could have alternative variants of equal efficiency. So perhaps it should really be called "an optimal route". But, in any case, it is certain, it is efficient, and it saves you from going round and round and following the same paths various times unnecessarily.

The instructions below are presented with the understanding that you are striving to complete the game without losing a single life - which is perfectly possible if you save snapshots and go back every time you lose a life. Therefore some of the instructions may be unnecessary if you are playing with the infinite lives POKE and don't care whether or not you will get back safely after collecting an item, or if you kamikaze items.

During the final playtest of the game before its release, carried out by following The Optimal Route and saving/loading snapshots, Jet Set Willy: Mind Control was completed without loss of life and with a toilet-time of 11.41am.

 

THE OPTIMAL ROUTE - A QUICK GUIDE

Following is The Optimal Route presented as a sequence of room-names, showing you in what order you should be visiting the rooms. Every entrance and exit from each room are recorded. This may be useful to players who want to take the most efficient route, but at the same time want to struggle with the game challenges without specific help. The route is divided to make it easier to read. The last room-name in every section is also the first room-name in the next section - this is just a repetition without any special meaning.

I.

1. "The Marooning" - "Two Signs and a Vision" - "Coming Down" - "Sky Landing" - "Coming Down" - "Two Signs and a Vision" - "Coming Down" - "Sky Landing" - "There's an item in the clouds!!!" - "Clouds over the Plain. No Rain." - "There's an item in the clouds!!!" - "Clouds over the Plain. No Rain."

Items collected so far: 8

2. "Clouds over the Plain. No Rain." - "He came from the sky..." - "Clouds over the Plain. No Rain." - "Magic in a Quiet Countryside" - "A Ruined Lookout" - "The countryside is turning dry" - "In the Sandhills" - "Outside the Castle Tower" - "The N - Trance Hall"

Items collected so far: 11

3. "The N - Trance Hall" - "Climbing up the Castle Tower" - "On Top of the Castle Tower" - "Climbing up the Castle Tower" - "On Top of the Castle Tower" - "A Glimpse of 'JSW: 2005 Megamix'" - "On Top of the Castle Tower" - "A Glimpse of 'JSW: 2005 Megamix'" - "On Top of the Castle Tower" - "A Glimpse of 'JSW: 2005 Megamix'" - "On Top of the Castle Tower" - "A Glimpse of 'JSW: 2005 Megamix'" - "On Top of the Castle Tower" - "A Glimpse of 'JSW: 2005 Megamix'" - "A Rope in the Sky? Impossible!!!"

Items collected so far: 18

4. "A Rope in the Sky? Impossible!!!" - "A Glimpse of 'JSW: 2005 Megamix'" - "The Most Secret of All Places" - "Climbing up the Castle Tower" - "On Top of the Castle Tower" - "A Glimpse of 'JSW: 2005 Megamix'" - "A Rope in the Sky? Impossible!!!" - "So what, so what, so what?!" - "The N - Trance Hall"

Items collected so far: 24

5. "The N - Trance Hall" - "Outside the Castle Tower" - "In the Sandhills" - "The countryside is turning dry" - "A Ruined Lookout" - "The Underground Torture Chamber" - "A Ruined Lookout" - "Magic in a Quiet Countryside" - "Clouds over the Plain. No Rain." - "He came from the sky..." - "... and wound up here!" - "He came from the sky..." - "Promoter of Foolishness" - "Foolish, wasn't it?" - "But Willy'll be lucky, will he?" - "Yes! Willy's a lucky bastard!!!"

Items collected so far: 42

II.

1. "Yes! Willy's a lucky bastard!!!" - "The Mystic Room of Many Exits" - "One-Way Exit" - "This looks like Crusoe's Corner!" - "Secret Passage" - "The Frustration Machine" - "Secret Passage" - "This looks like Crusoe's Corner!" - "Secret Passage" - "This looks like Crusoe's Corner!" - "The THREE that got away" - "This looks like Crusoe's Corner!" - "The THREE that got away" - "Everywhere but in the Water" - "Back to Life, Back to Reality" - "Everywhere but in the Water" - "Back to Life, Back to Reality" - "But Willy'll be lucky, will he?" - "Yes! Willy's a lucky bastard!!!" - "But Willy'll be lucky, will he?" - "Yes! Willy's a lucky bastard!!!"

Items collected so far: 67

III.

1. "Yes! Willy's a lucky bastard!!!" - "The Mystic Room of Many Exits" - "A Doubly Problematic Stairway" - "Failed Suicide Attempt Vol. 2" - "... nor this!!!" - "Sendy will never believe this..." - "... nor this!!!" - "Sendy will never believe this..." - "Yes! Willy's a lucky bastard!!!" - "But Willy'll be lucky, will he?" - "Yes! Willy's a lucky bastard!!!"

Items collected so far: 77

IV.

1. "Yes! Willy's a lucky bastard!!!" - "The Mystic Room of Many Exits" - "A Doubly Problematic Stairway" - "The Rugged Mountain Top" - "A Nightmarish Walk in the Clouds" - "You've got ya head in the clouds" - "Promoter of Foolishness" - "Foolish, wasn't it?" - "But Willy'll be lucky, will he?" - "Yes! Willy's a lucky bastard!!!"

Items collected so far: 80

V.

1. "Yes! Willy's a lucky bastard!!!" - "Sendy will never believe this..." - "Wow! It's so hot in here!!!" - "The heat has melted the snow" - "Snow Problem!!!" - "The heat has melted the snow" - "Snow Problem!!!" - "Formerly a Start Point" - "Squggle, sqiggle, squigle, squiggle" - "Formerly a Start Point" - "Squggle, sqiggle, squigle, squiggle" - "Formerly a Start Point" - "Squggle, sqiggle, squigle, squiggle" - "The Frustration Machine" - "Platforms over Spikes... Typical" - "Our survey said... swinging" - "Squggle, sqiggle, squigle, squiggle" - "Our survey said... swinging" - "Take me to the Promised Land!" - "Our survey said... swinging" - "Take me to the Promised Land!" - "Formerly a Start Point" "Take me to the Promised Land!" - "Name something your Willy does" - "Take me to the Promised Land!"

Items collected so far: 110

2. "Take me to the Promised Land!" - "Name something your Willy does" - "The Devil's Workshop" - "Invasion of Almost Willy Clones!" - "Take me to the Promised Land!" - "Our survey said... swinging" - "Almost a Kitchen Clone!" - "Strange Forestlike Corner" - "A Ruined Passage" - "The Large Slope" - "The Devil's Workshop" - "The Large Slope" - "A Ruined Passage" - "Strange Forestlike Corner" - "A Ruined Passage" - "The Large Slope" - "The Devil's Workshop" - "Invasion of Almost Willy Clones!" - "Almost a Kitchen Clone!" - "Invasion of Almost Willy Clones!" - "The Devil's Workshop" - "Name something your Willy does" - "Enigmatic One-Way Passage" - "Volcano Eruption" - "Enigmatic One-Way Passage" - "Volcano Eruption" - "Wow! It's so hot in here!!!"

Items collected so far: 128

3. "Wow! It's so hot in here!!!" - "The heat has melted the snow" - "Snow Problem!!!" - "Formerly a Start Point" - "Squggle, sqiggle, squigle, squiggle" - "The Frustration Machine" - "Here's lookin' at'cha, Kid!" - "The Frustration Machine" - "Platforms over Spikes... Typical" - "Crazy Milk Drink!" - "Platforms over Spikes... Typical" - "The Elusive Passage" - "Almost a Kitchen Clone!" - "The Elusive Passage" - "Almost a Kitchen Clone!" - "The Elusive Passage" - "The Elusive Passage continues" - "Towards Your Destiny" - "Woody's Mincemeat Factory" - "Entrance to More Tunnels" - "No use crying over spilled milk!"

Items collected so far: 148

4. "No use crying over spilled milk!" - "Road to the Milk Factory" - "No use crying over spilled milk!" - "Crazy Milk Drink!" - "No use crying over spilled milk!" - "Entrance to More Tunnels" - "No use crying over spilled milk!" - "Road to the Milk Factory" - "End of the Road: Milk Factory" - "Road to the Milk Factory" - "End of the Road: Milk Factory" - "How on earth did you get here ?!" - "More than it seems" - "Climbing down the Mountain"

Items collected so far: 171

5. "Climbing down the Mountain" - "The Rugged Mountain Top" - "Climbing down the Mountain" - "He came from the sky..." - "Promoter of Foolishness" - "Foolish, wasn't it?" - "But Willy'll be lucky, will he?" - "Yes! Willy's a lucky bastard!!!"

Items collected so far: 174

VI.

1. "Yes! Willy's a lucky bastard!!!" - "The Mystic Room of Many Exits" - "Crazy Milk Drink!" - "No use crying over spilled milk!" - "Is this milk really boiling???" - "Here's lookin' at'cha, Kid!" - "Is this milk really boiling???" - "Here's lookin' at'cha, Kid!" - "Crazy Milk Drink!" - "Platforms over Spikes... Typical" - "Crazy Milk Drink!" - "Some Tunnels and What Not"

Items collected so far: 178

2. "Some Tunnels and What Not" - "The Elusive Passage" - "Some Tunnels and What Not" - "The Elusive Passage" - "Almost the Kitchen Clone!" - "The Elusive Passage" - "Some Tunnels and What Not" - "The Elusive Passage" - "The Elusive Passage continues" - "Towards Your Destiny" - "Woody's Mincemeat Factory" - "A Decrepit Passageway"

Items collected so far: 185

VII.

1. "A Decrepit Passageway" - "The Room that goes 'Bang!'" - "A Decrepit Passageway" - "The Room that goes 'Bang!'" - "Rope Defect" - "The Underground Pyramid" - "Just yer average room, really" - "Source of the Underground River" - "Just yer average room, really" - "Source of the Underground River" - "The Underground River" - "Dangerous Rapids" - "The Underground Waterfall" - "The Room that goes 'Bang!'"

Items collected so far: 200

2. "The Room that goes 'Bang!'" - "Rope Defect" - "The Underground Pyramid" - "Just yer average room, really" - "Scary Dungeon" - "Just yer average room, really" - "Skylab Recuperation Bay" - "The Dark-Blue Tunnel" - "The Light-Blue Tunnel" - "The Dark-Blue Tunnel" - "The Light-Blue Tunnel" - "The Dark-Blue Tunnel" - "The Light-Blue Tunnel" - "A Doubly Problematic Stairway" - "The Light-Blue Tunnel" - "Failed Suicide Attempt Vol. 1" - "Failed Suicide Attempt Vol. 2" - "Failed Suicide Attempt Vol. 1" - "The Light-Blue Tunnel" - "A Doubly Problematic Stairway" - "Failed Suicide Attempt Vol. 2" - "The Teleporter"

Items collected so far: 214

3. "The Teleporter" - "... nor this!!!" - "How on earth did you get here ?!" - "The Haunted Log Cabin" - "The Underground Torture Chamber" - "The Haunted Log Cabin" - "The Underground Torture Chamber" - "A Ruined Lookout" - "Magic in a Quiet Countryside" - "Clouds over the Plain. No Rain." - "He came from the sky..." - "Promoter of Foolishness" - "Foolish, wasn't it?" - "But Willy'll be lucky, will he?" - "Yes! Willy's a lucky bastard!!!"

Items collected so far: 222

VIII.

1. "Yes! Willy's a lucky bastard!!!" - "The Mystic Room of Many Exits" - "Rope Defect" - "One-Way Exit" - "Entrance to the House" - "Down in the Basement" - "Baby Steps' Evil Twin" - "Dream Bedroom" - "The Hall needs no decorating now" - "Kitchen Appliances" - "The Pool Table"

Items collected so far: 233

2. "The Pool Table" - "Playing with Yourself" - "A Little room with a View" - "Playing with Yourself" - "The Teleporter" - "... nor this!!!" - "Sendy will never believe this..." - "Playing with Yourself" - "The Pool Table" - "Playing with Yourself" - "The Pool Table"

Items collected so far: 249

3. "The Pool Table" - "Fresh air ain't always good 4 U" - "A Little Room with a View" - "Fresh air ain't always good 4 U" - "A Little Room with a View" - "Playing with Yourself" - "The Pool Table" - "Fresh air ain't always good 4 U" - "A Little Room next to the Clouds" - "High in the Sky" - "Under the Launching Pad" - "The Launching Pad" - "Entrance to the Launching Pad"

Items collected so far: 255

IX.

1. "Entrance to the Launching Pad" - "High in the Sky" - "Entrance to the Launching Pad" - "The Launching Pad"

Items collected: 256 - Start of the final sequence

 

THE OPTIMAL ROUTE - STEP-BY-STEP INSTRUCTIONS

Part I

I.1

You start in "The Marooning". Go down into "Two Signs and a Vision", and then to the right, through "Coming Down". When you get to "Sky Landing", turn back left and keep walking, until you emerge on the left-hand side of "Coming Down". Jump through the ramp and over the green, flowerlike metal trap, and collect the item in "Two Signs and a Vision". Then go back to "Sky Landing" and make your way to the right-hand side of the room. When jumping over the third sun, start the jump not from the edge of the platform, but from as far back as you can (without standing on the ramp). When passing the fourth sun, jump below it, when it goes up.

From the edge of "Sky Landing" (or the second-from-the-right ledge) drop down into "There's an item in the clouds!!!". When you reach "Clouds over the Plain. No Rain.", do NOT drop down from the rope, but instead walk back up (using the "Right" key) and collect the item in "There's an item in the clouds!!!" (which you didn't see before, when you were falling). Then go back down to "Clouds over the Plain. No Rain.", drop down from the rope onto the cloud below (using the "Left" key), jump up to collect the item, and then drop down to the ground on the right.

By this time you should have collected 8 items.

 

I.2

Jump left from "He came from the sky..." into "Clouds over the Plain. No Rain.". Be careful, you can fall into a multiple-death scenario if you don't get it right! Pass "Clouds over the Plain. No Rain." and "Magic in a Quiet Countryside", going left. In the latter room the arrow will collect the item for you (see, it's magic!). Keep walking to the left, collect the two upper items in "A Ruined Lookout". Do NOT try to collect the lower item on the right - it's a trap (a fake item)!

Continue going to the left, pass "The countryside is turning dry". It may seem difficult, but it's not that hard. Start jumping to the left when the dog is just about to turn to come your way for the third time since you entered the room.

Continue to the left, pass "In the Sandhills". It will probably require some trial-and-error tactics, but it's doable. Remember that being inside a hill protects you from the arrows, that you have to jump OVER the red flower on top of the central hill, and that then you have to jump INTO the leftmost hill (that is, land at the very edge of the conveyor) and, when you are inside it, jump up to reach its top.

Keep going left through "Outside the Castle Tower", enter "The N - Trance Hall". Jumping over the cyan guardian and passing below the grille may be a tricky manoeuvre - watch the guardians and wait until they are in the right position.

In "The N - Trance Hall" ignore the item at the bottom (you cannot collect it at this time), and negotiate your way to the exit at the upper left. Be glad you're not playing "Where's Woody?", where Sendy made these platforms invisible!

By this time you should have collected 11 items.

 

I.3

Collect the lower item in "Climbing up the Castle Tower". Do NOT try to collect the upper item - you'll only get killed. Exit upwards into "On Top of the Castle Tower".

Go to the right, drop down at the edge and collect the upper item in "Climbing up the Castle Tower". Go back up to "On Top of the Castle Tower" and collect the three items on the right side of the room. It may seem difficult (it's Andrew Broad's design!), but after some practice it's possible to achieve without losing a life.

Exit at the upper left into "A Glimpse of 'JSW: 2005 Megamix'". Jump onto the tower so that you land INSIDE the Earth-cell on the right-hand side on top of the tower. Then you can turn right and drop down safely onto the ramp. Go down and jump over the slow-moving guardian. It is a very difficult jump, which probably has to be pixel-perfect, because you have to jump over the guardian VERTICALLY, WHILE STANDING STILL, obviously with your legs together. When you are on the other side of the guardian, close to the exit, jump to the right. This jump should carry you to the ledge on which the leftmost item in "On Top of the Castle Tower" is sitting.

After collecting the item, WALK back into "A Glimpse of 'JSW: 2005 Megamix'", turn right immediately and walk out of the room. Be careful not to go too far, because you will get killed by the Fire-cell. You should now be inside the wall in "On Top of the Castle Tower", with two layers of Earth-cells under you.

Turn left and BEFORE leaving the room JUMP to the left. This jump should carry you safely over the magenta, slow-moving guardian in "A Glimpse of 'JSW: 2005 Megamix'". Turn right and jump over the guardian, so as to exit the room to the right, but this time jump WHILE MOVING to the right. After this jump, you should find yourself inside the wall in "On Top of the Castle Tower" again, but this time with only one layer of Earth-cells under you.

Turn left and WALK back into "A Glimpse of 'JSW: 2005 Megamix'". When you get there, turn right and BEFORE leaving the room JUMP to the right. This jump should carry you safely over the leftmost Fire-cell in "On Top of the Castle Tower". Go through "On Top of the Castle Tower" again, so as to exit at the upper left into "A Glimpse of 'JSW: 2005 Megamix'" for the second time.

Jump onto the top of the tower again (this time any way you want) and collect the item. Then jump up vertically into "A Rope in the Sky? Impossible!!!".

By this time you should have collected 18 items.

 

I.4

Jump onto the rope and collect the item by jumping from the rope and landing again on the rope. It can be done in either direction. Be careful, because if you fall down in this room, it's a multiple-death scenario below!

Save a snapshot (oh, yes, do!) and then try to jump left from the rope so that after falling into the room below you continue falling and pass in-between the red, leftmost guardian and the clouds. Willy's position should be: facing to the left, and with his legs not together, but not outstretched either (from now on it will be called the "middle position" of the legs). You will probably have to apply the trial-and-error method to get the jump right, that's why saving a snapshot before trying is essential.

After a successful jump, you will land safely on the rope in "The Most Secret of All Places". Climb down from the rope using the "Left" key first - but be careful not to fall down - and then jumping to the right (or rather walking to the right holding the "Jump" key). On the platform above the yellow, motionless guardian jump to the left through the overhead innocent-looking block, so as to land safely to the left of the yellow, motionless guardian (falling down for what seems to be over six blocks!).

Go down and collect the leftmost item. Jump right and up, so that you are four Earth-cells above the ground, and then jump left onto the ledge by the wall. Jump left and walk out of the room.

After entering "The Most Secret of All Places" from the right, go down and proceed (over the burning fire) to collect the middle item. After collecting it you have to jump over the magenta guardian from the "legs-together" position. Go back, and when you have passed the fire below and the cross above, at the edge of the conveyor, you have to make an awkward jump which requires you to suddenly stop dead and jump straight up. This will put you on the right-hand side of the cross, and from there you can jump to the right and proceed to collect the upper item. After that, exit the room to the right, into "Climbing up the Castle Tower".

Once there, repeat your way back to the rope in "A Rope in the Sky? Impossible!!!" and this time climb up the rope into the room above - "So what, so what, so what?!". Go up and collect the item. After jumping up into the room above, watch out for the guardians coming down towards you.

Collect the item in "The N - Trance Hall", jump up and exit the room to the right.

By this time you should have collected 24 items.

 

I.5

Pass "Outside the Castle Tower" going right. Stop at the edge of the highest right-hand-side ledge, facing right, with your legs outstretched. Save a snapshot! From this exact position jump to the right - the jump will carry you through an innocent-looking block and let you fall down safely on the conveyor in "In the Sandhills". As you fall down, press the "Left" key so that you stop on the conveyor. Jump up vertically in between the arrows coming from the right; during this jump the arrows emerging from the left should pass you without doing you any harm. Let go of the "Left" key, let the conveyor carry you to the right, jump to the right and find shelter inside the hills.

Leave the room to the right - it should be simple enough - continue right and stop at the edge of the conveyor in "The countryside is turning dry", to the left of the cyan vertical skull guardian.

Save a snapshot, because next you have to make a manoeuvre which you will probably have to repeat many times before you get it right. The fifth time the cyan skull starts going up after reaching the lowest point of its trajectory - counting from the moment you entered the room - you have to jump below it to the right and continue jumping right. You should land behind the dog, which has just turned to go right, very close to it. You should walk right behind it and jump at the very last moment, before it turns back. This jump should carry you to edge of the conveyor, and there - before you step off the conveyor onto the Earth-cells - you must jump to the right. This jump, if timed correctly, will take you through the innocent-looking block in "A Ruined Lookout" and you will fall down into "The Underground Torture Chamber".

Go right, jump over the motionless yellow guardian and collect the upper right-hand side item (it's a quirky jump which may seem impossible, but just try it from various positions, until you get it right). Jump to the left through the yellow cross above the floor, which is an innocent-looking block, and you will land below the floor level. Collect the rightmost and middle items on the lower level, as well as the item below the "tank of fire" (ignore the leftmost item on the lower level, you will get it later). Stand at the edge of the upper platform next to the "cross of fire", facing left and with your legs in the "middle position" (not fully outstretched). Jump to the left and you should land safely to the left of the "tank of fire". Jump up vertically, jump on the ledge above the "tank of fire", and from its left-hand side jump up vertically. This jump takes you back to "A Ruined Lookout" and allows you to collect the lower-leftmost item there.

Pass "A Ruined Lookout" going to the right and pass "Magic in a Quiet Countryside" going to the right. The easiest way to pass the yellow "magician" guardian is by standing below the edge of his platform facing right, with your legs in the "middle position", jumping up vertically (you will be at the edge of the platform without the guardian hurting you) and then jumping to the right when the proper moment comes. Passing the red "magician" guardian requires a very precise jump - it can be done by jumping onto the ledge of his platform (when he is not there) and immediately to the right again; if you time it correctly, you will be able to clear the magician before he reappears.

Continue to the right and pass "Clouds over the Plain. No Rain.". Collect the item in "He came from the sky..." and take the right-hand side green ramp to go down to "... and wound up here!". Collect the items there - it should be pretty simple - get back up to "He came from the sky..." and exit to the right.

In "Promoter of Foolishness" jump over the yellow "hand" guardian so that you fall on top of the two items. After collecting them you will continue falling, until you land safely on the rope in "Yes! Willy's a lucky bastard!!!".

By this time you should have collected 42 items.

 

Part II

II.1

As soon as you land on the rope, just after it started going back to the left, jump over the green vertical bird and hold the "Left" key. You have to jump from a position far-enough to the left, so that when you fall onto the conveyor you fall down vertically, not moving to the right. Thus, after landing on the conveyor, if you are still holding the "Left" key, the conveyor will not carry you to the right, and you will be able to wait for the proper moment to jump over the dark-blue "devil" guardian. The jump has to take you THROUGH the single Earth-cell (or the edge of it), so that then you can get down on the floor level on the right-hand side of the screen.

Exit "Yes! Willy's a lucky bastard!!!". While you do that, KEEP WALKING RIGHT until you clear the Fire-cell at the entrance to "The Mystic Room of Many Exits". Otherwise, you will get killed repeatedly on entry.

Cross the room and exit upwards into "One-Way Exit". Cross this room going up and left - remember that you can stand safely at the right edge of the platform above which the magenta vertical guardian is moving, facing the guardian - this information may make your jump easier. Exit to the left, collecting the item in mid-jump. This jump will also make you collect the rightmost item in "This looks like Crusoe's Corner!" (you will have missed seeing this item; had you first entered the room from the left, you would have seen the item, but you wouldn't have been able to collect it without sacrificing a life).

Get down on the ground level, stand on the left-hand side of the right tree trunk, partially inside the trunk, and jump into the left tree trunk. You should land one Water-cell above the ground level. Continue jumping up, vertically, and after the fourth jump you will collect the upper item.

Get down on the ground, and go left, until you get on the conveyor, which looks like water (it's an "off" conveyor, it won't carry you). Stand inside the left innocent-looking block, turn right and jump through the right innocent-looking block. The jump carries you down to "Secret Passage".

Collect three of the items in this room (ignoring the uppermost one) and, after collecting the item at the bottom-left, go down to "The Frustration Machine". As you enter this room, you collect another item so quickly that you don't even see it. However, if you wanted to see it, you would have to enter "The Frustration Machine" from the left or right; then you would see, but couldn't collect the item in question.

Go back up to "Secret Passage", climb up and exit upwards jumping onto the right-hand side upper ledge. You should emerge standing inside the right innocent-looking block in "This looks like Crusoe's Corner!". Turn left and jump through the left innocent-looking block. The jump will take you down to "Secret Passage" again and let you collect the uppermost item.

Jump up vertically to "This looks like Crusoe's Corner!". From the edge of the room jump into the room to the left. With this jump you will collect one of the items in "The THREE that got away".

Go back to "This looks like Crusoe's Corner!" and from its very edge jump into "The THREE that got away" again. If you get the jump right, you will be INSIDE the green Water-cells. In this way you will be able to continue jumping to the left and move safely below the cloud.

At the edge of the precipice, jump up and collect the item above you. Then jump left, above the precipice and the red vertical guardian, but before you land, hold the "Left" key, so that the conveyor won't carry you to the right into the precipice. Still holding the "Left" key, jump up (vertically) and collect the item above you. After that, at the proper moment, let go of the "Left" key and jump to the right, above the precipice and the red guardian. You should land INSIDE the top Water cell on the right-hand side of the precipice (that is, on top of the highest Earth-cell). When you jump left again from this position, you will be able to keep walking left until you clear the conveyor.

Cross the rest of the room and exit to the left into "Everywhere but in the Water". Collect the items on the right-hand side of the room. You have to jump through the innocent-looking block in order to pass the white fish; then you can stand safely where the item is to the left of the white fish, if you stand facing right and with your legs in the "middle position".

Clear the four items under the red fish. Jump on the left side of the water, collect the item, and while standing INSIDE the Water-cell there (the grass), with your legs outstretched, jump to the right, and you will be able to collect the item above the water, on the right-hand side, safely.

Go left, under the dark-blue vertical guardian, and collect the item on its left. Jump over the black fish, exiting the room into "Back to Life, Back to Reality", jump over the dark-blue horizontal bird, go down onto the "hard ground" (Earth-cells) level, avoid the magenta vertical bird by moving to the left, avoid the dog by moving to the right, follow the dog and when the magenta bird has gone up again, jump right so that you land INSIDE the grass, with Willy half-buried in it, half-sticking out. Standing there is a safe position, because you are BELOW the dark-blue horizontal bird, and safe from the vertical magenta bird as well. Walk to the right, back into "Everywhere but in the Water", and pass BELOW the black fish, collecting the item which is below the fish and the one which seems to be buried in the ground. Then turn around and walk left, back into "Back to Life, Back to Reality". Cross the room to the left and exit to "But Willy'll be lucky, will he?".

Go left, jump up, jump through the overhead wall-block and above the magenta flowerlike metal trap guardian, jump on the other side of the chute, collect the item by jumping through the overhead wall-block, then drop down to land on the rope in "Yes! Willy's a lucky bastard!!!" again.

Repeat the jump over the green vertical bird (you can do it as soon as the rope starts going left) and jump right immediately after landing on the conveyor. Make your way to the room above (you have to jump over the yellow horizontal guardian as it comes towards you), collecting the item as you exit. In "But Willy'll be lucky, will he?" go up, jump through the overhead wall-block over the magenta flowerlike metal trap again, and fall down onto the rope in "Yes! Willy's a lucky bastard!!!" for the third time.

By this time you should have collected 67 items.

 

Part III

III.1

Repeat the manoeuvre which had taken you to "The Mystic Room of Many Exits". Remember you have to keep walking right after you enter the room, to avoid getting killed repeatedly at the entrance.

Pass through the room again and this time exit to the right. You have to jump through the innocent-looking block below the green gargoyle (or wolf's head) to do that.

In "A Doubly Problematic Stairway" you need to exit the room upwards, using the superjump and passing the red vertical guardian. The easiest way to do it is to walk right and drop to the floor level first, and start the superjump from there. You shouldn't hold the "Jump" key all the time, but let it go and then press it again, according to necessity.

Once you enter "Failed Suicide Attempt Vol. 2", climb up to the red conveyor platform, jump up vertically, hold the "Left" key and wait for the correct position of the rope and the red Eugene. It's a difficult manoeuvre, but it can be done. The most important thing is to watch the rope and Eugene to determine at which moment the jump should be made.

When you are safely on the rope, save a snapshot and jump to the right so as to land on the right side of the yellow spikes. From there, jump right again, collect the item and exit to the right. As you enter "... nor this!!!", KEEP WALKING RIGHT, or you'll get killed repeatedly.

As you enter "... nor this!!!" you collect another item which you haven't even seen. You could have seen it by entering the room from the right first, but then you wouldn't have been able to collect the item.

Collect the item on the platform above the conveyor. You have to go for it jumping left THROUGH the edge of the platform, as if it were an innocent-looking block. Do NOT jump onto the platform, or you'll be forced to accept a loss of life.

Collect also the item down on the right, sitting on the single Earth-cell below which the red guardian is moving. Ignore the other items for the time being.

Leave the room, taking the upper-right exit to "Sendy will never believe this...". Wait facing right, with your legs in the "middle position", until the yellow horizontal Slinky guardian comes towards you and starts moving away. Collect the item on the single Earth-cell below which the red guardian is moving. Then go down to the floor level and pass the guardian, jumping through the overhead wall-block as it approaches. It's a tight jump and you will probably have to try it many times, but it can be done.

You can now collect the bottom-left item, walk left back to "... nor this!!!" and collect the bottom-right item there. Then you have to pass the red guardian at the bottom of "... nor this!!!", again jumping through the overhead wall-block.

Go back to "Sendy will never believe this..." and collect the item on the platform above the conveyor. It's the same trap as in the previous room, remember that you have to jump THROUGH the edge of the platform, as if it were an innocent-looking block. Do NOT jump onto the platform, or you'll lose a life.

Ignore the remaining items in both rooms and exit "Sendy will never believe this..." at the upper right.

In the upper-left corner of "Yes! Willy's a lucky bastard!!!" jump to the right, thus collecting the item, and exit upwards to "But Willy'll be lucky, will he?" Pass the yellow snake and drop down to land on the rope in "Yes! Willy's a lucky bastard!!!" yet again.

By this time you should have collected 77 items.

 

Part IV

IV.1

Repeat your way to "The Mystic Room of Many Exits" (you should be pretty good at it by now!), cross the room and take the right exit for the second time.

In "A Doubly Problematic Stairway" drop down to the floor level again and walk to the right, passing through the blocks supporting the longest flight of stairs. You will now have to get onto the platform hanging in mid-air. It's difficult to describe how to do it, but basically it's best (or perhaps: only possible) to do it in a single jump, starting it from the floor level, standing with your legs outstretched. The main difficulty is to find out for how long to hold the "Right" and "Jump" keys in order to get the correct "jumping power". The trial-and-error method will prove invaluable here, but once you've got the feel of it, you will probably be able to repeat the jump quite easily (not that you need to do it - just theoretically).

Once on the mid-air platform, you have to make another difficult jump to the right, so that you land COMPLETELY INSIDE the Earth-cells which form the point of the arrow. You should try it from close to the left edge of the platform. It's not really that difficult, but you may need to try it several times, and if you don't get it right, you're bound to lose a life, so - save a snapshot before trying!

Once you are inside the arrow, walk right and step down to the bottom. Now you have to make another quirky jump, this time to the left. You start facing left, standing to the right of the base of the arrow. The jump has to carry your THROUGH the arrow. It's best to time it so that you drop to the floor level again right behind the green Ewok guardian, when he starts walking to the left. Then jump left immediately, collecting the item and hitting your head against the ceiling (the arrow). The collision sends you downwards, towards the exit, just before the Ewok gets you, if you do things correctly.

You are now in "The Rugged Mountain Top", a room which is next to "Sky Landing", to the right of it. You would have seen if you had gone right from "Sky Landing" at the beginning of the game.

From below the Earth-cell on which you landed when entering from above, jump to the right. You will land on a ramp, which is masked as a Fire-cell. From there jump right again and you will land in "A Nightmarish Walk in the Clouds". This room is rather difficult when you traverse it for the first time, so save a snapshot after every successful manoeuvre.

Turn left and step down from the cloud-block you are currently on. Turn right, stand partly immersed in the cloud-block to your right, with your legs in the "middle position", and jump to the right through the innocent-looking block - the Earth-cell, visibly different from the other cells - so that you stand INSIDE it after the jump. This will let you move BELOW the more-whitish cloud-block which is a Fire-cell.

At the right edge of the big cloud you are currently partly immersed in, jump to the right with your legs outstretched. After this jump you will land on the next cloud, one block below its surface level. Jump up vertically so that you land on the surface, and walk right a couple of steps, so that when you stop, you stand with your legs in the "middle position" between the first and the second cloud-blocks from the left. Wait for the proper moment when the green bird is going down, and jump to the right. After the jump you should be standing at the edge of the cloud, one block below its surface level, with your legs in the "middle position", facing right. Wait there and the green bird will pass you without doing you any harm on its diagonal way back up-left, and then you have to make your next jump, because if you don't, the bird will kill you when coming down-right.

This jump must be a classic jump to the right through an innocent-looking block, so you start it with your legs in the "middle position", your right leg sticking out a bit. The jump should land you on the cloud which has something like a ramp leading down-left towards the two items.

You have to go down this ramp, but don't touch its last block, because it's a Fire-cell which will kill you. Jump left, hitting the Earth-cell above, and the jump will carry you safely towards the items and the long fall, which will end again on the rope in "Yes! Willy's a lucky bastard!!!".

By this time you should have collected 80 items.

 

Part V

V.1

This time stay on the rope for a moment, drop down to the floor level and, avoiding the fast-moving guardian, collect the item there. Then get back onto the rope and prepare for the jump which will allow you to take the lower-left exit.

Once you have carried it out successfully, walk left, pass through "Sendy will never believe this..." momentarily and collect the upper-right item in "Wow! It's so hot in here!!!" Drop on the conveyor, holding the "Right" key in order to stand still on it, and watch the guardians. Start walking when the yellow vertical guardian is about three quarters on its way down. Jump over the Fire-cells and then keep jumping - the last jump should carry you over the green horizontal guardian and make you land at the edge of the Earth-cell on which the item is sitting.

Collect the item and go down to the floor level. Pass the white grille and the fire, walk right as far as you can and there from the edge make a classic jump through the innocent-looking block which will put you on the solitary Earth-cell hanging in mid-air (you have to get the jump right the first time, or you'll lose a life). From there climb up and exit the room to the right. For the moment ignore the one remaining object.

In "The heat has melted the snow" first collect the leftmost item. To jump for it, you have to turn and stand in one character-column. Then go right, from the conveyor jump over the burning fire and take the lower-right exit into "Snow Problem!!!". Collect the two items there (you have to make a vertical jump for the one overhead), go back to "The heat has melted the snow", and collect the remaining item, guided by the white gargoyle (or wolf) guardian - you have to jump through the overhead wall-block to get it from below. Exit the room to the right.

In "Snow Problem!!!" pass the yellow vertical guardian and JUMP OVER the Fire-cells and what looks like an item on the upper left-side ledge. Do NOT try to collect it, because it's a fake item - a stationary guardian, which will kill you. Move towards the conveyor and stop BELOW it, being half-immersed into the conveyor, with your legs in the "middle position", facing right. Jump up vertically. Before you fall down on the conveyor, hold the "Jump" key. You will jump through the innocent-looking block, collect the item and land below the conveyor, on the Water-cell hanging in mid-air. Remember that you CANNOT jump onto the Earth-cell on which the item is sitting, because if you do so, you will collect the item, but will have to sacrifice a life.

Go down and exit the room to the right. In "Formerly a Start Point", collect first the upper and middle item on the left-hand side. Jump on the conveyor, collect the item above it while jumping over the "saw" guardian, and exit the room to the right. In "Squggle, sqiggle, squigle, squiggle" first collect the uppermost item, then jump through the ramp and collect the leftmost item. Then leave the room through the upper exit to the left, but just below the level of the Water-cell platform. Collect the upper-rightmost item in "Formerly a Start Point" and go back to "Squggle, sqiggle, squigle, squiggle". Cross the ramp again, go out of the room through the lower exit to the left and collect the lower-rightmost item in "Formerly a Start Point" (it requires a kind of quirky jump).

Go back to "Squggle, sqiggle, squigle, squiggle", jump through the ramp again and from the conveyor jump to the right so that you land on the Water-cell next to the Fire-cell to the right of the conveyor (on this Water-cell, facing right with your legs in the "middle position" is a safe position). From there jump back through the ramp, and this time you will be able to walk left on the conveyor. Collect the item at the end of the conveyor, turn right and pass through the room, exiting to the right.

Pass through "The Frustration Machine" momentarily, taking the bottom-left exit. In "Platforms over Spikes... Typical" first collect the obvious upper-left item. Then jump carefully onto the lower platform to your right, avoiding the guardians and the white Fire-cell (you have to jump from the "legs-together" position). Move to the right, collect the item on top of the room, close to the red guardian's right boundary, and then collect the item above the conveyor. This will require an awkward jump during which you have to suddenly stop dead and jump straight up (like you did in "The Most Secret of All Places", but in the opposite direction).

Proceed to collect the item over the lower-right platform in this part of the room. Then move left, and collect the leftmost item in the room, avoiding the cyan bird. Then take the lower exit to the left.

In "Our survey said... swinging" collect the lower-right item by jumping through the ramp. Let the conveyor carry you left and jump onto the rope. Climb up and collect the remaining item in "Formerly a Start Point" Leave the room by walking off the platform on which you arrived after climbing the rope.

From the rope jump to the right so that you don't land on top of the Water-cells which form the upper conveyor, but INSIDE them (that is, on the solid Earth-cells). Collect the item when you can, and jump back onto the rope. Remember that standing inside the Water-cells at the edge facing right and with your legs in the "middle position" is a safe position with respect to the cyan horizontal guardian.

From the rope jump left and take the upper-left exit from the room. Keep walking left and then in "Take me to the Promised Land!" make a jump after which you will land INSIDE the yellow-and-red "x" block next to the conveyor. Hold the "Left" key so that you step off this block and down onto the Earth-cells to the left of the conveyor. Now you can walk back right to "Our survey said... swinging" and collect the embedded item there.

Walk left, enter "Take me to the Promised Land!" again, keep walking left, jump over the green "stone" guardian, and take the exit upwards. Collect the remaining item in "Formerly a Start Point", get back down, climb up on the left and collect the upper item in "Take me to the Promised Land!". Exit the room through the upper-left exit.

In "Name something your Willy does" collect all three items. It will probably require various attempts, but does not demand any special jumps.

By this time you should have collected 110 items.

 

V.2

Go back to "Take me to the Promised Land!", go to the middle of the room, and jump through the innocent-looking block located immediately to the right of the right boundary of the green stone - the left yellow-and-red "x" block. You will land at the lower level of the room.

Walk left, collect the item, pass through "Name something your Willy does" momentarily and drop into "The Devil's Workshop". Take the upper-right exit, walking through the forcefields - holding the "Jump" key will make this task quite easy.

Collect the uppermost item in "Invasion of Almost Willy Clones!" and jump back into "Take me to the Promised Land!".

Walk right, pass through "Our survey said... swinging" momentarily and exit downwards falling through "Almost a Kitchen Clone!" and landing safely on the rope in "Strange Forestlike Corner".

Collect the embedded item on your left. In order to do it, you have to WALK OFF the rope at the right moment, so that you stand INSIDE the Earth-cell on the right-hand side of the item. Jump back on the rope and then jump off it to land on the magenta Water-cells. The jump must be timed so that you land ONE LEVEL below the surface, that is, on the third level of Water-cells counting from the bottom. If you don't get it right, you won't be able to pass the green "apple" guardian.

After the correct jump, pass the green "apple", jump up vertically, jump over the two moving guardians at the right moment and collect the upper-rightmost item. Step back, jump through the innocent-looking block and collect the lower-rightmost item. Jump over the red spider, walk left so as to fall down onto the ramp, and jump up so that you stand at the lowest level of the Water-cells. From there you can time a successful jump to the left, below the two guardians.

It is a very difficult jump, it must be pixel-perfect or close to it, and it requires your immediate, perfect reaction after the landing, because you should take two steps to the left and turn around, thus assuring Willy a safe position (facing right, with his legs in the "middle position") inside the Water-cells before the yellow guardian hits you.

When the time is right and the yellow guardian is going up, take two steps to the right, turn around and jump to the left. This jump will allow you to collect the embedded item and then walk off the edge of the Water-cells and drop down safely to the floor level. Pass the "squiggle" guardian and exit the room to the left.

In "A Ruined Passage" collect the embedded item by jumping through the overhead wall-block and then cross the room, exiting at the bottom left.

Pass through "The Large Slope" and exit upwards. You need to start walking up on the conveyor-ramp a moment after the vertical guardian at the top starts going down, and keep walking until you get out of the room.

Climb the still rope in "The Devil's Workshop" and go right onto the ramp. You now have to pass the red diagonal guardian. Probably the easiest way to do it is to follow it, turn back and jump through the ramp, wait on the ledge where the embedded item is, and then pass the guardian and go down the ramp when the guardian is above you. If you are very ambitious, you can also try jumping VERTICALLY over the guardian, WITH YOUR LEGS OUTSTRETCHED. Then on the platform which is a continuation of the ramp you will find a safe position.

From this platform jump to the right, to land on the top green Water-cell. Step down on the next cell, turn left immediately and walk left before the magenta diagonal guardian gets you. Jump left to collect the item and exit the room downwards, back to "The Large Slope".

Now you have to do a couple of classic jumps through innocent-looking blocks in order to collect the two items and exit the room at the upper right. In fact, you can also collect the left item by jumping onto the Earth-cell on which it is sitting, then exit the room upwards and then come back down. It is more difficult, though, and takes more time. So the best way to do it is to jump through the innocent-looking blocks, in both cases starting with your legs in the "middle position", your right leg sticking out from the edge of the Earth-cell you are standing on. In case of the second item, you have to get the jump right the first time, because if you jump onto the Earth-cell where the item is sitting, you will collect the item, but will have to resign yourself to a loss of life.

Cross "A Ruined Passage" at the upper level and collect the leftmost item in "Strange Forestlike Corner". Then go back, drop to the lower level of "A Ruined Passage", and repeat your way back to "The Devil's Workshop", pass the red diagonal guardian on the ramp again, outmanoeuvre the magenta diagonal guardian, and get ready for the difficult passage to the right.

It's a very difficult manoeuvre which you will probably have to try many times. You need to jump from the edge of the hole in the floor, standing with your legs in the "middle position", facing right. You have to pass just below the magenta diagonal guardian when it's on its way up-left. You land on the second Water-cell from the ground. You have to walk to the right, stepping down onto the first Water-cell from the ground (your movement must be continuous, or else the magenta guardian will get you), and then from the very edge of this cell, with your legs outstretched, jump to the right so as to pass just below the dark-blue vertical "drill" guardian. The jump must be timed so that the white horizontal guardian is away when you land on its ledge and then you can jump over it on your way right. Altogether, it is a very difficult manoeuvre (after all, you're in "The Devil's Workshop"!), but what a satisfaction when you have left that vicious triumvirate of guardians behind!

Go right into "Invasion of Almost Willy Clones!". Jump to the right from the edge of the conveyor, over the two red Fire-cells. The first Water-cell on which you land is a safe position - the magenta guardian will not get you there. Negotiate your way over the three guardians, avoiding the arrow. It's best to start by standing on the rightmost Water-cell in this row, with your legs together, and jump vertically over the magenta guardian. Then jump right immediately, and then outmanoeuvre the remaining two guardians and exit the room to the right.

Once in "Almost a Kitchen Clone!", jump vertically up and collect the leftmost item. Jump left, back to "Invasion of Almost Willy Clones!" and jump your way to the left over the Water-cells. Remember that the fourth and sixth Water-cell, counting from the right through the two rows of Water-cells hanging in mid-air (excluding the one which is visibly lower), are TRAPS - if you jump onto either of them, you will have to lose a life. You have to jump OVER them, starting the jump from the "legs-outstretched" position.

Collect the item, walk down the Water-cells ramp, drop down, let the conveyor carry you to the right, jump over the two red Fire-cells, jump back on the conveyor and exit the room to the left. Watch out for the arrow while carrying out this manoeuvre!

Now you have to pass the three vicious guardians in "The Devil's Workshop" again. It's very difficult, it requires perfect timing and pixel-perfect jumping, but it's possible to do. After landing beyond the two yellow Fire-cells, move quickly to the left to find shelter inside the first two green Water-cells. Wait for the diagonal magenta guardian to go down-right, move right a little bit (so that you are far enough from the Fire-cell to your left to make a jump), turn back immediately, and before the guardian gets you, jump left over the third yellow Fire-cell. You can also do it while the guardian is above you.

Jump left into the green Water-cells. Make your way to the top Water-cell by a combination of walking to the left and vertical jumps. From there, jump left through the overhead innocent-looking block (from the "legs-together" position), collecting the embedded item and landing safely on the Earth-cell on other side of the yellow Fire-cells.

Climb the still rope again, exiting upwards into "Name something your Willy does". Take a deep breath of relief, you've left "The Devil's Workshop" behind! Walk left, exiting into "Enigmatic One-Way Passage".

Jump through the overhead wall-block (from the "legs-together" position). Now you will have to jump over the white guardian as it comes towards you, let the conveyor carry you to the left and jump a frame earlier than you normally would, so that the quirky feature of the game engine lets you go THROUGH the Earth-cells left of the Fire-cell, and you land below them. You have to get this manoeuvre right the first time, or you'll be doomed to lose a life, so save a snapshot before!

Once you are at the bottom level again, walk right and collect the rightmost item. Jump left INTO the first Earth-cell in the second row (from the "legs-outstretched" position, standing far enough from the block into which you need to jump). Walk left and climb up the wall (you are inside it). Turn right. Now you have to jump right INTO the first Earth-cell sticking visibly out from the floor - this will allow you to continue to walk to the right inside the Water-cells. This jump is similar to the one you've just had to perform at the bottom, which means you have to start jumping with your legs outstretched, far enough from the cell into which you want to jump, this time facing right, of course.

Walk right, turn around and stand facing left, with your legs together, at the left edge of the THIRD column of cells counting from the right. Jump left, and if you were at the right spot, the jump will carry you through the overhead wall-block (if not, apply the trial-and-error method to establish the right place to jump from). Walk left a couple of steps, wait for the red Slinky guardian to move away, jump up vertically and walk to the right to reach a safe position at the top-right of the room. When the Slinky approaches you and starts to go left, walk immediately after the guardian, so that you can drop down safely before it starts to go right at its other boundary.

Step down onto the Earth-cell sticking out of the wall, stand on it with your legs in the "middle position" (the left one sticking out of the cell), facing left, and jump through the innocent-looking block, so that you land safely on the lowest platform hanging in mid-air. Do NOT try to collect the leftmost item at this time.

Jump left through the overhead innocent-looking block (from the "legs-together" position at the left edge of the mid-air platform) and you will land safely on the lowest ledge sticking out of the left wall of the room. Now you can outmanoeuvre the yellow guardian and exit the room to the left, into "Volcano Eruption".

Jump left over the red Fire-cells; outmanoeuvre the two guardians and collect the item. Jump onto the rope when it goes right, and from the rope onto the tree. Jump up vertically, and then jump to the right, back into "Enigmatic One-Way Passage", to collect the item at its upper left. Turn around and WALK LEFT so that you drop onto the tree again. Do NOT jump, or you will miss the remaining item in "Wow! It's so hot in here!!!" and will have to make a detour of several rooms to come back for it.

Back in "Volcano Eruption", from the edge of the tree jump onto the rope as it comes towards you. Climb up immediately (pressing the "Right" key) so that the red Fire-cell through which the rope passes doesn't kill you. It is a difficult manoeuvre, but it can be done. Continue climbing rapidly, but do NOT climb the rope so as to exit into the room above, but JUMP TO THE RIGHT from the rope, below reaching the ceiling. This is very important, because if you just climb the rope and don't jump to the right, you will not be able to collect the remaining item in "Wow! It's so hot in here!!!" and will have to make the above-mentioned detour!

Once you are in "Wow! It's so hot in here!!!", walk right and collect the item. Get out of the "cage" by jumping left through the overhead wall-block (you have to stand facing left, with your legs together, at the left edge of the right "wall" of the "cage" - establish the position by the trial-and-error method if you're not sure what I mean). Now you can exit "Wow! It's so hot in here!!!" to the right, the same way you have done before.

By this time you should have collected 128 items.

 

V.3

Repeat your way through "The heat has melted the snow", "Snow Problem!!!", "Formerly a Start Point" and "Squggle, sqiggle, squigle, squiggle" (this time without collecting any items, of course). When you reach "The Frustration Machine", jump to the right, so that you have to pass through the forcefields. While walking through the forcefields at the upper right, it is useful to hold the "Jump" key - it will make your task quite easy.

Collect the item and exit the room to the right. When you do that, you will collect an item in "Here's lookin' at'cha, Kid!". Drop to the floor and outmanoeuvre Mr Catman - go right very close behind him and jump up vertically immediately after passing the Earth-cells above you. Collect the other item (by jumping through the overhead wall-block), outmanoeuvre Mr Catman again, this time going left, and exit the room back into "The Frustration Machine".

Pass through this room momentarily and exit downwards, into "Platforms over Spikes... Typical". Walk to the right, drop down and collect the middle item on that side of the room. Do NOT try to collect the upper item, or you'll get killed. Drop down to the floor level and exit at the bottom right into "Crazy Milk Drink!".

While there, jump to reach the middle exit to the left. Exit, collecting the lower right-side item in "Platforms over Spikes... Typical". Drop down to the floor level again and this time exit downwards, into "The Elusive Passage".

Jump left over the shaft, pass the "Central Cavern" guardian and go left to "Almost a Kitchen Clone!". Collect the three upper items there. Collecting the first one without losing a life will require the kind of awkward jump on the conveyor where you have to suddenly stop dead and jump straight up. Hold the "Left" key afterwards to get the timing right to jump back over the two vertical guardians. Collecting the other two items is an arduous job, but it doesn't require any quirky jumps, just pure skill.

Go back to "The Elusive Passage". JUMP OVER the shaft and then drop down on its RIGHT-HAND SIDE. This is very important, because if you drop down on the left, you will fall into a multiple-death scenario.

In "The Elusive Passage continues" drop down from the rope, using the "Left" key. Jump left, go left and collect the item (it can only be done from one position, establish it by the trial-and-error method - the same concerns the two items on the left side of the room). Continue to the left, collect the leftmost item, turn back and get down to the floor level by jumping to the right, over the yellow "drill" guardian, through the innocent-looking block - the Earth-cell which sticks out.

Go left, jump through the overhead wall-block (from the "legs-together" position) to get onto the ledge and collect the remaining item in this part of the room.

Go right, to the lower-right part of the room, collect the item and get back up jumping through the overhead wall-block (from the "legs-together" position) - it is a difficult jump, because you have the guardian threatening you, so you have to adopt the correct jumping position rather instinctively.

Jump back up to the level on which the red "Central Cavern" guardian is moving, and jump right (from the "legs-outstretched" position) so as to land INSIDE the Earth-cell in the second column. This will allow you to exit the room to the right.

Pass through "Towards Your Destiny", holding the "Right" and "Jump" keys together. Collect the item, of course.

Go round "Woody's Mincemeat Factory" and collect the leftmost and middle item. Then go up on the right side of the room again and collect the rightmost item, thus entering "Entrance to More Tunnels" (you can also collect the rightmost item before, just make sure you don't exit the room upwards before collecting the other two items).

Collect the two lowermost items in "Entrance to More Tunnels", and then the rightmost one. Then jump on the rope and get ready for a difficult jump onto the ledge below the last remaining item. When you get there, collect the item by jumping like you did for the left-side items in "The Elusive Passage continues". The jump from the rope onto the ledge is a tricky manoeuvre; just try it as many times as necessary, knowing that it is possible to achieve.

By this time you should have collected 148 items.

 

V.4

Jump back onto the rope and climb it, exiting the room into "No use crying over spilled milk!". Make your way to the right, jumping carefully. Make a U-turn in "Road to the Milk Factory", exiting at the upper left. Negotiate your way through "No use crying over spilled milk!" with a series of quirky jumps to the left, collecting items on the way. The first jump is through an innocent-looking block (from the "middle position" of the legs). The second one - through an overhead wall-block (from the "legs-together" position). Then you have to do the following: jump through another overhead wall-block (this time from the "middle position" of the legs) immediately after the green guardian, jump over the now-approaching guardian so that you hit your head against the next overhead wall-block (don't make it a quirky jump this time, or you'll lose a life!), move left and make another classic jump through an innocent-looking block (from the "middle position" of the legs), before the green guardian gets you.

Walk off the Earth-cell you are now on, falling to the floor level. Take five steps to the left. Your legs should now be together. From this position jump to the left through the overhead wall-block (and the cell above you, which looks identical to the Earth-cells, but is in fact a Water-cell and won't stop your jump), and you will be able to exit the room at the lower left.

Climb up on the right-hand side of "Crazy Milk Drink!", collect the item and exit to the right, back to "No use crying over spilled milk!". Step down onto the protruding Earth-cell and make another classic quirky jump to the right, through the innocent-looking block on which the item is sitting. It will put you on the Earth-cell below and you will collect two items with one jump! Now turn left and make the same kind of jump through the innocent-looking block, this time to the left. Turn right and repeat the same kind of jump to the right, and you should land on the two-block platform above the floor level.

Jump to the right onto the next Earth-cell (hitting your head against the overhead wall-block before you land), move to its edge and repeat yet again the classic quirky jump through an innocent-looking block (the Earth-cell under which the last remaining item is hanging). This jump will permit you to collect the item and will send you falling downwards, exiting to "Entrance to More Tunnels".

Climb up the rope again and make your way again to the right, to "Road to the Milk Factory". Once there, continue moving right. Outmanoeuvre the guardians and collect the two upper items, then exit to the right.

In "End of the Road: Milk Factory" make a U-turn, so that you go back into "Road to the Milk Factory" again but at the lower level. Once there, collect the two lower items and go back to "End of the Road: Milk Factory". Stop on the ramp to the right of the conveyor and prepare for a difficult manoeuvre.

Jump left over the two red Fire-cells, and then left again. Walk on the conveyor and stop dead at the very end, jumping up vertically (it's the same kind of jump you have made in "The Most Secret of All Places", at the top of "Platforms over Spikes... Typical", and in "Almost a Kitchen Clone!"). Then let the conveyor carry you back to the right - jump over the red Fire-cells. You may have to repeat the manoeuvre twice, once for each item.

Once you have collected the items, from the middle of the ramp jump right ONTO the "milk bottle" guardian. Don't worry, it won't hurt you - it's embedded inside an invisible wall! Move to its right edge, jump onto the upper-rightmost guardian and exit the room to the right.

In "How on earth did you get here ?!" collect the item at the upper left first. Then collect the item at the bottom-right, outmanoeuvring the guardians. Then cross the room, exiting at the upper right (don't worry about the remaining item, you'll get it later).

In "More than it seems" move left, following immediately behind the magenta horizontal guardian, and jump over it just before it turns back to go to the right. Collect the item at the upper left. Pass the red Slinky guardian on top of the room, and continue to the right. Collect the rightmost item, go down, repeat the jump over the magenta horizontal guardian at the bottom, go up, and then go down into the central part of the room. Collect the item at the left and then the three half-embedded items in the middle - after a quirky jump INTO the Earth-cell above them, from the "legs-outstretched" position (you'll probably have to jump instinctively anyway, because the yellow Ewok guardian won't give you time to prepare your jump). Collect the item at the right, and after you have done that, walk to the right and you will get teleported to "Climbing down the Mountain".

By this time you should have collected 171 items.

 

V.5

If you have followed The Optimal Route faithfully, you won't have seen this room yet, but it's in between "The Rugged Mountain Top" and "He came from the sky...".

Collect the item to your right. Walk left, climb up and exit the room upwards, into "The Rugged Mountain Top". Once there, jump right INTO the Earth-cell beyond which the yellow Water-cells begin, walk right and collect the item (using the same jumping technique as on the left-hand side of "The Elusive Passage continues"). Walk left, get out of the "cave" and exit the room downwards.

Back in "Climbing down the Mountain", outmanoeuvre the red diagonal guardian by jumping over it near the bottom. Then standing with your legs outstretched, facing left, between the letters "i" and "n" of the word "Climbing", jump left and you will go THROUGH the Earth-cells behind the yellow Fire-cell, collecting the item and exiting the room downwards, and then landing safely in "He came from the sky...".

Go right, repeating your way through "Promoter of Foolishness", "Foolish, wasn't it?" and "But Willy'll be lucky, will he?" to "Yes! Willy's a lucky bastard!!!".

By this time you should have collected 174 items.

 

Part VI

VI.1

In "Yes! Willy's a lucky bastard!!!" make your way to "The Mystic Room of Many Exits". This time take the downward exit. In order to do it, you will have to time your rightward jump from the conveyor very precisely, so that you jump THROUGH the Earth-cell at the edge, not onto it.

After collecting the item you land at the upper right of "Crazy Milk Drink!". Go right into "No use crying over spilled milk!" again. Jump right onto the Earth-cell where an item used to be - before you went THROUGH it in a quirky jump, this time jump ON TOP of it, and immediately exit upwards with another jump.

You won't see Willy inside the white liquid in "Is this milk really boiling???", but just turn left, jump left once, walk left for a few seconds and then jump left again, and you will see Willy in the left wall of the "milk recipient". Walk left into "Here's lookin' at'cha, Kid!", turn around, JUMP into "Is this milk really boiling???" and you will be able to collect the only item there.

Go back, pass through "Here's lookin' at'cha, Kid!" momentarily and exit downwards, into "Crazy Milk Drink!". Make your way to the left, staying at the upper level. Exit into "Platforms over Spikes... Typical" at the upper left, collect the only remaining item there and go back into "Crazy Milk Drink!". Drop on top of the column of red-and-white Earth-cells and from there jump to the right, so that you land on the Water-cell at the edge of the conveyor.

Manoeuvring between the yellow bird, the green vertical guardian and the white "milk bottle" guardian, collect the item at the right-hand side of the conveyor, walk back and drop down onto the floor level. It's difficult, but doable.

Move right, jumping over the yellow Fire-cell. Continue to the right, climb up the red one-block ramp, jump VERTICALLY over the yellow bird (for example facing left in the "legs-together" position), and continue on your way to the right, until you exit the room downwards.

By this time you should have collected 178 items.

 

VI.2

In "Some Tunnels and What Not" first collect the second-from-the-right item, which is in the upper part of the room. You have to outmanoeuvre the dark-blue guardian to do it, but it's easy. Then go down, collect the rightmost item, pass the green and magenta vertical guardians (the jump under the green guardian is quite difficult) and make your way to the upper-left part of the room. Collect the two items there, then get on the conveyor and exit the room to the left.

Keep walking left, until you collect the miniature, one-point item in "The Elusive Passage". Turn around, exit to the right, and make your way through "Some Tunnels and What Not" so that you take the middle exit to the left.

In "The Elusive Passage" jump over the shaft and cross the room to the left. Collect the remaining item on the floor level of "Almost the Kitchen Clone!". Go back through "The Elusive Passage", jump over the shaft again and make a U-turn in "Some Tunnels and What Not", so that you exit the room at the bottom left.

Jump over the "platform" guardian at the lower right of "The Elusive Passage", exit downwards and collect the remaining item in "The Elusive Passage continues". Then repeat your way around this room, exiting to the right. Pass through "Towards Your Destiny", pass through "Woody's Mincemeat Factory" on the lower level, and exit at the bottom-right, downwards into "A Decrepit Passageway".

By this time you should have collected 185 items.

 

Part VII

VII.1

Step down and get ready for a difficult jump on the conveyor. You have to jump over the yellow Fire-cell a frame earlier than you normally would, so that you land INSIDE the Earth-cells left of the Fire-cell. This will allow you to avoid the dark-blue "hand" guardian. Jump over the second Fire-cell, walk down and stand at the edge of the Earth-cell, just above the red flowerlike metal trap, with your legs in the "middle position" (the trap won't hurt you).

Jump over the trap when it's sort of midway on its way down. Before you jump, take a step left, so that you actually jump from the "legs-outstretched" position. If you make the right move and get the timing right, you will land with your legs together and will have enough time to jump left again before the expanding trap hits you. You will then face the red, fast-moving guardian.

Collecting the item in the corner at the upper left is admittedly a very difficult manoeuvre. Follow the guardian as it moves left and jump over it in the middle hole in the ceiling. Then jump again as it is about to reach you. You will find a safe position where the item is, facing right and with your legs in the "middle position". When you go back after collecting the item, you have to jump over the guardian, but then keep walking - you mustn't jump for the second time, because you will get killed because of falling too far.

Go down, and at the bottom move to the right-hand side of the room. Collect the item there by jumping THROUGH the edge of the white Water-cell above which the item is - do NOT jump onto this cell, or you will lose a life. After successfully collecting the item, exit at the lower right.

In "The Room that goes 'Bang!'" first turn left, go up and collect the remaining item in "A Decrepit Passageway". Then cross "The Room that goes 'Bang!'" to the right, collecting the item - it should be simple enough.

The jump on the rope in "Rope Defect", when you enter the room from the left, is extremely difficult (you'll understand why the room is called what it's called!). Just try it as many times as necessary, and you'll get it right. The jump for the leftmost item is difficult, too.

Cross the room, collecting both items, and exit to the right. You are now facing "The Underground Pyramid".

From the edge of the Earth-cell, with your legs outstretched, jump over the red guardian as it approaches you. Jump right again immediately, and take a step or two as if you were going to immerse in the pyramid. Don't go too far, though, or else the inner blocks of the pyramid, which are Fire-cells, will kill you.

When the cyan guardian has gone up-right, jump up vertically, walk into the cell to your right, and turn around, so that you stand facing left, with your legs in the "middle position". This is a safe position. When the cyan guardian passes you going down-left, jump up vertically, take a step to the left, turn around and jump to the right, all this in one fluid movement, or else the cyan guardian will get you. You are now safe on top of the pyramid and can collect the two items there.

Continue to the left, outmanoeuvring the green, magenta and white guardians. This should not be a forbiddingly difficult task. Once successfully completed, exit the room to the right.

In "Just yer average room, really" there are two innocent-looking blocks above the floor level - Earth-cells with short platforms of Water-cells above them. Get down to the floor level and first jump through the right innocent-looking block. You will land in the room below, "Source of the Underground River", and collect the otherwise unreachable item there.

Jump back up, outmanoeuvre the yellow and cyan guardians, and jump through the left innocent-looking block (this jump is more difficult, because if it falls short, you die hitting the Fire-cell, and you can't really get ready for the jump because of the yellow guardian). You fall down into the room below and find yourself on the conveyor which is The Underground River.

Be alert now, because IMMEDIATELY AFTER you enter the adjacent room you have to make a quirky jump for the nearest item. If you don't get the item, you will have to make a detour of several rooms in order to have another go at it. Immediately after you collect the item, you need to stop under the rocky outcropping by holding the "Jump" key, until the magenta fish turns round and goes left. Jump over the magenta fish, collect the other item with the same kind of jump as collecting the first one, stop under the rock to wait for the proper moment, and jump over the yellow fish. Be alert still, because you have another immediate challenge in the next room.

Almost as soon as you land on the surface of the water (that is, the conveyor), jump left for the item above. As you fall down after collecting the item, hold the "Right" key so that you stop on the conveyor and IMMEDIATELY JUMP UP VERTICALLY. This will save you from the arrow coming from the right. Let the conveyor carry you to the left and jump over the first Earth-cell above the water level. Wait there until the arrow coming from the left passes you. Continue leftwards, and when you get onto the third Earth platform above the water (the one longer than the previous two) wait there to jump over the second arrow coming from the left. Then continue leftwards, collect the other item and exit the room before the second arrow from the right gets you.

"The Underground Waterfall" is really very easy to pass, although it may seem very difficult because of the ramplike nature of the conveyor, which carries you down to your death from the Fire-cells (that is, the water) if you don't keep jumping constantly. Here's what to do: after you enter the room, you are standing on a ledge with you legs outstretched. As soon as the red fish reaches its right boundary and turns left, jump left after it, and follow it holding the "Left" and "Jump" keys simultaneously. If you get the timing right, starting close enough to the fish, you will pass over it safely and get off the horizontal part of the conveyor before the fish comes back to get you.

When you are on the conveyor-ramp, you will not get killed by the Fire-cells any more (only if you drop down to the bottom of the waterfall), but you have to watch out for the red diagonal guardian. Jump up hitting your head against one of the "stalactites", and hold the "Right" key before you land. In this way you will be able to stop on the conveyor-ramp and wait for the right moment to jump from the edge of the waterfall (before it becomes vertical), go over the red flowerlike metal trap and land on the Earth-cells beyond it.

The rest is easy. Climb up through the rest of the room, collect both items on the way, and exit upwards - you will find yourself again in "The Room that goes 'Bang!'".

By this time you should have collected 200 items.

 

VII.2

Now repeat your journey right through "Rope Defect" and "The Underground Pyramid", until you reach "Just yer average room, really" again.

Cross the room so as to exit upwards at the upper left. You will enter "Scary Dungeon".

Get out of the ground and collect the second-from-the-left item. This requires a very well-timed jump through the overhead wall-block, after which you have to turn round (right) immediately to adopt a safe position, so that the red vertical guardian doesn't get you. After collecting the item jump over the red guardian, and then, while you're on the conveyor-ramp, jump up again to hit your head against the outcropping of the wall. Before you land on the conveyor-ramp again, hold the "Left" key, and thus you will be able to stop and wait for the magenta skull to be in the right position for you to jump over it.

Make your way towards the right side of the room, jumping below the yellow skull. Get ready to collect the rightmost item. Go after the cyan horizontal guardian immediately after it starts to the left, when you land on the ramplike conveyor jump left, and then just turn back and walk right to safety.

Go down and collect the remaining two items, exiting the room. In "Just yer average room, really" go right and exit at the upper right.

In "Skylab Recuperation Bay" your task is simple: cross the room from left to right, collect the single item and exit to the right. In order to pass through the ramp, after collecting the item you will have to jump back left onto the first platform, and from there time the jump which will let you cross the ramp.

In "The Dark-Blue Tunnel" collect the leftmost item first. Getting to it should be easy enough. Coming back, you need to jump left THROUGH the Earth-cell from which you reached the item as through an innocent-looking block. Then you have to jump to the right, towards the Earth-cell sticking from the wall, again (you have used it just a moment ago to go up towards the item), but this time jump THROUGH it, as through an innocent-looking block. You will thus collect the item beneath it. Turn round, take two steps to the left, and, at the right time, jump left. This jump will carry you through the lower mid-air Earth cell as through an innocent-looking block, and you will reach the floor level of the room.

Hide inside the Water-cells on your left and wait until the yellow Evok guardian starts on his way to the right again. Follow it and jump over it when it turns left. Walk right, stand with your legs together over the left side of the "u" in the word "Tunnel", facing left, and jump left. The jump will carry you through the overhead wall-block and you will be able to jump up again, reaching the central part of the room.

The next manoeuvre you have to carry out is practically a repetition of the manoeuvre you made in "Enigmatic One-Way Passage". This time you have to jump left from BELOW the cyan "hand" guardian (you have no chance of jumping over it), and then on the conveyor jump over the magenta Fire-cells a frame earlier than you normally would. If you do it right, you will fall THROUGH the Earth-cells left of the Fire-cells, and you will land below them. You have to get this manoeuvre right the first time, or you'll be doomed to lose a life, so save a snapshot before trying!

Collect the item, walk left and at the edge jump up, into what seems to be solid wall. Keep jumping up until the top of your head is level with the surface (you are still inside the blocks). Walk right as far as you can (that is, a couple of steps), and wait.

When the green horizontal guardian passes you on its way right, jump to the right immediately and follow the guardian. With this jump you will collect the item above you. If you are quick enough, you will drop on the other side safely before the guardian turns back left.

Walk right and jump over the white vertical guardian, exiting the room to the right. In "The Light-Blue Tunnel" turn around immediately, adopting a safe position. Then jump back left into "The Dark Blue-Tunnel", collecting the overhead item. Then jump back to the right into "The Light-Blue Tunnel" and make your way to its central part. On the ramp jump to the right over the yellow diagonal guardian (when the red horizontal guardian is away). Turn left and step down from the ledge on which the red guardian is moving - if you stand there in one character-column, it's a safe position.

Jump through the ramp, exit the room at the lower left and collect the item at the lower right of "The Dark-Blue Tunnel". Go back into "The Light-Blue Tunnel", but keep walking right so that the vertical grille guardian doesn't kill you coming down on you. Make your way across the room, to the right, collecting the remaining item on the way.

You have come to "A Doubly Problematic Stairway" for the third time. This time stand below the funnel on top of which the yellow spikes are pointing down, turn left and jump left. You will enter a secret passage, through which you will reach the upper part of "The Light-Blue Tunnel".

Standing with your legs together, jump through the overhead wall-block. Then walk left and exit the room upwards (the red spikes are only a harmless conveyor).

Cross "Failed Suicide Attempt Vol. 1" from left to right and exit at the upper right. Go down, collect the item in "Failed Suicide Attempt Vol. 2" on the way, walk back to "Failed Suicide Attempt Vol. 1", collect the item there and drop back into "The Light-Blue Tunnel".

Turn right, walk back to "A Doubly Problematic Stairway" and, using the superjump feature, exit the room upwards, like you did at an earlier stage of the game.

Jump onto the line in "Failed Suicide Attempt Vol. 2", avoiding the red Eugene, like you did before. This time climb up the rope into the room above.

By this time you should have collected 214 items.

 

VII.3

In "The Teleporter" you have to make a series of quirky jumps. First, standing next to the right wall, facing left, with your legs together, jump through the overhead wall-block. This gives you access to the upper (or rather: central) part of the room.

There, standing with your legs in the "middle position" between the second and third yellow Water-cells counting from the right, jump left again, again through the overhead wall-block (although it's a different kind of jump, this time). Then jump left again from the left edge of the Water-cell on which you have landed. The next jump, to the left, is from the next Water-cell, this time from the "legs-together" position. It's the same type of jump you made as the first one in this room, and many times before during the game. It will allow you to collect the lower item, after which you can walk left and drop to the ground to the left of the red Fire-cell.

As your next move, stand below the overhead Fire-cell with your legs outstretched and jump left. This jump should carry you INTO the Earth-cells to the left of the red Fire-cell on the ground. Take just one step to the left, and then jump left through the innocent-looking block (the lonely Earth-cell, above which there are two yellow Water-cells and one red Fire-cell in a column). After this jump you will land inside the central-lower level of the room (the second one counting from the bottom). Then just walk left and you will soon start your short teleportation journey.

You emerge in "... nor this!!!". Walk left, jump for the item, and as you fall down, you will get teleported to "How on earth did you get here ?!". Jump left to collect the item overhead. Then walk right, and you will be teleported to "The Haunted Log Cabin".

Turn left and walk out of the room. You return to "The Haunted Log Cabin" from the other side. Turn right and walk into "The Underground Torture Chamber" to collect the remaining item there. Exit the room to the left and you're back in "The Haunted Log Cabin", where another series of quirky jumps awaits you. You have to get two or three of them right the first time, or you will be condemned to losing a life.

Stand with your legs outstretched at the right side (edge) of the Earth-cell platform, facing left. Jump left, and you will land INSIDE the first Earth-cell of the building, just below the entrance. Take two steps to the left - you should be in "legs-outstretched" position again - and jump left. You land INSIDE the Earth-cell to the left of the bedlike Fire-cells, with your legs together. Take just one step leftwards and jump left. You will land on the wall, two blocks above the cabin floor level, and you will be able to pass through the wall into the lower-central part of the cabin.

Jump over the Fire-cells to land on the ramp. Walk left and collect the lowermost item. Walk back up the ramp, holding the "Jump" key at the top in order to be able to move right. Turn left and from the "legs-together" position jump left through the overhead wall-block. Now you are able to collect the central item.

Go back, turn left to go on the ramp, and when there, jump left to reach the upper-left part of the cabin. Collecting the leftmost item should be easy. Afterwards jump left, onto the solitary Water-cell. From it jump up for the last remaining item, exiting the room upwards.

You re-emerge almost in the same spot where you first arrived in the room (isn't this log cabin really haunted?) after being teleported. Repeat the whole journey around the room, but this time walk left from the solitary Water-cell on the upper-left side of the room. You drop down on the solitary Water-cell on the right side of the room. From there jump to the right, and you will find yourself on the upper-left side of "The Underground Torture Chamber". Jump up vertically and you will exit into "A Ruined Lookout".

Now you have to repeat the well-known journey to "Promoter of Foolishness", make the long fall and land on the rope in "Yes! Willy's a lucky bastard!!!" for the last time (Uff!!!).

By this time you should have collected 222 items.

 

Part VIII

VIII.1

Make your way to "The Mystic Room of Many Exits", remember to keep walking right as you enter it, and leave it for the last time, this time taking the left exit and collecting the remaining item. You have to jump through the innocent-looking block above the exit corridor, over the magenta flowerlike metal trap.

You emerge in "Rope Defect". Move to the left, jump on the rope and exit upwards into "One-Way Exit". Cross the room and exit to the right. You are now in "Entrance to the House", beginning the last part of the game.

Pass the magenta bird, stop on the ramp and jump onto the rope. You now have to make a VERY difficult jump, which must take you THROUGH the edge of the Earth-cell under which the item is hanging. If you don't get it exactly right, you'll lose a life, either by getting killed on the red Fire-cells, or by being trapped if you jump onto the Earth-cell above the item. It is difficult to advise you how to jump - just try it until you get it right, with the certainty that it is possible to do.

After the successful jump (which will also allow you to collect the item), exit the room to the right and collect the remaining, leftmost item in "Scary Dungeon". Then go back to "Entrance to the House", get down on the floor level, pass the white vertical guardian and collect the remaining item on the left-hand side of the room. Then jump onto the rope again and exit the room upwards.

Collect the item in "Down in the Basement" and exit the room to the right. In "Baby Steps' Evil Twin" you have to collect the item, which can be done in the following way: on the first "pillar" from the left stand with your legs outstretched and from this position jump over the magenta guardian. You will land INSIDE the second pillar from the left. Now adopt the same position again (legs outstretched) and jump over the green guardian. You will land INSIDE the third pillar and you will be able to collect the item. After that, exit the room at the upper right (you will have to jump back over the green guardian onto the second pillar first, and then make two continuous jumps to the right at the proper time).

Collect the item in "Dream Bedroom" (be careful not to touch the walls, they are Fire-cells) and exit the room to the right. Collect the item in "The Hall needs no decorating now" and exit to the right (stop on the conveyor to wait for the proper moment). Collect the three items in "Kitchen Appliances" and exit to the right.

By this time you should have collected 233 items.

 

VIII.2

In "The Pool Table" you have to make three awkward jumps over the magenta horizontal platform guardian, before you can jump on the table to a safe position (after the vertical guardian has moved away). Jump onto the rope and jump left to collect the two items on that side of the room. It is a tricky jump, but it can be done - jump from the very edge of the rope, a moment after it starts going back to the right.

Jump back on the rope and drop down on the table. Jump over the vertical guardian and collect the two remaining items on the right-hand side of the room. Jump over the guardian again and exit the room at the lower right.

In "Playing with Yourself" collect all of the items hanging above the platform on which the fast yellow horizontal guardian is moving. You probably won't be able to collect them all in one go - collect some, take shelter and then go for it again. When this job is done, jump over the red flowerlike metal trap, get onto the ramp and exit the room upwards - you will fall back into "Playing with Yourself" again immediately, but the jump will allow you to collect an item hanging from the MegaTree in the room above.

Go to the floor level of "Playing with Yourself" again, jump over the red trap, and stand on its left side. You now have to make a jump which involves encroaching on the red trap's territory for a split second. You have to jump with your legs in the "middle position", facing left, from the edge of the red trap (when the yellow guardian is away), so that you jump INTO the Earth-cell at the edge of the platform upon which the yellow guardian is moving. When you get there, walk left and you will drop down into the room below, which is "The Teleporter".

Collect the remaining item there and walk to the right. Close to the wall you will get teleported to "... nor this!!!" and will be able to collect the remaining item there. Walk right again and collect the remaining item in "Sendy will never believe this...". This action will teleport you back to "Playing with Yourself" and put you on the otherwise inaccessible ledge at the upper left. Jump up vertically for the item above you, then step down onto the conveyor, jump over the green horizontal guardian and walk out of the room.

Walk back into "Playing with Yourself", jump over the green guardian, continue to the right on the conveyor, jump over the red flowerlike trap, collect the item at the edge of the conveyor, let go of the "Right" key, and let the conveyor carry you back to the left. Jump over the two guardians and leave the room. Cross "The Pool Table" and exit upwards.

By this time you should have collected 249 items.

 

Note: Although it is not necessary to do if you follow The Optimal Route, you should know that it IS possible to cross "The Pool Table" from right to left. The trick is to wait for the correct configuration of the rope and the left vertical guardian, then, standing inside the leg of the table, jump left below the approaching rope, cross the table and jump on the other side, avoiding the vertical guardian. It's difficult, but it's doable. As a matter of fact, you can go down from the top of the game map ("The Launching Pad") all the way down to "One-Way Exit", and from there pass on to "This looks like Crusoe's Corner!" and access other parts of the game (or, alternatively, use the teleporter in "A Little Room with a View" - see below).

 

VIII.3

In "Fresh air ain't always good 4 U" jump through the ramp, outmanoeuvre the fast-moving magenta guardian and walk to the right into "A Little Room with a View". Jump over the red chair onto the "table" beside the window. Collect the item and jump out of the room, to the left.

In "Fresh air ain't always good 4 U" turn round and stand with your legs outstretched, to the right of the "4" (with your left leg practically in line with the vertical line in "4"). Jump to the right. BE VERY CAREFUL, a badly-positioned jump will result in a multiple-death scenario! As you jump, HOLD THE "RIGHT" KEY - this is very important, because if you don't, you will experience a repeated-death scenario in "Playing with Yourself", where you will fall after jumping through an innocent-looking block in "A Little Room with a View".

Once safely in "Playing with Yourself", walk right dropping onto the platform below you, save a snapshot, and prepare for another jump which you must get exactly right. You need to make a classic jump through an innocent-looking block - in this case, the leftmost blue-and-green Earth-cell sustaining the blue-and-yellow platform on which the last item in this room is sitting. The jump must be perfect, because if you go too far and land on top of the Earth-cell through which you were supposed to have jumped, you can either commit suicide by falling down on the conveyor, or jump up and find yourself trapped - then your only salvation will be a secret teleporter located in "A Little Room with a View", which you can find by jumping up from your platform - but it will carry you almost to the beginning of the game!

So jump from the edge of the platform you are now standing on, with your legs in the "middle position". After a successful jump, hold the "Right" key so that you can stand still on the conveyor and wait for the proper time to jump over the red flowerlike trap.

Exit "Playing with Yourself" to the left, cross "The Pool Table" and climb the rope up into "Fresh air ain't always good 4 U" again. Walk up on the conveyor-ramp, turn back at the proper moment, and jump over the green vertical guardian. The jump should be timed so that it makes you land INSIDE the Earth-cell which sticks out. Then you can collect the item (make sure you don't touch the air outside!) and drop down to the floor level.

Climb the conveyor-ramp again, pass "A Little Room next to the Clouds" and enter "High in the Sky". Cross the room to the right, collect the two items on the way, and exit at the upper right.

Cross "Under the Launching Pad" and take the only possible exit - upwards. You can now enjoy a glimpse of the flying saucer, in which in a minute or so you will fly back to your New Mansion!

Collect the item under the flying saucer by jumping for it through the overhead wall-block. Exit the room to the left, but remember to HOLD THE "LEFT" KEY as you go out of the room, because if you don't, you will get killed repeatedly on entry in the next room.

By this time you should have collected 255 items.

 

Part IX

IX.1

Cross "Entrance to the Launching Pad" and EXIT DOWNWARDS at the lower left. This is very important, because it will make you re-enter "Entrance to the Launching Pad" from below. You are just about to collect the last item, and if you lose a life in this room after starting the toilet-run, and you last entered at the bottom-right, it's infinite death! You may also experience infinite death if you entered "Entrance to the Launching Pad" from below but INCORRECTLY, for example jumping up from the cyan ledge.

So as you entered "High in the Sky" from above, you are standing on a stair, facing left. Turn round, take a step or two to the right and JUMP UP VERTICALLY into "Entrance to the Launching Pad". Thus you will make sure that you do not fall into the multiple-death trap if you lose a life after starting the toilet-run.

In "Entrance to the Launching Pad" jump left through the overhead wall-block avoiding the red vertical "eight-arrows" guardian and collect the last item. Pass through the entrance now free of the yellow grille and continue to the left, until you drop down and the program takes control of you and starts to carry you to the right at double speed.

You now have to overcome the last two obstacles: first, to pass the "eight-arrows" guardian, and then to pass the red grille. As you drop down onto the green ramp, hold the "Left" key. This will allow you to time your passage below the "eight-arrows" guardian. Then, before you step down from the magenta Water-cells onto the white Earth-cells again, hold the "Left" key. This will stop you and give you the opportunity to time your passage below the red grille. Let go of the "Left" key at the appropriate moment and now you can just sit back and enjoy the spectacular run through a good portion of the Universe, until you land, safe and sound and happy, in your New Mansion!

 

CONGRATULATIONS!!! You have completed Jet Set Willy: Mind Control! :-)

 

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About Willy's Hoard

 

[from the Readme included with the game, edited]

 

Ever since I first played Henry's Hoard, I was impressed by the atmosphere and quality of its rooms. I always felt sad that these fine rooms did not form part of the "official" Miner Willy canon, as the game was not included in Dr. Andrew Broad's list of released Manic Miner and Jet Set Willy games. Since the original Henry's Hoard uses a heavily-modified JSW game engine, it is not included in any of the JSW game categories Dr. Broad recognises (MM, JSW, JSW128 and JSW64), and it is only mentioned in the "Other Games of MM/JSW Interest" section. I thought that this was an unfortunate situation, and so in late 2005 I set out to change it, by transferring most of the rooms from Henry's Hoard to the classic JSW48 game engine.

{2019 comment: I have since decided to depart from Andrew Broad's classification. On JSW Central Henry's Hoard is included in the list of JSW48 games.}

As I progressed with this task, I decided to make the layout of the game more "natural", i.e. make sure that it can be depicted graphically with no rooms overlapping and with no "illogical" jumps (like exiting one room and appearing in another one, located far away on the map). This entailed expanding the game by creating brand-new rooms. I realised that the 64 rooms available in the original JSW48 game engine were not enough to accomplish this task, and so I decided to use J. G. Harston's extension of the game engine, which allows more rooms. Finally the game has 75 rooms, including 49 rooms transferred from Henry's Hoard and 26 new rooms of my design. I would say it has a "95% logical" room layout - no rooms overlap, but there are two cases of "illogical" jumps between rooms.

I chose the first incarnation of Miner Willy - the original sprite from Manic Miner - for the protagonist of the game. Playing as Miner Willy gives a slightly different feel to the rooms from Henry's Hoard, in my opinion, and it also makes the game more difficult, because Willy is 4 pixels taller than Henry.

The work on the game was also an exercise in manual hacking for me, or as close to it as I had ever come. I used the memory editor of Warajevo 2.51 to apply J. G. Harston's extension and place the beyond-the-64-range rooms in the right place in memory (I designed them with JSWED and then transferred them in Warajevo). I also applied some modifications to the game engine invented by other people (such as Andrew Broad). Then, after studying disassemblies of JSW48 and Geoff Mode, I felt confident enough to move some other data around, in order to create new effects such as the graphically-advanced title screen, the extra-long title screen tune and the additional screen between the Game Over screen and the restart of the game, for which I used modified code copied from Leslie Marwick's Spaceman Willy and a modified message from the original Henry's Hoard.

In the latter part of this creative process I grew used to operating in hexadecimal rather than decimal values, and I started using JSWED's Hex editor, which I found to be in some ways more handy than Warajevo.

 

The Game

Willy's Hoard is a JSW48:JGH engine game. It features 75 rooms, with 256 items to collect. You should visit all of the rooms in the game to be able to complete it successfully. Theoretically the game can be completed without losing a single life (in practice, if you save snapshots on the emulator or are a genius). In the final playtesting I completed it with a toilet-time of 2.51 p.m.

Willy's Hoard belongs to the sub-genre within the JSW world of games in which you progress along the road and can only go back several rooms at a time; you cannot move freely around all of the playing field. Willy's New Hat (probably 1985) is the earliest example of such a game, to the best of my knowledge, and the DrUnKeN mAsTeR!!!'s Bizarre (2005) is the latest example.

If you reach the end of the playing field and discover that you haven't collected all of the items, you can go back up to "The Canal Bank" and climb the rope - you will jump to "Hoover's Hollow" and be able to search for the missing items from the beginning. An alternative (though not recommended) way of getting back to the previous parts of the game is the WRITETYPER cheat, which can be activated in the room "Henry's Antics (Hoard Minus One)".

 

The Rooms

49 rooms were copied from Henry's Hoard. The credit for them goes to Martyn Brown and Andy Bigos, of course. Most of them are preserved in their original shape. Slight modifications were introduced in some of them in order to preserve the new game's integrity.

The rooms from Henry's Hoard are (technical room numbers are given in brackets):

"Henry's Home" (000), "Dwarves' Domain" (002), "Dwarves' Domain" (003), "Hoover's Hollow" (004), "Forest Clearing" (005), "Horny Walkway" (008), "The Dug Out" (009), "Little Spadgers" (010), "By the Water's Edge" (011), "Stepping Stones" (012), "The Mountain Path" (013), "The Mountain Path" (014), "Palace Gatehouse" (015), "The Shrine" (016), "Goblin Grotto" (017), "Tales from Fat Tulips Garden!" (018), "Moon Fargo 2!" (019), "The Forest Pathway" (020), "Palace Portal" (021), "Conveyor Caution!" (025), "Home of the Evil Mr Stoney" (026), "The Aquarium" (027), "Henry's Antics (Hoard Minus One)" (028), "The Hen House" (029), "Aquarium Entrance" (030), "Nasty Screen" (032), "The Room of Many Exits" (034), "Dwarves' Domain" (036), "Platformania" (037), "MICROBYTE (Tel: Leeds 92+376656)" (038), "Secret Safe" (043), "The Mega Belt Stage One" (044), "The Mega Belt Stage Three" (045), "The Drop" (047), "Above the Belt" (048), "Slimey Hollow" (049), "Oh! What a Lot of Snot!" (050), "Help! Melvin's Ale Has Escaped!" (051), "Loony Lagoon" (052), "Entrance to the Nasty Screen" (053), "The Hoard (Ring for Service!)" (054), "Special Brew Portaloo" (055), "Bog Byte!" (056), "Do Mushrooms Grow in Castles?" (058), "Entrance to the Magical Castle" (059), "Revenge of the Awesome Ale!" (060), "Chuckie Egg Revisited" (062), "The Mega Belt Stage Two" (063) and "The Terrible Terminal Tunnel" (106).

Two main versions of Henry's Hoard exist, one dating back to 1985 and the other to 1986. I did not notice any visible differences between the rooms in both versions, apart from some room names. I transferred the rooms from the 1985 version, but I used the name "Hoover's Hollow" from the 1986 version instead of "Cubby Hole" from the 1985 version; I "compensated" for it by calling one of "my" rooms "The Quirky Cubby Hole". In turn I decided to stick to the 1985 name "Forest Clearing" rather than use the 1986 name "Paddy's Patch".

I left out two rooms from Henry's Hoard: "Maniac Miner" (000) and "Where the Hell Did He Come From?" (053), because I did not consider them worth including, as they are merely uninspired renditions of the opening rooms from the original Manic Miner and Jet Set Willy, respectively.

In Henry's Hoard all of the room names are in capital letters, because the game engine can only print in capitals. In Willy's Hoard I applied a standard spelling convention for titles, including both capital and lower-case letters.

26 rooms were designed by myself, many of them using graphical elements from Henry's Hoard rooms, because I wanted them to fit in nicely with the rest of the game. These are:

"The Quirky Cubby Hole" (001), "The Quirky Mountain Path" (006), "The Dilapidated Catwalk Part 1" (007), "Quiet Crossroads" (022), "The Canal Bank" (023), "The Magical Castle" (024), "Below the Secret Safe" (031), "Henry's Back Door (Escape Route)" (033), "Henry's Bedroom" (035), "The Quirky Corner" (039), "The Mega Belt St. Two-and-a-Half" (040), "The Lost Highway" (041), "Above the Loony Lagoon" (042), "Three Quirky Compartments" (046), "The Quirky Cagelike Enclosure" (057), "The Quirky Passageway" (061), "MICROBYTE's Messy Attic" (065), "Moon Fargo 1?" (070), "Secret Passage - The Lower Part" (087), "Secret Passage - The Upper Part" (091), "The Hangover Effect" (094), "The Quirky Forest Pathway" (095), "The Dilapidated Catwalk Part 4" (103), "The Dilapidated Catwalk Part 3" (104), "The Dilapidated Catwalk Part 2" (105) and "A Vision of the Hoard" (118).

"The Lost Highway" is a redesign of the room "Rocky Road to Double Inn" (026) from my first game Willy's New Mansion (2004).

Both parts of "The Secret Passage" use graphical elements from the room "Above the Pyramid Entrance" (010) from Stuart J. Hill's game Utility Cubicles (2000).

All the four parts of "The Dilapidated Catwalk" use graphical elements from the room "The Catwalks / Over the Carnival" (049) from Fabián Álvarez (Adban De Corcy)'s game Madam Blavskja's Carnival Macabre (2002).

"Quiet Crossroads" uses modified graphical elements from the room "Alreet' Skull?" (006) from the DrUnKeN mAsTeR!!!'s game Jet Set Willy: The DrUnKeN mAsTeR!!! (2002).

"Henry's Back Door (Escape Route)" uses Fire-cell design from the room "Marks Set Off We Go" (033) from the game Willy's New Hat (by unknown author, probably 1985).

"Henry's Bedroom" uses Fire-cell design from the room "Altar to an Unknown God" (063) from Willy's New Mansion (I may have copied it from another game though, I can't remember), reused in the room "The Mystic Room of Many Exits" (113) in Sendy (Alex Cornhill)'s and mine Jet Set Willy: Mind Control (2005).

"Three Quirky Compartments" uses graphical elements from the room "Above the Abyss" (018) from Willy's New Mansion.

I may have used graphical elements also from other games - I am sorry if I have missed something in the credits above.

 

The Sprites

Most of the sprites seen in the game come from Henry's Hoard, so they should be rightfully credited to Martyn Brown and Andy Bigos.

Miner Willy's sprite comes from the game which started it all - Manic Miner by Matthew Smith (1983).

"The grim old man", seen for the first time in the upper part of "The Quirky Forest Pathway", comes from the DrUnKeN mAsTeR!!!'s game Fantasy World WillY (2002).

The R.I.P. tombstone and the ring (?) which crashes Willy on the Game Over screen come from Lee Tatlock's game Willy vs the Vampire Lord (2001).

The moving grilles, the loudspeakers (e.g. in "Henry's Bedroom") and the fountain (e.g. in "The Mega Belt St. Two-and-a-Half") are of my own design.

 

Novel Contributions

Willy's Hoard makes, to the best of my knowledge, some novel contributions to the Jet Set Willy designing scene. These are:

1. It is the first JSW48 game to feature 75 fully-designed rooms - 25% more than in the original Jet Set Willy!

This is possible thanks to the use of J. G. Harston's extension of the classic JSW48 engine.

2. It is the first JSW game to feature a room ("MICROBYTE's Messy Attic") which looks different depending on how many lives you have when you enter it, and which changes when you lose a life inside it.

This happens because a part of this room's data is the area in memory where the guardian data for the current room is written (between #8100 and #8147). As a matter of fact, I cannot explain the connection between the guardians in the current room and the number of lives you have - why should the guardian data change if you lose a life? - but that's the way it seems to work.

At some point during the designing process I had a version of this room in which you couldn't get out of the room - because of Fire-cells in the top row which made it impossible to exit downwards - until you lost a life (because then the upper part of the room changed and the lethal Fire-cells were not there any longer). I was tempted to apply this as an additional difficulty, but then I decided against it, because my concept of elegance in a JSW game includes its being completable without losing a single life.

3. It is the first JSW game in which in some of the rooms the player sees *real* items which are impossible to collect (most notably in "A Vision of the Hoard"). However, he/she can collect *precisely these items* - the same ones - in other rooms, as he/she progresses through the playing field. Moreover, in some rooms you can only collect a part of the items, and you have to collect the remaining items in other rooms. There are 256 items to collect, but as they progress through the game, the player will normally see between 302 and 305 items in total! (depending on the order in which he/she enters some rooms and collects the items; theoretically, you could see 314 items if you just moved through the game without collecting any items).

All of this is possible thanks to applying J. G. Harston's extension to the JSW48 game engine, but /without/ modifying the code that deals with the item table so that it would allow 7-bit room numbers, as J. G. Harston suggests should be done.

4. It is - to the best of my knowledge - the first JSW game in which the player has to pass through walls using ropes (in the rooms "The Drop" and "The Quirky Enclosure").

This follows my idea mentioned in the Yahoo! MM/JSW Club in message # 5790.

5. It has an additional screen ("the final screen") after the Game Over screen, which displays a message and waits for the player to press "s".

The message contains a slightly modified text from the Game Over screen of the original Henry's Hoard. I hope that it adds some of the original flavour to the remake.

6. It has the longest title screen tune ever found in a JSW48 game - 202 bytes long (plays for about 59 seconds), entirely different from the in-game tune and with no random sounds.

This is more than twice the standard JSW48 title screen tune (99 bytes). The longest title screen tunes so far in a JSW48 game, to the best of my knowledge, can be heard in Andrew Broad's games We Pretty (1999) and Goodnite Luddite (2002) - they are 172 bytes long and play for about 51 seconds. The play routine first plays the title screen tune proper, then the in-game tune and then the program data following both tunes until it hits an FF.

7. It features some additional graphical elements on the title screen.

This was made possible thanks to manual hacking. It follows Philip Bee's idea from his game Jet-Set Willy (again) (2005), but is more developed.

 

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About Willy Games: The First 30 Years Quiz

 

[from the Readme included with the game, edited]

 

What this is all about

Manic Miner, written by Matthew Smith and released by Bug-Byte Software Ltd in 1983, became a landmark title for the ZX Spectrum. Guiding Miner Willy through 20 caverns, avoiding the nasties and collecting flashing items before the oxygen supply runs out became a favourite challenge for multitudes of players. The next game by Matthew Smith, Jet Set Willy, released by Software Projects Ltd in 1984 and featuring a 60-screen mansion which could be explored at leisure, was even more popular, becoming a milestone in the development of the platform games genre. Both games were subsequently ported to many other computer platforms.

The unencrypted room format used by Matthew Smith in both games allowed their relatively easy editing in order to create new screens. Manic Miner 2 was released by Schultze probably as early as 1985, while the first JSW game edit, created by Mark Jeffries, was published by Spectrum Computing in 1984, and Jet Set Willy III by Michael Blanke and Arno Gitz appeared in 1985. Several editors were also made available commercially or semi-commercially in mid-1980s, allowing anyone interested to create new versions of both games.

The advent of ZX Spectrum emulators for later-generation computers in mid-1990s triggered a renewed interest in old games. The internet, in turn, made it possible for people still interested in the ZX Spectrum to communicate, share and collaborate on new projects (comp.sys.sinclair USENET newsgroup played a particularly important role in those early years). The games Join the Jet-Set! and Jet-Set Willy in Space by Richard Hallas, created back in 1985 (the latter one finished shortly before the release in the late 1990s), were put online and had a very good reception; their author also uploaded three 1985 games by Adam Britton (The Continuing Adventures, The Deadly Mission and Willy's Holiday) as well as JetSet Editor by Paul Rhodes, which was the tool used to create all those games. As other people started making their own versions of the original classic, Jet Set Willy revival really got under way.

In the second half of the 1990s, John Elliott created JSWED, a PC-based editor for JSW and MM games. It introduced a new, extended game engine for the 128K Spectrum, called JSW128. The editor was gradually developed over the years, adding the ability to edit Henry's Hoard, Manic Miner and Jet Set Willy II games. JSW128 game engine was also gradually improved and another much-extended game engine, known as JSW64, was introduced by John Elliott in 2005. Today JSWED, with its "latest stable version" 2.2.9 and "latest unstable version" 2.3.7 (the latter being equally stable and reliable, by all accounts), is the standard, easy-to-use tool for editing MM and JSW games.

A number of websites devoted to the JSW scene were created. In December 1999 Dr. Andrew Broad founded a Yahoo! Club (later converted to Group) for Manic Miner and Jet Set Willy, including a message board, picture galleries and file hosting, which in the following years became the focal point for the MM/JSW community. The Group's activity subsided considerably in the last few years; nevertheless, 7000 messages have been posted there up to date.

A virtual explosion of MM/JSW games took place in 2000, with twelve new JSW and two new MM games gamma-released that year alone, and thirty-four games released in total between 2000 and 2002. The new games were very varied. Some allowed for an easy exploration of the playing field. Others were extremely difficult, requiring pixel-perfect jumps or deliberately exploiting various quirky features and unintended loopholes of the game engines in order to create special challenges for the player (this sub-genre was pioneered by Dr. Andrew Broad). While the original Jet Set Willy is usually considered to be very British because of its weird, Pythonesque humour, the MM/JSW scene became both British and very international at the same time, with authors from all over Europe contributing to its development alongside the Brits.

This intense creative activity continued in the following years, with most new games made after 2005 using the JSW64 game engine. While the number of releases has decreased visibly since 2007, new games are still being created and uploaded online. In total, over 100 games have been gamma-released so far.

Willy Games: The First 30 Years Quiz is a "meta-tribute" to all of these games, their authors and everyone else who contributed to their development.

 

Game history and background information

Please see the About Willy's New Mansion section for the history of my involvement in JSW games for the ZX Spectrum and my activities on the scene until the time of the creation of the Quiz.

After a period of "JSW-inactivity"" between 2011 and 2014, my interest in the subject was revived in early 2015. I launched my MM/JSW website JSW Central on 1st March of that year. One of the things I worked on for the website was the Chronology of the development of MM and JSW games for the ZX Spectrum. While I was at it, I thought it would be an interesting idea to create a game using one of the JSW game engines, making it a multiple-choice quiz dedicated to the subject. Thus the idea of Willy Games: The First 30 Years Quiz was born.

I started work on the actual game file on 14th April 2015. John Elliott had helped me to get started by giving me advice about how to apply Patch Vectors (PVs) which print things on the screen (PVs are chunks of code which produce special effects beyond what the standard game engine can do).

In May 2015, I announced the game on JetSet Willy & Manic Miner Community and on the Manic Miner & Jet Set Willy Yahoo! Group, asking for suggestions for questions. Andy Ford (Spider) was the only person who made a contribution, suggesting a couple of questions which I later incorporated into the Quiz.

In October 2015, I published a full list of the 120 questions proposed for the Quiz on both of the above-mentioned forums, asking for feedback. In response, Paul Equinox Collins sent me a long list of valuable comments, which I took into account in the further process of game creation.

In December 2015, with most of the screens of the game ready, I ran into a problem with stack overflow. John Elliott kindly helped me to fix it.

My work on the Quiz was stalled in the following months, as I concentrated on my contribution to Jet Set Willy: The Nightmare Edition, an enhanced version of the classic game created together with Andy Ford (Spider) and Ian Rushforth (IRF) of the JetSet Willy & Manic Miner Community, and then on the Special Edition of my Willy's New Mansion (WNM SE).

My work on the Quiz produced a synergy with the development of WNM SE, by inspiring the use of PVs which print things on the screen in the latter, and by introducing two separate Game Over screens (one for losing all lives, the other for running out of time) with the corresponding additional Final text screens in the former. Furthermore, when I restarted work on the Quiz in September 2016, I worked out a way to animate the decorative guardian on the Final screens, a solution which I then incorporated also into WNM SE.

The final stage of my work on the Quiz took place in December 2016, in the weeks leading to the release of the game. John Elliott helped me once again with a serious technical problem I encountered, and Andy Ford playtested the game just before its release, offering a helpful suggestion for the BASIC loader in the process.

 

Beyond 2013

The Quiz embraces a thirty-year period (or thirty-one, to be exact). It seemed convenient to define such a span when I started to create the game in 2015, with 30 years being a nice, round number and with no MM or JSW games for the ZX Spectrum gamma-released in 2014 (TTBOMK).

It is good to now be able to say that new developments have taken place on the scene since then. The vibrant JetSet Willy & Manic Miner Community was launched in August 2014 and a number of new games have been released since then. The scene is still alive and there are new developments on it. Please refer to Chronology to see what happened in the years following 2013.

One can only hope that the interest in the MM and JSW games for the ZX Spectrum will continue for years to come.

 

Why it was created

Willy Games: The First 30 Years Quiz may seem a rather exotic and exclusive project to most people, testing (particularly starting with its Medium section) precise knowledge in a field which is a highly-specialised sector of games for a computer platform which - to quote John Elliott - "unkind people might describe as 'obsolete' ". This may raise the question of why I devoted a lot of time and energy to create something which very few people will ever enjoy.

Here is my multiple answer to this question:

- The Quiz was created as a tribute to all of the people involved in the development of MM and JSW games for the ZX Spectrum over the years.

- The Quiz is also a tribute to John Elliott's excellent JSW64 game engine, and to the vast possibilities it offers.

- The Quiz has an "educational" or "advertising" value. The name of every gamma-released game and of every game author appears at least once in The Quiz (some names appear more times, in cases where I felt it was justified). Thus, going through the Quiz should make the player aware of how many games were created in the 1983-2013 period, and how many people were involved (as game authors or in other ways) in this hobby.

- I felt that it was the right time and I was the right person to create such a "meta-tribute". I strongly suspect that if I had not done it, no-one else would have created such a thing.

So, while it might seem a kind of (possibly useless) "art for art's sake" to a wider audience, I am actually proud of having created something unique :-).

 

The game

The game is released as a TAP and a TZX file. The actual game code is the same in both files.

The Quiz is divided into four sections: Easy, Medium, Hard and Expert. Each section has 30 questions. It should be possible to pass the first section for someone familiar with the original JSW, JSW II: The Final Frontier and MM, and with a general knowledge of the subject. Some questions can be answered correctly independently of any JSW-related knowledge (e.g. if someone is able to distinguish between Spanish, Portuguese, Norwegian and Swedish surnames or knows the difference between palindromes and anagrams). Then the Quiz gets progressively more difficult and requires in-depth knowledge of the games which were created after the original trio.

The distribution of correct answers is roughly equal between the first, second, third and fourth one, so choosing always the same answer will not help much.

The game uses all 128 "rooms" available in the JSW64 V game engine, with 120 screens devoted to questions and 8 "special" screens.

The game does not require any of the traditional skills or manual dexterity needed to complete a typical MM or JSW game, only knowledge and the ability to make intelligent guesses.

The upper part of the title screen features a "composite MM/JSW room", which is a collage of rooms from four MM and JSW games. Made from actual in-game screenshots, it features, from left to right:

- a section of "Central Cavern" (00) from Manic Miner by Matthew Smith (1983);

- a section of "Quarters of the Castle Guard" (02) from A Bulgarian Requiem by Fabián Álvarez (Adban de Corcy) (2000);

- a section of "MiniMaze: A Study in Disjunction" (153) from Jet Set Willy: The 2010 Megamix by Daniel Gromann, Paul Equinox Collins and various other authors (2010);

- a section of "The Minotaur" (055) from Terry The Turtle by Steve Dixon (Jammajup) (2013).

Thus, the "room" on the title screen embraces the whole period to which the Quiz refers (from 1983 to 2013) and all of the game engines which were used to create new games in that period (Manic Miner uses, of course, the MM game engine, A Bulgarian Requiem uses the JSW48 game engine, Jet Set Willy: The 2010 Megamix uses the JSW128 game engine and Terry The Turtle uses the JSW64 game engine).

The lower part of the title screen features the protagonists of some of the MM and JSW games from the 1983-2013 period, arranged in chronological order. They are:

- Willy from Manic Miner by Matthew Smith (1983);

- Willy from Jet Set Willy by Matthew Smith (1984);

- Willy from Join the Jet-Set! by Richard G. Hallas (1985);

- Willy from Jet-Set Willy in Space by Richard G. Hallas (1997);

- Kari Krisnikova from We Pretty by Andrew Broad (1999);

- Willy from Willy's Afterlife by Fabián Álvarez (Adban de Corcy) (2000);

- Willy from Willy vs The Vampire Lord by Lee Tatlock (el_tatus) (2001);

- Frosya from Frosya the Cat by Igor Makovsky (2002);

- Mr Top Hat from Mr Top Hat by Nick Aldridge (2003);

- Lance Wilkinson from Manic Miner: Neighbours - Allana Truman by Andrew Broad (2004);

- Maria from Maria on Tour by the DrUnKeN mAsTeR (2005);

- The Priest from Holy Shit!!! by the DrUnKeN mAsTeR (2007);

- Miles from Miles Mad Mission by the DrUnKeN mAsTeR (2009);

- Willy from Jet Set Willy: The 2010 Megamix by Daniel Gromann, Paul Equinox Collins and various other authors (2010);

- Willy from Willy Meets the Beatles by Simon D. Lee (TechnicianSi) and Paolo Arus (DarkHorace) (2012);

- Terry from Terry The Turtle by Steve Dixon (Jammajup) (2013).

Similarly to the composite "room" in the upper part of the title screen, the selection of protagonists of games in the lower part of the title screen reflects the whole 1983-2013 period and all of the game engines (MM, JSW48, JSW128 and JSW64) used to create new games.