============================================================================= | | | Jet Set Willy: The 2010 Megamix | | | | developed 2005-2010 by Daniel Gromann (jetsetdanny@yahoo.com) | | | | using the work of Paul Equinox Collins and various other authors | | (see details below). | | | ============================================================================= "Jet Set Willy: The 2010 Megamix" is a redesign of Matthew Smith's classic game "Jet Set Willy", created using the Jet Set Willy Editor (JSWED) v. 2.2.3 - 2.3.2 and the JSW128 hacklevel 9 game engine, both by John Elliott. It is meant to be played on a computer or game console using a ZX Spectrum emulator. You can also play "JSW: The 2010 Megamix" on a real Spectrum if you manage to transfer it to tape or load it directly into the machine. ---------------------------------------------------------------------- Abbreviations used in this document: - The full names "Jet Set Willy: The 2010 Megamix" and "Jet Set Willy: The 2005 Megamix" are abbreviated to "JSW: The 2010 Megamix" and "JSW: The 2005 Megamix" in the text, and to MM2010 and MM2005 in the room lists. - "JSW" refers to the original "Jet Set Willy" by Matthew Smith (1984) and "MM" refers to the original "Manic Miner" by Matthew Smith (1983); they are also used to refer to the whole group of "Jet Set Willy and Manic Miner games" (i.e., the remakes). - "JSW II" refers to "Jet Set Willy II: The Final Frontier" by Derrick P. Rowson (1985). Formal remarks: - Technical room numbers are given as two digits for JSW48 and MM games and as three digits for JSW128 and JSW64 games as well as for JSW II. - I have ignored the proper spelling convention for punctuation marks alongside inverted commas (I write, for example: > "Jet Set Willy", < instead of > "Jet Set Willy," <), because I do not like it. Please forgive me this lack of accuracy. ---------------------------------------------------------------------- I. Thanks Detailed credits and acknowledgements are presented below. At this point I just want to express my gratitude to: - Matthew Smith, for the original JSW; - John Elliott, for the JSW128 game engine and for his excellent JSW Editor (JSWED), which was the main tool I used to create the game; - Richard Hallas, Ian Collier, John Elliott, J. G. Harston (on behalf of himself and Greg Heslington), Adam Britton, Paul Equinox Collins and Darren McCowan for explicitly giving me permission to use the rooms and / or sprites they designed; - All of the other authors of the material I have used, for their contribution; - The creators of the emulators which I used to playtest the game at its various stages of development: The ZX Spin Team for ZX Spin 0.666, Jonathan Needle for Spectaculator 7.01 and Vaggelis Kapartzianis for ZX-32 2.00; - Leszek Chmielewski for the program BMP2SCR 2.11, which was the essential tool in designing the loading screen; - Martijn van der Heide, Martin Kopanske and Tomaz Kac for the program Taper 2.06, which I used to put together the final TAP files of the game; - My eight-year-old son Michael for being a great source of joy and inspiration for me and for actually contributing to the game (see room 119 "Entrance to the Vault"); - Xabier Vázquez, for hosting my JSW website; - Andrew Broad, for his special role in the development of JSW and MM games; - The members of the Yahoo! JSW/MM Group who replied to my call for comments on the "JSW: The 2010 Megamix" room names; - All the authors of JSW/MM games and all the members of the JSW/MM community - especially of the Yahoo! JSW/MM Group - for sharing the interest in and fascination for Miner Willy. ---------------------------------------------------------------------- II. The Story Willy, a prominent member of the jet set and an experienced explorer, took the advice of his old-time friend Dynamite Dan and purchased a zeppelin for private use. He set out on a journey which took him to a strange, faraway country. When Willy climbed down from his airship, the countryside first reminded him of the Fourth Island Dyn Dan used to tell him about. He soon discovered, however, that the place was very different: it was huge, diverse and strange. Willy roamed through areas devoted to work: laboratories, observatories, transportation modules, nuclear power plants and old, abandoned mines. He also explored nice places where one typically goes to have fun, such as bars, pubs and swimming pools, as well as fridges and freezers full of food. He went down the drain, explored the sewer system and wandered around mysterious caves, through tunnels, dungeons and secret passages. He had a glimpse of an inaccessible castle, discovered some treasures hidden by smugglers, and others secured in a vault, marvelled at a bizarre hall of mirrors, got wet in the April showers and looked at clouds from both sides. Some very strange things also happened to him: he witnessed an invasion from the outer space, met the Daleks, was taken into the Tardis, and got teleported to the extensive 1996 ZX Spectrum scene, which he explored thoroughly. After much searching and struggle Willy also found a way to get to The Land of Great Hardship, a strange realm where he survived an astral attack, learned the Broadian rope trick, conquered a mini-maze, performed aerial stunts, went down deep under the ground, went up into space, explored Planet Reehmah and its jungle, got behind the bars in Alcatraz and escaped, experienced the thrill of triumph after some hard roping, discovered a mysterious villa, negotiated his way over a defective space catwalk and successfully avoided the Killer Birds. While there, he was also teleported to the joyful but demanding celebration of his 25th birthday. Willy was totally exhausted when he finally returned from that strange land, but his feeling of satisfaction at having overcome all of its obstacles was immense. At some point, Willy found a wonderful place called The Gaming Room, where he thought he could blissfully immerse himself in playing timeless Spectrum classics on an emulator. Alas, a strange woman who claimed to be his beloved (???) Maria blocked his way and demanded that he should collect all of the shining objects scattered around before she would let him pass into the Emulator Heaven. Poor Willy, so close to the best thing in the world, and facing such a huge obstacle before he is able to enjoy his games. Can he count on your help? As it turned out, however, collecting the 256 shining items was not enough. Once Willy had crossed the entrance where Maria was no longer, the challenge was by no means over yet! While running to the right at double speed, he had to continue to avoid guardians, hide from arrows and make a wise use of ropes, before he could finally relax and sit down in front of the computer to play his beloved Speccy games. ---------------------------------------------------------------------- III. Instructions The object of the game is to collect all of the 256 flashing items, avoiding the moving and stationary guardians and the so-called Fire cells which may kill you. Then, starting at the Entrance to the Gaming Room, you have to negotiate your way through the Final Sequence back to the Gaming Room, where you are supposed to sit at the computer to play games (if you do not reach the computer, you have failed!). Use O-Left, P-right (or a combination of keys from the top row of letters) and SPACE or any of the letters from the bottom row to jump. A pauses the game, H-ENTER unpauses it and also toggles the music ON/OFF. During the final run, P is the invaluable key which allows the player to stop Willy from running or moving on the rope, while the other keys normally used for moving to the right will move him forward on the conveyor. Poke 35899,0 will give you infinite lives. However, saving and reloading snapshots on the emulator seems to be both a more effective and elegant way to complete the game. ---------------------------------------------------------------------- IV. Game History and Background Information JSW 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 (see address in the Internet links section in point XII below) 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 (see also point VII below). 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. ---------------------------------------------------------------------- V. 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. ---------------------------------------------------------------------- VI. 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). ---------------------------------------------------------------------- VII. 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. ---------------------------------------------------------------------- VIII. "JSW: The 2010 Megamix" vs. "JSW: The 2005 Megamix" 1. 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", which I yet have to create, "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 - see point VII above). 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. 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. Following are lists of rooms in all of the above categories. Technical numbers of the rooms are given in brackets after the room names. The names of the rooms which appear in both versions are given in their "JSW: The 2010 Megamix" version and spelling. A. Rooms which appear both in "JSW: The 2005 Megamix" and in "JSW: The 2010 Megamix" 001. Woodhouse, Sheffield (000 in both MM2010 and MM2005) 002. Alchemist Research HQ (001 in MM2010, 017 in MM2005) 003. The AlchNews Writers (002 in MM2010, 006 in MM2005) 004. The Chic Computer Group (003 in MM2010, 026 in MM2005) 005. Above the Chic Computer Group (004 in MM2010, 022 in MM2005) 006. Miles Kinloch's Flat (005 in both MM2010 and MM2005) 007. The Rooftop Chase (006 in MM2010, 008 in MM2005) 008. Impact PD Duplication Plant (007 in MM2010, 012 in MM2005) 009. The Apple Factory (008 in MM2010, 018 in MM2005) 010. Extacy-3 United Minds (009 in MM2010, 007 in MM2005) 011. Carl & Mike, the Emulator Users! (010 in MM2010, 001 in MM2005) 012. Spectrum UK: Keep the Faith! (011 in MM2010, 013 in MM2005) 013. The Least Lazy Speccy Demo Group (012 in MM2010, 010 in MM2005) 014. Return Teleporter Won't Work!!! (013 in MM2010, 029 in MM2005) 015. Rip-off PD, B----n, R---y (014 in MM2010, 030 in MM2005) 016. speccy_games@emulator.com (016 in MM2010, 024 in MM2005) 017. <<<< Europe Sheffield >>>> (017 in MM2010, 014 in MM2005) 018. La lettre du Spectrumaniac,Paris (018 in MM2010, 025 in MM2005) 019. The Eiffel Tower (019 in MM2010, 004 in MM2005) 020. Aaargh! Format's SAM Coupé Fair! (020 in MM2010, 011 in MM2005) 021. The International ZX81 Group! (021 in MM2010, 003 in MM2005) 022. Womo PD, Deutschland (022 in MM2010, 020 in MM2005) 023. Busy Soft, Czechoslovakia (023 in MM2010, 015 in MM2005) 024. Chezron Software (024 in MM2010, 021 in MM2005) 025. << Quedgeley Turn Back NOW! (025 in MM2010, 002 in MM2005) 026. Alchemist Research Continental (026 in MM2010, 019 in MM2005) 027. Entrance to the Eurotunnel (027 in MM2010, 016 in MM2005) 028. DON'T Go Down!!! (028 in MM2010, 087 in MM2005) 029. I Told You Not to Go Down... (029 in MM2010, 085 in MM2005) 030. ... The Eurotunnel's on Fire!!! (030 in MM2010, 086 in MM2005) 031. No! Not the USR 0 Lines! (031 in MM2010, 009 in MM2005) 032. No! Not the USR 0 Lines! (032 in MM2010, 009 in MM2005) 033. The Arrival - Dyn Dan Style (033 in MM2010, 088 in MM2005) 034. First Landing (034 in MM2010, 152 in MM2005) 035. Second Landing (035 in MM2010, 090 in MM2005) 036. Left-To Work Right-To Have Fun (036 in MM2010, 091 in MM2005) 037. Dave's Hardcore Room (037 in MM2010, 045 in MM2005) 038. The Bar (038 in MM2010, 084 in MM2005) 039. Behind the Bar (039 in MM2010, 055 in MM2005) 040. Where the Chapel Should Be (040 in MM2010, 027 in MM2005) 041. Nearer, My Emulator, to Thee... (041 in MM2010, 145 in MM2005) 042. Entrance to the Gaming Room (042 in MM2010, 035 in MM2005) 043. Sheer Bliss: The Gaming Room! (043 in MM2010, 033 in MM2005) 044. The Guest Room (044 in MM2010, 103 in MM2005) 045. The Games Room (045 in MM2010, 104 in MM2005) 046. Hall of Mirrors (046 in MM2010, 105 in MM2005) 047. The Tribble Hutch (047 in MM2010, 125 in MM2005) 048. The Pub (048 in MM2010, 119 in MM2005) 049. In the Fridge! (049 in MM2010, 046 in MM2005) 050. An Indoor Car Boot Sale? (050 in MM2010, 036 in MM2005) 051. The All-New Swimming Pool (051 in MM2010, 044 in MM2005) 052. The Room Without a Name (052 in MM2010, 057 in MM2005) 053. The Playroom (053 in MM2010, 056 in MM2005) 054. The Ludicrous Room (054 in MM2010, 051 in MM2005) 055. Below the Ludicrous Room (055 in MM2010, 147 in MM2005) 056. Snatch the Disk and Get Out! (056 in MM2010, 146 in MM2005) 057. My Bathroom (057 in MM2010, 042 in MM2005) 058. The Well-Illuminated Inner Alley (058 in MM2010, 081 in MM2005) 059. The Lair of the Diagonal Monster (059 in MM2010, 143 in MM2005) 060. Down at The Fountain (060 in MM2010, 043 in MM2005) 061. The Drain (061 in MM2010, 121 in MM2005) 062. Willy's Swing (062 in MM2010, 037 in MM2005) 063. In the Hall of the Drain Monster (063 in MM2010, 097 in MM2005) 064. Dr. Who Will Never Believe This! (064 in MM2010, 047 in MM2005) 065. Space Invaders! (065 in MM2010, 054 in MM2005) 066. Aaiiieeeeee!! (066 in MM2010, 050 in MM2005) 067. Invasion of the Daleks! (067 in MM2010, 034 in MM2005) 068. Inside the Tardis (068 in MM2010, 023 in MM2005) 069. The Forgotten Top-Secret Passage (074 in MM2010, 064 in MM2005) 070. Below the Bathroom (075 in MM2010, 092 in MM2005) 071. Entrance to the Sewer (076 in MM2010, 082 in MM2005) 072. The Plumbing (077 in MM2010, 048 in MM2005) 073. The Reservoir (078 in MM2010, 083 in MM2005) 074. The Sewer (079 in MM2010, 040 in MM2005) 075. A Mysterious Cavern (080 in MM2010, 062 in MM2005) 076. Light at the End of the Tunnel? (081 in MM2010, 041 in MM2005) 077. In the Well (082 in MM2010, 120 in MM2005) 078. Towards the Cave (083 in MM2010, 065 in MM2005) 079. The Cave Mouth (084 in MM2010, 066 in MM2005) 080. The Cave (085 in MM2010, 065 in MM2005) 081. Under the Cave Mouth (086 in MM2010, 144 in MM2005) 082. The Back Way into... (087 in MM2010, 053 in MM2005) 083. April Showers (088 in MM2010, 058 in MM2005) 084. Singin' in the April Rain (089 in MM2010, 059 in MM2005) 085. April Showers - Still Raining (090 in MM2010, 060 in MM2005) 086. Road to the Inaccessible Castle (091 in MM2010, 071 in MM2005) 087. The Moat (092 in MM2010, 072 in MM2005) 088. A Glimpse of the Castle (093 in MM2010, 096 in MM2005) 089. A Secret Passage in the Clouds (094 in MM2010, 181 in MM2005) 090. Tricky Visible Platforms (096 in MM2010, 052 in MM2005) 091. Above the Quirky Stairway (097 in MM2010, 070 in MM2005) 092. The Unusual Room (098 in MM2010, 039 in MM2005) 093. The Garden (099 in MM2010, 123 in MM2005) 094. I'm Getting desufnoC (100 in MM2010, 098 in MM2005) 095. mooR gnisufnoC rehtaR A (101 in MM2010, 032 in MM2005) 096. Entrance to the CGA Rooms (102 in MM2010, 038 in MM2005) 097. The CGA Room (103 in MM2010, 063 in MM2005) 098. The Other CGA Room (104 in MM2010, 069 in MM2005) 099. Another MegaTree? (105 in MM2010, 089 in MM2005) 100. Ropeway to the Observatory (106 in MM2010, 154 in MM2005) 101. The Observatory (107 in MM2010, 122 in MM2005) 102. The Quirky Stairway (108 in MM2010, 100 in MM2005) 103. Down-Transport Right-Research (109 in MM2010, 099 in MM2005) 104. The Laboratory (110 in MM2010, 077 in MM2005) 105. The Reactor Plant (111 in MM2010, 078 in MM2005) 106. Above the Reactor Plant (112 in MM2010, 080 in MM2005) 107. The Reactor Core (113 in MM2010, 079 in MM2005) 108. Entrance to the Seal Chamber (114 in MM2010, 076 in MM2005) 109. The Seal Chamber (115 in MM2010, 075 in MM2005) 110. The Old Mine Workings (116 in MM2010, 124 in MM2005) 111. The Basement (117 in MM2010, 074 in MM2005) 112. Dungeon (118 in MM2010, 049 in MM2005) 113. The Vault (120 in MM2010, 073 in MM2005) 114. The Deepest Dungeon (121 in MM2010, 068 in MM2005) 115. Secret Passage (123 in MM2010, 106 in MM2005) 116. The Smugglers' Cave (124 in MM2010, 107 in MM2005) 117. Transportation Module Entrance (125 in MM2010, 101 in MM2005) 118. Below Mysterious Launching Pad 1 (126 in MM2010, 093 in MM2005) 119. Mysterious Launching Pad No. 1 (127 in MM2010, 130 in MM2005) 120. Below Mysterious Launching Pad 2 (128 in MM2010, 094 in MM2005) 121. Mysterious Launching Pad No. 2 (129 in MM2010, 131 in MM2005) 122. Below Mysterious Launching Pad 3 (130 in MM2010, 095 in MM2005) 123. Mysterious Launching Pad No. 3 (131 in MM2010, 132 in MM2005) 124. Teleporter to 1996 Speccy Scene (133 in MM2010, 028 in MM2005) 125. Among the Branches (138 in MM2010, 061 in MM2005) 126. In the Freezer!!! (139 in MM2010, 150 in MM2005) 127. Behind the Pub (140 in MM2010, 151 in MM2005) 128. The Cagelike Catwalk (209 in MM2010, 153 in MM2005) 129. The Wrong Way- The Right Way- (242 in MM2010, 157 in MM2005) 130. It's Not Over Yet! (243 in MM2010, 177 in MM2005) 131. The Final Frontier (244 in MM2010, 158 in MM2005) 132. The Arrival - Dyn Dan Style (246 in MM2010, 128 in MM2005) 133. Among the Branches (247 in MM2010, 129 in MM2005) 134. You've Gone the Wrong Way! (248 in MM2010, 159 in MM2005) 135. It's Not Over Yet! (wrong way) (249 in MM2010, 178 in MM2005) 136. The Final Frontier (250 in MM2010, 160 in MM2005) 137. The Arrival - Dyn Dan Style (252 in MM2010, 174 in MM2005) 138. Among the Branches (253 in MM2010, 175 in MM2005) 139. Shit! This Is the Wrong Ending! (255 in MM2010, 176 in MM2005) B. Rooms which appear only in "JSW: The 2010 Megamix" 001. Steal the Software! (015) 002. Zaphod Says: DON'T PANIC (069) 003. Impassable? Impossible! (070) 004. Buried Treasure >>>>>> (071) 005. The Meteor Storm (072) 006. The Final Barrier (073) 007. I Look at Clouds from Both Sides (095) 008. Entrance to the Vault (119) 009. Highly Problematic Side Corridor (122) 010. Teleporter Module: Landing Pads (132) 011. Teleporter Module: Control Room (134) 012. TP Module: Access Corridor (135) 013. TP Module: Liquid Fuel Tank (136) 014. TP to the Land of Great Hardship (137) 015. Jet Set Scribbler (141) 016. Scribbler Willy (142) 017. A Visit to "JSW: Mind Control" (143) 018. The Land of Great Hardship (144) 019. Astral Attack (145) 020. A Hell of a Hill (146) 021. The Killer Birds! (147) 022. Another Avian Assassin (148) 023. Seductively Scary Staircase I (149) 024. Seductively Scary Staircase II (150) 025. Return Teleporter (151) 026. The Broadian Rope Trick (152) 027. MiniMaze: A Study in Disjunction (153) 028. Fallout Shelter (154) 029. The Amazing Macaroni Twins (155) 030. One Dumb Waiter & Two Daft Lifts (156) 031. Extended Belfry West (157) 032. Extended Belfry East (158) 033. The Little Room (159) 034. The Inlet (160) 035. A Drain Full of Pain (161) 036. Another Nasty Passageway (162) 037. Brick Road to Brick-Hard Rooms (163) 038. The Seemingly Unfair Holt Road (164) 039. Mega Hill Goes for the Kill (165) 040. The Downstairs Nightmare (166) 041. Ethel the Aardvark (167) 042. Megaron: Making You Jumpy, Dear? (168) 043. Much-Depleted Butler's Pantry (169) 044. The Dragon User's Infernal Bonus (170) 045. The BBC Wine Cellar Gone Berserk (171) 046. Warm-up Before the Stunts (172) 047. Stunt No. 2: Piles of Spikes (173) 048. Stunt No. 1: Rings of Fire (174) 049. Dumbbells in Distress (175) 050. Mr Cheops Would Have Loved This! (176) 051. Camel Trophy (177) 052. Homo erectus (178) 053. The Rogues' Gallery (179) 054. Craftily Created Creepy Crypt (180) 055. Semi-automatic Beheading System (181) 056. Where the Money Bags Used to Be (182) 057. The Infamous Garden of Doom (183) 058. U-Turn with a Twist (184) 059. Gearing Up for Going Down (185) 060. So Where's That Rat Gone? (186) 061. Frustratingly Frenetic Forest (187) 062. Hellish Speedway (188) 063. An 'arrowing Burial in a Burrow (189) 064. The Dragon User's Sorry End (190) 065. Eerily Familiar.. Plinth, Is It? (191) 066. Edge of Elsewhere (192) 067. Willy's Oversized Bird Bath (193) 068. Maria's Pillage Bay (194) 069. Treacherous Cavern (195) 070. Rocket Room (196) 071. In the Outer Space (197) 072. Landing on Planet Reehmah (198) 073. The Jungle of Planet Reehmah (199) 074. The Upper Parts of the Jungle (200) 075. The Crossroads (201) 076. Outskirts of the Jungle (202) 077. In China She'd Be a Taikonaut! (203) 078. You're Going to Alcatraz, Be (204) 079. Sure to Wear Some Flowers in... (205) 080. The Second Escape from Alcatraz (206) 081. Willy on the Run (207) 082. Four Friendly Flyers (208) 083. Cloud Ninety-Nine (210) 084. Extended Belfry Tower (211) 085. Problem Roping? Use Some Doping! (212) 086. Another Leafy Glade in the Sky (213) 087. Triumph of the Thrill (214) 088. The Thrill of Triumph (215) 089. Return to Lórien? (216) 090. A Mysterious Villa (217) 091. Inside the Villa (218) 092. Bizarre Backdoor Beach (219) 093. Birdland (220) 094. Aberrant Airlock (Exit to Space) (221) 095. Defective Suborbital Catwalk (222) 096. Jet Set Willy's 25th Birthday (223) 097. Teleporter to the Final Run (224) 098. Willy's Anticipated Acceleration (225) 099. Drama in Colour: GuardianTable 1 (226) 100. Sendy's Famous Parabolic Version (227) 101. Perverse Fun of the Final Run (228) 102. Drama in Colour: GuardianTable 2 (229) 103. Sendy's Breathing Void (230) 104. Daring Erring with Arrows (231) 105. Drama in Colour: GuardianTable 3 (232) 106. Sendy's Red Ramp Romp Room (233) 107. Nodes of Yesod...? Or Jetpac? (234) 108. Drama in Colour: GuardianTable 4 (235) 109. Sendy's Windswept (236) 110. Trapped by the Ropes? (237) 111. The Rightward Race Goes Diagonal (238) 112. Sendy's Leafy Lane Revisited (239) 113. Recurring Rope Restlessness (240) 114. The Most Fateful of All Choices (241) 115. It's Over! TP Back to the House (245) 116. It's Over! TP Back (wrong way) (251) 117. Branches You Don't Want to See (254) C. Rooms which appear only in "JSW: The 2005 Megamix" 001. Steal the software! (031) 002. Entrance to the Secret Passage (102) 003. Entrance to the Timeporter (108) 004. The Backward Timeporter - 2005 (109) 005. The Backward Timeporter - 2004 (110) 006. The Backward Timeporter - 2003 (111) 007. The Backward Timeporter - 2002 (112) 008. The Backward Timeporter - 2001 (113) 009. The Backward Timeporter - 2000 (114) 010. The Backward Timeporter - 1999 (115) 011. The Backward Timeporter - 1998 (116) 012. The Backward Timeporter - 1997 (117) 013. The Backward Timeporter - 1996 (118) 014. Entrance to the other Timeporter (126) 015. Woodhouse, Sheffield (127) 016. The Forward Timeporter - 1996 (133) 017. The Forward Timeporter - 1997 (134) 018. The Forward Timeporter - 1998 (135) 019. The Forward Timeporter - 1999 (136) 020. The Forward Timeporter - 2000 (137) 021. The Forward Timeporter - 2001 (138) 022. The Forward Timeporter - 2002 (139) 023. The Forward Timeporter - 2003 (140) 024. The Forward Timeporter - 2004 (141) 025. The Forward Timeporter - 2005 (142) 026. Lose a life, jump, save the game (148) 027. Sir Clive, we've got a problem! (149) 028. Exit from the Timeporter (155) 029. TP Exit to Space-time Crossroads (156) 030. Woodhouse, Sheffield (wrong way) (161) 031. Entrance to TP (the wrong way) (162) 032. The Forward TP 1996 (wrong way) (163) 033. The Forward TP 1997 (wrong way) (164) 034. The Forward TP 1998 (wrong way) (165) 035. The Forward TP 1999 (wrong way) (166) 036. The Forward TP 2000 (wrong way) (167) 037. The Forward TP 2001 (wrong way) (168) 038. The Forward TP 2002 (wrong way) (169) 039. The Forward TP 2003 (wrong way) (170) 040. The Forward TP 2004 (wrong way) (171) 041. The Forward TP 2005 (wrong way) (172) 042. Exit from the TP (the wrong way) (173) 043. Try again! (179) 044. Try again! (going the wrong way) (180) ---------------------------------------------------------------------- IX. Acknowledgements and credits As you can see from the history of the creation of the game presented in point IV above, I have used a significant amount of work by other people. I want to make sure that proper credit is given to each and every one of the authors, and that no portion of anybody else's work is presented as my own. Therefore, I have decided to give credit twice: first by category (game engine, music, loading and title screens, rooms, sprites, quirky features and design patterns and title) and then in the individual room descriptions. A. GAME ENGINE AND EDITOR "JSW: The 2010 Megamix" uses John Elliott's JSW128 game engine (Hacklevel 9), and it was designed using his excellent JSW Editor (version 2.2.3 in the "JSW: The 2005 Megamix" stage and version 2.2.9 mainly in "JSW: The 2010 Megamix" stage, plus version 2.3.2 for some specific tasks). As a starting point for "JSW: The 2005 Megamix" I used John's "Jet Set Willy 128k" version 0.04 Hacklevel 7, a game featuring the rooms from the original "Jet Set Willy" and from Richard Hallas's "Join the Jet-Set!" plus several new rooms. The game was immediately upgraded to Hacklevel 9, since JSWED does it automatically once an older Hacklevel game has been loaded. B. MUSIC There are four tunes in "JSW: The 2010 Megamix": - The title-screen tune is "Danza" by the band SKY, programmed by Ian Collier; - The in-game tune is ""Fifteen Men on the Dead Man's Chest", programmed by John Elliott; - The cheat-mode tune is the regular JSW128 cheat-mode tune programmed by John Elliott; - The final-screen tune is Ludwig van Beethoven's "Moonlight Sonata" - the regular JSW48 title-screen tune, programmed by Matthew Smith. C. LOADING AND TITLE SCREENS The loading screen was designed by Daniel Gromann, using Jonathan Needle's Spectaculator 7.01, HyperSnap-DX 6.83, Adobe Photoshop 7.0 and Leszek Chmielewski's BMP2SCR 2.11. The title screen was designed by Daniel Gromann using a general idea and graphic elements provided by Zoran Miladinov. D.ROOMS Following is the list of the rooms by authors, compiled in the order of their quantitative contribution to the game. I strove to preserve rooms which come from other versions or variants of JSW or other authors' unfinished projects in their original form. However, in many cases small modifications had to be introduced in order to accommodate the rooms into the new game. Technical numbers of the rooms are given in brackets after the room names. 1. 166 rooms designed or redesigned by Daniel Gromann (myself) A. 114 rooms designed by Daniel Gromann My rooms in "JSW: The 2010 Megamix" use a lot of graphic elements and design patterns from games by other authors (and my other games). Please see the comprehensive room descriptions below for credits and other details. My rooms are: 001. Return Teleporter Won't Work!!! (013) 002. Steal the Software! (015) 003. DON'T Go Down!!! (028) 004. I Told You Not to Go Down... (029) 005. ... The Eurotunnel's on Fire!!! (030) 006. The Arrival - Dyn Dan Style (033) 007. First Landing (034) 008. Second Landing (035) 009. Left-To Work Right-To Have Fun (036) 010. The Bar (038) 011. Nearer, My Emulator, to Thee... (041) 012. Entrance to the Gaming Room (042) 013. Sheer Bliss: The Gaming Room! (043) 014. Below the Ludicrous Room (055) 015. Snatch the Disk and Get Out! (056) 016. The Well-Illuminated Inner Alley (058) 017. The Lair of the Diagonal Monster (059) 018. Impassable? Impossible! (070) 019. The Forgotten Top-Secret Passage (074) 020. Below the Bathroom (075) 021. Entrance to the Sewer (076) 022. The Reservoir (078) 023. A Mysterious Cavern (080) 024. Towards the Cave (083) 025. Under the Cave Mouth (086) 026. Road to the Inaccessible Castle (091) 027. A Glimpse of the Castle (093) 028. A Secret Passage in the Clouds (094) 029. I Look at Clouds from Both Sides (095) 030. Above the Quirky Stairway (097) 031. I'm Getting desufnoC (100) 032. Entrance to the CGA Rooms (102) 033. Another MegaTree? (105) 034. Ropeway to the Observatory (106) 035. The Quirky Stairway (108) 036. Down-Transport Right-Research (109) 037. Above the Reactor Plant (112) 038. Entrance to the Vault (119) 039. The Deepest Dungeon (121) 040. Highly Problematic Side Corridor (122) 041. Transportation Module Entrance (125) 042. Below Mysterious Launching Pad 1 (126) 043. Mysterious Launching Pad No. 1 (127) 044. Below Mysterious Launching Pad 2 (128) 045. Mysterious Launching Pad No. 2 (129) 046. Below Mysterious Launching Pad 3 (130) 047. Mysterious Launching Pad No. 3 (131) 048. Teleporter Module: Landing Pads (132) 049. Teleporter to 1996 Speccy Scene (133) 050. Teleporter Module: Control Room (134) 051. TP Module: Access Corridor (135) 052. TP Module: Liquid Fuel Tank (136) 053. TP to the Land of Great Hardship (137) 054. Among the Branches (138) 055. In the Freezer!!! (139) 056. Behind the Pub (140) 057. Jet Set Scribbler (141) 058. Scribbler Willy (142) 059. Seductively Scary Staircase I (149) 060. Seductively Scary Staircase II (150) 061. Return Teleporter (151) 062. MiniMaze: A Study in Disjunction (153) 063. The Amazing Macaroni Twins (155) 064. One Dumb Waiter & Two Daft Lifts (156) 065. Warm-up Before the Stunts (172) 066. Stunt No. 2: Piles of Spikes (173) 067. Stunt No. 1: Rings of Fire (174) 068. Homo erectus (178) 069. The Rogues' Gallery (179) 070. U-Turn with a Twist (184) 071. Edge of Elsewhere (192) 072. Landing on Planet Reehmah (198) 073. The Upper Parts of the Jungle (200) 074. Outskirts of the Jungle (202) 075. Willy on the Run (207) 076. Four Friendly Flyers (208) 077. The Cagelike Catwalk (209) 078. Extended Belfry Tower (211) 079. Problem Roping? Use Some Doping! (212) 080. Another Leafy Glade in the Sky (213) 081. Triumph of the Thrill (214) 082. The Thrill of Triumph (215) 083. Return to Lórien? (216) 084. Inside the Villa (218) 085. Birdland (220) 086. Aberrant Airlock (Exit to Space) (221) 087. Defective Suborbital Catwalk (222) 088. Jet Set Willy's 25th Birthday (223) 089. Teleporter to the Final Run (224) 090. Drama in Colour: GuardianTable 1 (226) 091. Perverse Fun of the Final Run (228) 092. Drama in Colour: GuardianTable 2 (229) 093. Daring Erring with Arrows (231) 094. Drama in Colour: GuardianTable 3 (232) 095. Nodes of Yesod...? Or Jetpac? (234) 096. Drama in Colour: GuardianTable 4 (235) 097. Trapped by the Ropes? (237) 098. The Rightward Race Goes Diagonal (238) 099. Recurring Rope Restlessness (240) 100. The Most Fateful of All Choices (241) 101. The Wrong Way- The Right Way- (242) 102. It's Not Over Yet! (243) 103. The Final Frontier (244) 104. It's Over! TP Back to the House (245) 105. The Arrival - Dyn Dan Style (246) 106. Among the Branches (247) 107. You've Gone the Wrong Way! (248) 108. It's Not Over Yet! (wrong way) (249) 109. The Final Frontier (250) 110. It's Over! TP Back (wrong way) (251) 111. The Arrival - Dyn Dan Style (252) 112. Among the Branches (253) 113. Branches You Don't Want to See (254) 114. Shit! This Is the Wrong Ending! (255) B. 52 rooms redesigned by Daniel Gromann These include: a) 37 remakes of rooms from JSW II for the BBC Micro, by Chris Robson, ported to the ZX Spectrum by John Elliott John Elliott's file was uploaded to the Files section of the Yahoo! JSW/MM Group on 6 February 2006 and can still be found there, under the name "bbcjsw.zip", described as "JSW64:BBC (Java installer)". Andrew Broad explains in his list of MM/JSW games, concerning "JSW64:BBC": "The latest beta-revision is Version 0.01 Hacklevel 12 (6th February 2006 revision) - available from the Files section of the Manic Miner and Jet Set Willy Yahoo! Group. It needs support for lifts, Rocket Room and special-case code before it can be gamma-released, '(and there's still BBC Disk-JSW2, which doesn't have the same map as Spectrum/CPC JSW2)' (20th February 2006)". For "JSW: The 2010 Megamix" I chose rooms which seemed interesting enough, discarding many rooms from the BBC version which I did not think worth including. However, later on I decided that even those rooms which I had included needed further modification, and so I redesigned most of them very significantly, some almost beyond recognition, creating advanced and typically very difficult rooms. Which may be as well, since one day John Elliott may gamma-release his port of the BBC Micro version as JSW64, so with my rooms modified there will be no overlapping of the same rooms in gamma-released JSW games. 001. The Land of Great Hardship (144) 002. Astral Attack (145) 003. A Hell of a Hill (146) 004. The Killer Birds! (147) 005. Another Avian Assassin (148) 006. The Broadian Rope Trick (152) 007. Fallout Shelter (154) 008. Extended Belfry West (157) 009. Extended Belfry East (158) 010. The Inlet (160) 011. A Drain Full of Pain (161) 012. Another Nasty Passageway (162) 013. Brick Road to Brick-Hard Rooms (163) 014. The Seemingly Unfair Holt Road (164) 015. Mega Hill Goes for the Kill (165) 016. The Downstairs Nightmare (166) 007. Ethel the Aardvark (167) 018. Megaron: Making You Jumpy, Dear? (168) 019. Much-Depleted Butler's Pantry (169) 020. The BBC Wine Cellar Gone Berserk (171) 021. Dumbbells in Distress (175) 022. Mr Cheops Would Have Loved This! (176) 023. Camel Trophy (177) 024. Craftily Created Creepy Crypt (180) 025. Semi-automatic Beheading System (181) 026. Where the Money Bags Used to Be (182) 027. The Infamous Garden of Doom (183) 028. Gearing Up for Going Down (185) 029. So Where's That Rat Gone? (186) 030. Frustratingly Frenetic Forest (187) 031. Hellish Speedway (188) 032. Willy's Oversized Bird Bath (193) 033. Maria's Pillage Bay (194) 034. Rocket Room (196) 035. In China She'd Be a Taikonaut! (203) 036. You're Going to Alcatraz, Be (204) 037. Sure to Wear Some Flowers in... (205) Most of the above rooms have been redesigned very significantly. Only "Rocket Room" preserves its original shape (as much as possible in the JSW128 rather than JSW64 game engine). b) 7 remakes of rooms from "JSW IV: Willy's New Hat" 001. An 'arrowing Burial in a Burrow (189) 002. Treacherous Cavern (195) 003. In the Outer Space (197) 004. The Jungle of Planet Reehmah (199) 005. The Crossroads (201) 006. The Second Escape from Alcatraz (206) 007. Cloud Ninety-Nine (210) c) 2 remakes of Dave Nichols's room "April Showers" 001. Singin' in the April Rain (089) 002. April Showers - Still Raining (090) d) 2 remakes of Richard Hallas's rooms from "Join the Jet-Set!" 001. In the Hall of the Drain Monster (063) 002. Eerily Familiar.. Plinth, Is It? (191) e) 2 remakes of rooms by Roy Coates from MM for the Dragon 32 ported to the ZX Spectrum by John Elliott 001. The Dragon User's Infernal Bonus (170) 002. The Dragon User's Sorry End (190) f) 2 remakes of Mark Jeffries's rooms from "JSW: Spectrum Computing" 001. A Mysterious Villa (217) 002. Bizarre Backdoor Beach (219) 2. 49 rooms designed by Paul Equinox Collins They come from an unfinished project called "JSW '96 Remix", by Paul Equinox Collins, formerly known as Paul Howard and also as "Equinox Tetrachloride" (http://equ.in/ox/). Paul says on his website (http://equ.in/ox/spectrum/jsw/): "Back in 1996, I started work on a JSW game called Jet Set Willy: The '96 Remix, based on the remaining Spectrum scene — magazines, demo groups, etc. — of that time. I never finished the project, and some of the game data was lost when the floppy disk got corrupted. However, a demo version I had sent to a friend got leaked onto the Internet, and Daniel Gromann eventually incorporated its 48 rooms and handful of sprites into a larger game of his own: Jet Set Willy: The 2005 Megamix." Andrew Broad adds in his list of MM/JSW games, concerning "JSW '96 Remix", that "it was meant to encompass everyone on the Spectrum scene in 1996. Unfortunately, his [P. E. Collins's] source disk became corrupted and he never finished it. Sadly, he has no interest in finishing it. Luckily, however, he had sent Carl Murray a beta copy about a fortnight before". Andrew made this version available for download and thanked Carl for sending him the snapshot and Paul for his permission to distribute it. He also quoted C. Murray as saying: "I know for a fact Paul would not object to any of his work being reused, provided he was credited" - which is why I decided to use this material in the first place. Around the time I was finishing "JSW: The 2005 Megamix", I managed to get in touch with Paul E. Collins; he expressed his interest in the new game and said, among other things, "it's good that JSW 96 will be used somewhere". Most of the rooms in "JSW'96 Remix" have no guardians (there are some exceptions, please see the comprehensive room descriptions below), so I added them. The rooms designed by Paul E. Collins are: 001. Woodhouse, Sheffield (000) 002. Alchemist Research HQ (001) 003. The AlchNews Writers (002) 004. The Chic Computer Group (003) 005. Above the Chic Computer Group (004) 006. Miles Kinloch's Flat (005) 007. The Rooftop Chase (006) 008. Impact PD Duplication Plant (007) 009. The Apple Factory (008) 010. Extacy-3 United Minds (009) 011. Carl & Mike, the Emulator Users! (010) 012. Spectrum UK: Keep the Faith! (011) 013. The Least Lazy Speccy Demo Group (012) 014. Rip-off PD, B----n, R---y (014) 015. speccy_games@emulator.com (016) 016. <<<< Europe Sheffield >>>> (017) 017. La lettre du Spectrumaniac,Paris (018) 018. The Eiffel Tower (019) 019. Aaargh! Format's SAM Coupé Fair! (020) 020. The International ZX81 Group! (021) 021. Womo PD, Deutschland (022) 022. Busy Soft, Czechoslovakia (023) 023. Chezron Software (024) 024. << Quedgeley Turn Back NOW! (025) 025. Alchemist Research Continental (026) 026. Entrance to the Eurotunnel (027) 027. No! Not the USR 0 Lines! (031) 028. No! Not the USR 0 Lines! (032) 029. Dave's Hardcore Room (037) 030. In the Fridge! (049) 031. An Indoor Car Boot Sale? (050) 032. The All-New Swimming Pool (051) 033. The Ludicrous Room (054) 034. My Bathroom (057) 035. Down at The Fountain (060) 036. Willy's Swing (062) 037. Dr. Who Will Never Believe This! (064) 038. Space Invaders! (065) 039. Aaiiieeeeee!! (066) 040. Invasion of the Daleks! (067) 041. Inside the Tardis (068) 042. The Plumbing (077) 043. The Sewer (079) 044. Light at the End of the Tunnel? (081) 045. The Back Way into... (087) 046. Tricky Visible Platforms (096) 047. The Unusual Room (098) 048. mooR gnisufnoC rehtaR A (101) 049. Dungeon (118) 3. 12 rooms designed by Roy Coates, from JSW for the Dragon 32 ported to the ZX Spectrum by John Elliott The Dragon 32 version of JSW has 75 rooms, compared to the 60 of the Spectrum version. As Andrew Broad explains in his list of MM/JSW games: "JSW64:Dragon is John Elliott's backport of the Dragon 32 conversions of Manic Miner [Roy Coates, Software Projects, 1984] and Jet Set Willy [Roy Coates, Software Projects, 1985]. The only gamma-released revision is Version 0.04 Hacklevel 12." "JSW64: Dragon" was gamma-released in 2006. Renditions of 12 of the extra rooms from the Dragon 32 version are included in "JSW: The 2010 Megamix". Three extra rooms were left out, because I did not feel they were worth including ("MATTHEWS NEXT GAME" [060], "AT THE TOP OF THE WELL" [065] and "JIMS NASIUM" [068]). In "JSW: The 2005 Megamix" I tried to reproduce the rooms as faithfully as possible in relation to the original, but I was unable to include some features (such as the trampoline blocks) due to the limitations of the JSW128 game engine (as compared to the JSW64 game engine used by John). I generally preserved the guardians as I saw them in John's adaptation in the JSW Editor, but I gave them various colours, and I slowed some of them down. I also changed the colour of the Earth and Water cells in some rooms (in relation to the universal blue and green seen in the editor - of course the game is black and white on the real Dragon 32), but not their graphical design. I added guardians to "The Old Mine Workings", "The Pub" and "The Smugglers' Cave" and I redesigned one room ("The Drain") almost completely. I also introduced some minor modifications in the other rooms in order to fit them into the layout of "JSW: The 2005 Megamix". While working on "JSW: The 2010 Megamix" I acted more boldly and modified most of these rooms still further to make them more visually attractive and more interesting to play. The rooms from the Dragon 32 version are: 001. The Guest Room (044) 002. The Games Room (045) 003. Hall of Mirrors (046) 004. The Tribble Hutch (047) 005. The Pub (048) 006. The Drain (061) 007. In the Well (082) 008. The Garden (099) 009. The Observatory (107) 010. The Old Mine Workings (116) 011. Secret Passage (123) 012. The Smugglers' Cave (124) 4. 7 rooms designed by Sendy (Alex Cornhill): Most of these rooms come from "strangel" and have been modified to various degrees for the purpose of including them in "JSW: The 2010 Megamix". Please see the comprehensive room descriptions below for details. 001. A Visit to "JSW: Mind Control" (143) 002. Willy's Anticipated Acceleration (225) 003. Sendy's Famous Parabolic Version (227) 004. Sendy's Breathing Void (230) 005. Sendy's Red Ramp Romp Room (233) 006. Sendy's Windswept (236) 007. Sendy's Leafy Lane Revisited (239) 5. 6 rooms designed by Rob Moseley They come from the unfinished "JSW Remix" which Rob Moseley started back in 1999. Being unsure if or when he would finish the game, he offered it to Andrew Broad as a download. Andrew converted the .sp file to an .sna file in November 2002, and made it available on his website. He says that Rob has said anyone is free to add to it - which is why I decided to use it in a game being a compilation of various people's unfinished, but nonetheless excellent efforts. Rob Moseley's rooms are basically presented in "JSW: The 2010 Megamix" in their original shape, some with very small modifications. 001. The Laboratory (110) 002. The Reactor Plant (111) 003. The Reactor Core (113) 004. Entrance to the Seal Chamber (114) 005. The Seal Chamber (115) 006. The Basement (117) 6. 4 rooms designed by Ian Collier They come from Ian's JSW hack, "a Z80-version with megatrainer". It seems that this hack is also known as "The Gaping Pit". See http://jswremakes.emuunlim.com/Authors/Smith/jsw.htm, but remember that the information about the authorship given there is inaccurate - the author of this version of JSW is Ian Collier, while Russ Juckes merely hosts "The Gaping Pit" on his Quirkafleeg page (www.russandem.co.uk/quirk/). 001. Behind the Bar (039) 002. Where the Chapel Should Be (040) 003. The Room Without a Name (052) 004. The Playroom (053) 7. 2 rooms designed by Greg Heslington using DefRoom for the Spectrum by J.G. Harston 001. The Cave Mouth (084) 002. The Cave (085) These rooms were created by Greg Heslington back in 1985 with J.G. Harston's JSW room editor. I added the guardians and modified both rooms slightly. J.G. Harston has extended the JSW48 game engine to allow up to 72 rooms, and has released an enhanced version of "Jet Set Willy" (www.mdfsnet.f9.co.uk/Software/JSW/) which includes, among other novelties, "The Cave Mouth" and "The Cave", plus an unnamed room (61) leading to "The Cave Mouth", which I developed and called "Towards the Cave" (083). 8. 2 rooms designed by John Elliott 001. The CGA Room (103) 002. The Other CGA Room (104) "The CGA Room" first appeared in Version 0.03 Hacklevel 6 of "Jet Set Willy 128k" back in 1998, and "The other CGA Room" in Version 0.04 Hacklevel 7 in 2000. 9. 2 rooms from "JSW Editor MkII" (Softricks, 1984) 001. The Moat (092) 002. The Vault (120) I added guardians in "The Vault", and one guardian in "The Moat", and I made the walls of the castle in "The Moat" impossible to pass through, thus setting the limit of the playing field. Unfortunately, I do not know who to credit personally for the Softricks editor and these two fine rooms. 10. 2 rooms from the Atari ST version of JSW, written by Paul Taylor and Carl Whitwell in 1989, but never released by Software Projects, adapted from John Elliott's conversion to the Spectrum format 001. Zaphod Says: DON'T PANIC (069) 002. Buried Treasure >>>>>> (071) John's file was uploaded to the Files section of the Yahoo! JSW/MM Group on 18 December 2005 and can still be found there, under the name "jsw_st.zip", described as "Spectrum JSW with the Atari ST rooms, items and sprites". 11. 2 rooms by D. J. Coathupe, from the BBC Micro version of "Manic Miner", adapted from John Elliott's conversion to the Spectrum format 001. The Meteor Storm (072) 002. The Final Barrier (073) John's file was uploaded to the Files section of the Yahoo! JSW/MM Group on 6 February 2006 and can still be found there, under the name "bbcjsw.zip", described as "JSW64:BBC (Java installer)". Andrew Broad explains in his list of MM/JSW games, concerning "JSW64:BBC": "The latest beta-revision is Version 0.01 Hacklevel 12 (6th February 2006 revision) - available from the Files section of the Manic Miner and Jet Set Willy Yahoo! Group. It needs support for lifts, Rocket Room and special-case code before it can be gamma-released, '(and there's still BBC Disk-JSW2, which doesn't have the same map as Spectrum/CPC JSW2)' (20th February 2006)". 12. 1 room from R. D. Foord's slightly edited version of JSW, with some modifications. 001. The Little Room (159) Andrew Broad explains in his list of MM/JSW games: "The R.D. Foord Software variant of Jet Set Willy from 1985 is a 3-room test for their Jet Set Willy Room Designer: 'The staircase.' [28], 'The little room.' [33] and 'Top staircase.' [34] - Rooms 28 and 34 are early revisions of their counterparts in Dr. Jet Set Willy. Thanks to Steve Brown for acquiring the R.D. Foord Software tapes and transferring them to emulator-format!" 13. 1 room designed by Dave Nichols 001. April Showers (088) It is the room "April Showers", which first appeared as Room 47 in "Jet Set Willy: April the 1st Edition" (http://jswremakes.emuunlim.com/Authors/Smith/jsw.htm). "Your Spectrum" (Issue 18, April 1984) published it and ran a competition to find it (it was above "The Beach"). Russ Juckes (www.russandem.co.uk/) and Darren Salt (www.youmustbejoking.demon.co.uk/) cleaned up the "April Showers" version of JSW in 1999, removing infinite lives and adding the official Software Projects pokes to produce the purified "Storm Warning Mix" (http://jswremakes.emuunlim.com/Authors/Smith/jsw.htm). E. SPRITES E1 General overview There are several groups of guardian sprites in "JSW: The 2010 Megamix": 1. Sprites designed by Matthew Smith which appear in the original MM. 2. Sprites designed by Matthew Smith which appear in the original JSW. It is not necessary to enumerate sprites from the above two groups here, since anybody interested in the subject should recognise them instantly. Thanks for those timeless classics, Matthew! 3. Matthew Smith's sprites modified by Darren McCowan These come from Darren's "JSW (Sunday Afternoon Graphical Remix)" (www.worldofspectrum.org/zxspecticle/_private/jetsetremix.zip), which Andrew Broad describes on his website as follows: "[It] plays almost identically to the original JSW, but with modified colours and some very good new graphics". Andrew quotes Darren as saying: "If people would like to use the graphics then that would be fine as long as they don't try and pass them off as their own work." I liked Darren's modified versions of the original sprites a lot and I thought they gave a nice new feel to JSW. So I decided to use them in "JSW: The 2005 Megamix", and of course they stayed on into "JSW: The 2010 Megamix". I think that it is not necessary to describe all of them one by one, as you will certainly identify most of them accurately. The general definition would be: any sprite that reminds you of one from the original JSW, but seems to be (in fact: is) slightly different. There are a couple of sprites, though, that might be more difficult to identify, and they are Darren McCowan's work, too. These are: - the goose, seen for example in "The Cave Mouth" (084); - the green vertical guardian seen for example on the right-hand side of "Left-To Work Right-To Have Fun" (036); - the green vertical guardian seen on the right-hand side of "My Bathroom" (057); - the green vertical guardian above the conveyor in "The Dragon User's Sorry End" (190). Willy's sprite and Maria's sprite were also modified by Darren McCowan. In some rooms you can see the original sprite by Matthew Smith and the modified sprite by Darren McCowan side by side, e.g. in: "The Old Mine Workings" (116), "The Garden" (099) and "The Deepest Dungeon" (121). 4. Sprites designed by Derrick P. Rowson which appear in JSW II. It is not necessary to enumerate them here, since JSW fans should recognise them easily. 5. Sprites designed by other authors a) Several sprites designed by Daniel Gromann (myself) These are: - the vertical insect, seen for example in "First Landing" (034); - the loudspeaker, seen for example on the right-hand side of "speccy_games@emulator.com" (016); - the revolving tube on wheels, developed from the upper part of Macaroni Ted, seen for example in "Below the Ludicrous Room" (055); - the computer, with the monitor on the table and the CPU below it, seen for example in "The Chic Computer Club" (003); - the chair, first empty, then with Willy sitting on it after you have completed the game, obviously featured in "Sheer Bliss: The Gaming Room!" (043), also in "Homo erectus" (178); - several technical sprites such as the construction parts and the propeller of the zeppelin on the opening screen, etc. b) Five sprites designed by Richard Hallas Four of them come from "Join the Jet-Set!": - the sun (e.g. in "The Cagelike Catwalk" [209]); - the fish (e.g. in "Light at the End of the Tunnel?" [081]); - the waggling joystick (e.g. in "The Least Lazy Speccy Demo Group" [012]); - the TV set (e.g. in "La lettre du Spectrumaniac,Paris" [018]). One sprite comes from "Jet Set Willy In Space". It is the sausage, seen for example on the left-hand side of "In the Fridge!" (049). c) Three sprites designed by Paul Equinox Collins As mentioned above, the rooms in "JSW '96 Remix" are almost entirely devoid of guardians. There are some exceptions, though, and these include three new sprites designed by Paul, namely: - the vertically moving cassette, seen for example in "Carl & Mike, the Emulator Users!" (010); - the head, seen for example in "The Eiffel Tower" (019); - the triangular-square-circular vertical guardian, which dominates the room "Aaiiieeeeee!!" (066). I have introduced unchanging variations of this guardian in some rooms, e.g. as a triangle and a ball in "Inside the Tardis" (068). d) Two sprites designed by Michael Blanke and Arno Gitz These come from the game "Jet Set Willy III", published by MBG/APG Software in 1985, and they are: - the revolving drill, seen for example in "The Lair of the Diagonal Monster" (059); - the skull, seen for example in "Tricky Visible Platforms" (096). I have modified the skull sprite slightly. e) Two sprites designed by Roy Coates These come from MM for the Dragon 32 ported to the ZX Spectrum by John Elliott, and they are: - the umbrella, seen for example in "The Games Room" (045); - the tribble, seen for example in "The Tribble Hutch" (047). f) Two sprites designed by Steve Marsden and David Cooke These come from the game "Technician Ted", published by Hewson Consultants in 1984, and they are: - the bicycle, seen for example in "MiniMaze: A Study in Disjunction" (153); - the bottle, seen for example in "Return Teleporter" (151). g) One sprite designed by Adam Britton It is the Dalek sprite from the games "The Deadly Mission", "Willy's Holiday" and "The Continuing Adventures". It can be seen for example in the room "Invasion of the Daleks!" (067). h) One sprite designed by Greg Heslington using DefSprite for the Spectrum by J.G. Harston It is the Slinky, the horizontally moving guardian seen for example in the central part of "The Well-Illuminated Inner Alley" (058). I have copied it from J.G. Harston's enhanced version of JSW. i) One sprite designed by Martyn Brown and Andy Bigos, from the game "Henry's Hoard", published by Alternative Software Ltd. in 1985. It is the horizontally flying bird seen for example in the room "Another MegaTree?" (105). j) One sprite designed by Sendy (Alex Cornhill) It is the wincing face seen for example in the room "U-Turn with a Twist" (184). k) One sprite designed by Andrew Broad It is the ski runner seen for example in the room "Return to Lórien?” (216). l) There are also three sprites whose origin I could not determine at the time of writing this document. These are: the rotating circle seen for example in "The Downstairs Nightmare" (166 - also on the loading screen), the static tree seen for example in "The Dragon User's Infernal Bonus" (170) and the static rocky outcrop seen for example to the right of the pyramid in "Mr Cheops Would Have Loved This!" (176). E2 Detailed credits The most precise way to give credit for each individual sprite is to do it pointing to the place where it is located in memory. The addresses are visible in JSWED. Following is the full list of sprites in "JSW: The 2010 Megamix" with credits (whenever Darren McCowan is mentioned, it should be remembered that the sprite was designed by Matthew Smith and then only modified by Darren): #9800 - #98FF Aeroplane from MM - by Matthew Smith #9900 - #997F Blinking eye from MM - by Matthew Smith #9980 - #99FF Maria in space from JSW II - by Derrick P. Rowson #9C00 - #9C3F Column from MM - by Matthew Smith #9C40 - #9C5F Foot from JSW - by Matthew Smith #9C60 - #9C7F Barrel from JSW - by Matthew Smith #9C80 - #9CFF Maria - by Darren McCowan #9D00 - #9DFF Willy - by Darren McCowan #9E00 - #9EFF Monster from the Central Cavern of MM - by Matthew Smith #9F00 - #9FFF Ethel the Aardvark from JSW II - by Derrick P. Rowson #A600 - #A63F Chair - by Daniel Gromann #A640 - #A67F Willy sitting on the chair - by Daniel Gromann #A680 - #A69F Lift from JSW II - by Derrick P. Rowson #A6A0 - #A6BF Vertical killer drop from JSW II - by Derrick P. Rowson #A6C0 - #A6DF Decapitating blade from JSW II - by Derrick P. Rowson #A6E0 - #A6FF Vertical element from JSW II - by Derrick P. Rowson #A700 - #A77F Blazing loudspeaker - by Daniel Gromann #A780 - #A7BF Jelly / Vertical shaking tower - by Matthew Smith #A7C0 - #A7FF Desktop computer - by Daniel Gromann #A800 - #A8FF Dalek - by Adam Britton #A900 - #A97F The Sun - by Richard Hallas #A980 - #A9FF Jet-propelled vertical UFO - by Matthew Smith #AA00 - #AAFF Jumping fish - by Richard Hallas #AB00 - #AB7F Revolving flying carpet - by Darren McCowan #AB80 - #ABFF Vertical devil - by Darren McCowan #AC00 - #AC7F Vertical scroll - by Darren McCowan #AC80 - #ACFF Spider web - by Darren McCowan #AD00 - #AD7F Pliers - by Darren McCowan #AD80 - #ADFF Dumbbells - by Darren McCowan #AE00 - #AE7F Egg-whisk / Nutcracker - by Darren McCowan #AE80 - #AEFF Robotic revolving tower - by Darren McCowan #AF00 - #AFFF Goose - by Darren McCowan #B000 - #B03F Head - by Paul Equinox Collins #B040 - #B07F Pac-head - by Darren McCowan #B080 - #B0BF Esmerelda - by Darren McCowan #B0C0 - #B0FF Skull from "Jet Set Willy III"- by Michael Blanke and Arno Gitz, modified slightly by Daniel Gromann #B100 - #B17F Macaroni Ted (lower part) - by Darren McCowan #B180 - #B1FF Macaroni Ted (upper part) - by Matthew Smith #B200 - #B27F Flag - by Matthew Smith #B280 - #B2BF Eugene from MM - by Matthew Smith #B2C0 - #B2FF Tribble from the Dragon 32 version of JSW - by Roy Coates #B300 - #B33F Vertical cassette - by Paul Equinox Collins #B340 - #B37F TV set - by Richard Hallas #B380 - #B3FF Triangular-square-circular vertical guardian - by Paul Equinox Collins #B400 - #B4FF Priest - by Darren McCowan #B500 - #B5FF Saw - by Darren McCowan #B600 - #B6FF Flying pig - by Darren McCowan #B700 - #B73F Chef - by Darren McCowan #B740 - #B77F Jelly / Vertical shaking tower - by Darren McCowan #B780 - #B7BF Vertical guard - by Darren McCowan #B7C0 - #B7FF Vertical guard - by Darren McCowan #B800 - #B8FF Rabbit - by Darren McCowan #B900 - #B97F Revolving razor - by Darren McCowan #B980 - #B9FF Vertical head-monster - by Darren McCowan #BA00 - #BA7F Vertical headlike monster - Darren McCowan #BA80 - #BAFF Revolving drill from "Jet Set Willy III"- by Michael Blanke and Arno Gitz #BB00 - #BB7F Ice cream - by Darren McCowan #BB80 - #BBFF Flower - by Darren McCowan #BC00 - #BCFF Flying bird from JSW - by Matthew Smith #BD00 - #BDFF Walking bird - by Darren McCowan #BE00 - #BE7F Revolving radar tower - by Darren McCowan #BE80 - #BEFF Revolving coin / disc - by Darren McCowan #BF00 - #BF7F Vertical monkey - by Darren McCowan #BF80 - #BFFF Pulsating circle / blob - by Darren McCowan #C900 - #C97F Vertical insect - by Daniel Gromann #C980 - #C9FF Talking head - by Matthew Smith #CA00 - #CA7F Revolving tube on wheels - by Daniel Gromann (developed from the upper part of Macaroni Ted) #CA80 - #CAFF Slinky - by Greg Heslington, designed using DefSprite for the Spectrum by J.G. Harston #CB00 - #CBFF Rabbit - by Matthew Smith #CC00 - #CC7F Sausage - by Richard Hallas #CC80 - #CCFF Flag - by Darren McCowan #CD00 - #CD7F Smiling Moon / orange - by Matthew Smith #CD80 - #CDFF Massive vertical guardian - by Darren McCowan #CE00 - #CE7F Vertical sign from JSW II - by Derrick P. Rowson #CE80 - #CEFF Revolving spiderlike monster from JSW II - by Derrick P. Rowson #CF00 - #CFFF Walking ostrich from MM - by Matthew Smith #D000 - #D0FF Horizontal seal-like monster from MM - Matthew Smith #D100 - #D13F Diagonal construction elements from the zeppelin - by Daniel Gromann #D140 - #D17F Propeller - by Daniel Gromann #D180 - #D1FF Cube with count from 1 to 4 - by Matthew Smith #D200 - #D27F Revolving razor - by Matthew Smith #D280 - #D2FF Vertical monkey - by Matthew Smith #D300 - #D3FF Kangaroo from MM - by Matthew Smith #D400 - #D4FF Penguin from MM - by Matthew Smith #D500 - #D57F Composite monster - by Darren McCowan #D580 - #D5FF Composite monster - by Matthew Smith #D600 - #D67F Revolving coin / disc - by Matthew Smith #D680 - #D6FF Flower - by Matthew Smith #D700 - #D77F Joystick - by Richard Hallas #D780 - #D7FF Revolving radar-like tower on wheels from MM - by Matthew Smith #D800 - #D87F Horizontal robotic chalice-like tower from JSW II - by Derrick P. Rowson #D880 - #D8FF Horizontal hedgehog-like monster from JSW II - - by Derrick P. Rowson #D900 - #D97F Dumbbells - by Matthew Smith #D980 - #D9FF Telephone from MM - by Matthew Smith #DA00 - #DA7F Camel from JSW II - by Derrick P. Rowson #DA80 - #DAFF Vertical bird from JSW II - by Derrick P. Rowson #DB00 - #DB7F Horizontal suitcase from MM - by Matthew Smith #DB80 - #DBFF Horizontal cassette from MM - by Matthew Smith #DC00 - #DCFF Flying pig - by Matthew Smith #DD00 - #DD3F Vertical guard - by Matthew Smith #DD40 - #DD7F Pac-head - by Matthew Smith #DD80 - #DDFF Umbrella from the Dragon 32 version of JSW - by Roy Coates #DE00 - #DEFF Priest - by Matthew Smith #DF00 - #DF7F Rolling stone - by Darren McCowan #DF80 - #DFFF Ghost / Swiss army knife - by Matthew Smith #E800 - #E8FF Piglike butler from JSW II - by Derrick P. Rowson #E900 - #E9FF Disappearing waiter (from JSW II, where it does not disappear) - by Derrick P. Rowson #ED00 - #EDFF Pulsating horizontal ball from JSW II - by Derrick P. Rowson #EE00 - #EEFF Flying bird from "Henry's Hoard" - by Martyn Brown and Andy Bigos #EF00 - #EF7F Rotating horizontal element from JSW II - by Derrick P. Rowson #EF80 - #EFFF Computers from JSW II - by Derrick P. Rowson #F000 - #F07F Rotating circle - origin uncertain #F080 - #F0FF Bell from JSW II - by Derrick P. Rowson #F100 - #F13F Vertical alien from JSW II - by Derrick P. Rowson #F140 - #F17F Self-propelled vertical astronaut from JSW II - by Derrick P. Rowson #F180 - #F1FF Vertical spacecraft from JSW II - by Derrick P. Rowson #F200 - #F27F Wincing face - by Sendy (Alex Cornhill) #F280 - #F2FF Ski runner - by Andrew Broad #F300 - #F37F Hanging person seen from the side from JSW II - by Derrick P. Rowson #F380 - #F39F Static element - Fire cell from the room "Phaser Power" (101) of JSW II - by Derrick P. Rowson #F3A0 - #F3BF Static ball - Item from the room "Photon Tube" (106) of JSW II - by Derrick P. Rowson #F3C0 - #F3FF Construction elements - by Daniel Gromann #F400 - #F47F Defence power generators from JSW II - by Derrick P. Rowson #F480 - #F4FF Software Projects triangle from MM by Software Projects - by Matthew Smith #F500 - #F51F Static technical element - by Daniel Gromann #F520 - #F53F Static flower - Fire cell from the room "Garden" (069) of JSW II - by Derrick P. Rowson #F540 - #F55F Static rocky outcrop - origin uncertain #F560 - #F57F Static tree - origin uncertain #F580 - #F5FF Vertical bottle from "Technician Ted" - by Steve Marsden and David Cooke #F600 - #F6FF Bicycle from "Technician Ted" - by Steve Marsden and David Cooke F. QUIRKY FEATURES AND DESIGN PATTERNS In order to complete the Hard Version of "JSW: The 2010 Megamix", it is necessary to be familiar with the so-called "quirky features" of the game engine. They make it possible to complete tasks which may seem absolutely impossible to someone who is unfamiliar with them and treats JSW as a very traditional platform game. My inspiration for the extensive use of the quirky features and the acute difficulty level in "JSW: The 2010 Megamix" comes mainly from Andrew Broad's JSW games. In fact, I copied a couple of design patterns from one of his games - the upper right-hand side of "A Mysterious Cavern" (080) has been shaped according to the pattern of the room "Of Herbs and Stewed Rabbit" (59) from Andrew's "Jet Set Willy: The Lord of the Rings", and the central part of "The Forgotten Top-Secret Passage" (074) reflects the layout of obstacles in "Shelob's Lair" (23), also from "JSW: LOTR". If you are not familiar with the subject of quirky features, I strongly suggest that you refer to Andrew's document "Quirky Features in MM/JSW" (http://abroad.sqweebs.org/spectrum/mmjsw/features.html) and to the text files accompanying his games. G. TITLE Since the three files which motivated me to start work on a new game have the word "remix" in their names (Paul E. Collins's "JSW '96 Remix", Rob Moseley's "JSW Remix" and Darren McCowan's "JSW (Sunday Afternoon Graphical Remix)"), I naturally wanted to call the new game a "remix" as well. I knew this was not really accurate, since an entirely new game was created, a "remake" rather than a "remix", especially in relation to the original JSW, but I still wanted to use the word, to honour the other authors' effort. After much deliberation, I finally decided to call the game "Jet Set Willy: The 2005 Megamix", which I thought made a nice link to "JSW '96 Remix", and I put the flashing words "Super Jet Set Remix" on the title screen. In the process of choosing the name for the game I received substantial help from Richard Hallas and Adam Britton, for which I am grateful. As explained above in point IV, later on the name of the game evolved as time passed by, and finally it ended up being "JSW: The 2010 Megamix". ---------------------------------------------------------------------- X. Room Descriptions and Credits 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 "JSW (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 "JSW (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 "JSW (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 "JSW IV: 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 "JSW (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 "JSW (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 "JSW IV - 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 "JSW IV: Willy's New Hat", Mark Jeffries's "JSW: 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 "JSW IV: 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 " (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 "JSW IV: 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 (www.sydneyfestival.org.au/2010/Free/Edge-of-Elsewhere-Campbelltown/). 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 "JSW IV: 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 "JSW IV: 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 "JSW IV: 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 "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 "JSW IV: 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 "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 "JSW IV: 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 "JSW IV: 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 "JSW IV: 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 (www.smh.com.au/sport/cricket/triumph-of-the-thrill-20100106-luez.html), 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 "JSW IV: 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 John 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 "JSW IV: 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!"). ---------------------------------------------------------------------- XI. Technical Notes The purpose of this section is to let people interested in the manual hacking of the JSW128 game engine know what I have done in "JSW: The 2010 Megamix" and apply the same tricks (all or some of them), if they wish to, in their own games. Since the current versions of JSWED (2.2.9 and 2.3.3) allow the user to use a Hex editor, all of the addresses and values given below are hexadecimal. The notes which follow are based on the Hard Version. In the Easy Version there are minimal differences due to a slightly different distribution of the title-screen messages (which differ in length in relation to the ones in the Hard Version). Some of the graphic elements on the title screen (the two platforms below the two Willys and the link between them) and on the final screen (the colourful "waves" below the birds) were created with the routine used for printing text messages, located at #9680 - #9690. For this purpose, some of the font characters were moved to different locations in the font table and were substituted with the graphic elements necessary for the title screen and the final screen. Thanks to this trick, strings of characters which were used to print the "text messages" (i.e. the graphic elements) were the same as the colour attributes of the lower one-third of the screen. For example, the data at #9A40 - #9A5F contains the colour attributes for the third row (from the top) of the lower one-third of the screen (i.e. row 19 of the whole screen counting from the top), and at the same time it contains the string of characters which is printed (technically - as if it were a text message) to create the whole length of the link between the two platforms on the title screen on which the two Willys are standing. The hexadecimal value "43" corresponds, for example, both to the character "C" (which in the font table is substituted with a graphic element) and to the colour magenta, so it serves both as character data and as colour attribute. In order to make this trick possible, some "real" characters (such as C) had to be moved to different locations in the font table. As a result, some room names are displayed incorrectly in JSWED 2.2.9 (because you see the graphic elements instead of the characters which are normally there in the font table); JSWED 2.3.3 eliminates this problem. I applied the following changes to memory: 1. #8149 - #8166 Formerly: Unused Currently: Part of the text message for the final screen ("Failure again. But remember:") 2. #8167 - #8183 Formerly: Unused Currently: Part of the text message for the final screen ("without losing a single life.") 3. #8184 - #8187 Formerly: Unused Currently: Text of the word "Game" printed on the "Game Over" screen The command at #8CCC - #8CCE points to where the text for this word is located in memory. 4. #8188 - #81AD Formerly: Unused Currently: Part of the code which creates the title screen At the end of this task, the command at #81AB - #81AD makes the program jump to the address #8912 where it continues with the creation of the title screen. 5. #81AE - #81FF Formerly: Unused Currently: Routine which plays the final-screen tune The code was copied from the original JSW, where it plays the title-screen tune, and adjusted as necessary. 6. #8431 - #8450 Formerly: Unused in JSW128 (UDGs for the title screen in JSW48) Currently: Scrolling message buffer The code at #849F - #84A1 points to where the buffer is located in memory. 7. #8451 - #846F Formerly: The word AIR left over from Manic Miner and part of the "Press ENTER to Start" message on the title screen Currently: Text of the "Items collected 000/256 m" message on the in-game screens 8. #8470 - #8485 Formerly: Part of the "Press ENTER to Start" message on the title screen (#8470 - #8473) and part of the JSW128 scrolling message buffer (#8474 - #8485) Currently: Part of the text message for the final screen ("Where there’s a Willy,") 9. #8486 - #8493 Formerly: Part of the JSW128 scrolling message buffer Currently: Part of the text message for the final screen ("there’s a way!") 10. #854E – #8560 Formerly: Part of the scrolling message of JSW48 (#854E - #8553 - unused in JSW128) and part of the "Items collected 000/256 m" message on the in-game screens Currently: Part of the text message for the title screen ("Press ENTER to face") 11. #8561 – #8577 Formerly: Part of the "Items collected 000/256 m" message on the in-game screens and the text of the word "Game" printed on the "Game Over" screen Currently: Part of the text message for the title screen ("the ultimate challenge!") 12. #8630 – #864A Formerly: Unused in JSW128 HL9 Currently: Part of the code which creates the lower one-third of the title screen At the end of this task, the command at #8648 - #864A makes the program jump to the address #8841 where the regular JSW128 code continues. 13. #8828 – #882A Formerly: Part of the code which creates the lower one-third of the title screen Currently: Command which makes the program jump to the address #9B00 where it continues with the creation of the title screen 14. #882B – #8840 Formerly: Part of the code which creates the lower one-third of the title screen Currently: Part of the text message for the title screen ("* * HARD VERSION * *") 15. #88F5 – #88F7 Formerly: Part of the code which creates the title screen Currently: Command which makes the program jump to the address #8188 where it continues with the creation of the title screen The former code at #88F5 – #88F7 was 'moved up' by a few bytes thanks to eliminating some unused bytes in the preceding lines. 16. #88F8 – #8911 Formerly: Part of the code which creates the title screen Currently: Part of the text message for the final screen ("This game can be completed") The former code at #88F8 – #88FB was 'moved up' by a few bytes thanks to eliminating some unused bytes in the preceding lines and the code at #88FC - #8911 was moved to #8195 - #81AA. 17. #93DB – #93DF Formerly: Unused in JSW128 Currently: Attributes for the word "ENTER" on the title screen (flashing BRIGHT white on black) 18. #96F4 – #97E6 Formerly: Unused in JSW128 (unused code followed by zeros) Currently: Code which creates the final screen 19. #97E7 – #97FF Formerly: Unused in JSW128 Currently: Part of the text message for the title screen ("Press ENTER to try again!") 20. #9B00 - #9B9A Formerly: Unused in JSW128 (the sprites and colour-attributes for the colour-code screen, which is always bypassed) Currently: Part of the code which creates the lower one-third of the title screen At the end of this task, the command at #9B98 - #9B9A makes the program jump to the address #8630 where it continues with the creation of the title screen. 21. #9B9B – #9B9C Formerly: Unused in JSW128 Currently: Two characters (="), which allow to print on the title screen the graphic elements which can be seen directly under each of the Willys 22. #9B9D - #9BFF Formerly: Unused in JSW128 Currently: Final-screen tune This is the original title-screen tune from JSW48, in "JSW: The 2010 Megamix" played by the routine at #81AE - #81FF. In fact, it is the value FF at #9C00 (a convenient coincidence!) which causes the tune to stop playing (terminates the play routine). I also applied the following modifications: a) I modified the value of the addresses: #956A #956B #9570 #9571 to change the colour of Maria. b) I modified the value of the addresses: #95BF #95C0 to change the colour of the toilet (in "JSW: The 2010 Megamix", Willy's computer desk and screen). c) I changed the value of the address #962D to 47 to change Willy's colour to BRIGHT white. It is worth noting that if Willy's colour is other than white, Willy cannot collect any items, and if the colour of the ink of the Fire cells in any room is the same as Willy's colour, it is multiple death immediately. d) I changed the value of the address #8A36 to 78, thus moving the time string one character to the left (so that there is a space between the "m" of "a/pm" and the edge of the screen). I was able to do it thanks to the information given by Andrew Broad in the Technical Notes accompanying his game "Goodnite Luddite". ---------------------------------------------------------------------- XII. Internet Links The following list of Internet links related to JSW/MM games for the ZX Spectrum is by no means comprehensive. It does contain, however, some of the most important ones, which may serve as a good starting point for any further exploration. 1. At this time my Jet Set Willy website can be found at: http://xa.bi/jsw It is kindly hosted by Xabier Vázquez, and it is the homepage of several JSW games by various authors (including myself). Time permitting, I intend to keep expanding it so as to include new games by myself and other authors and other JSW-related resources. 2. Dr. Andrew Broad maintains a very important website devoted to JSW/MM games. Go to: http://abroad.sqweebs.org/spectrum/ for the top-level index of his Spectrum pages, or directly to: http://abroad.sqweebs.org/spectrum/mmjsw/ for his JSW/MM pages. He also founded a Yahoo! Group for JSW/MM fans, which is a MUST for anyone seriously interested in the subject. Go to: http://games.groups.yahoo.com/group/manicminerandjetsetwilly/ 3. John Elliott's main JSW page can found at: www.seasip.demon.co.uk/Jsw/ and his JSW Editor at: www.seasip.demon.co.uk/Jsw/jswed.html 4. J. G. Harston's JSW resources can be found at: www.mdfsnet.f9.co.uk/Software/JSW/ 5. Richard Hallas's Spectrum page is located at: www.hallas.demon.co.uk/TopMenu/softwaref.htm 6. Gawp's JSW pages hosted by Emulators Unlimited contain a lot of interesting information related to JSW and MM remakes. They haven't been updated for a few years now, but they're still worth visiting: http://jswremakes.emuunlim.com/ 7. Igor Makovsky's JSW page (in Russian): www.jswilly.narod.ru/ 8. A disassembly of JSW48 can be found at: http://jetsetwilly.jodi.org/poke.html 9. The following authors used to host JSW pages, but these have been offline for a while: a) Geoff Eddy (former address: www.cix.co.uk/~morven/jsw/) b) Nick Aldridge (former address: www.aldridge98.fsnet.co.uk/specindex.html) c) Sendy (Alex Cornhill) (former address: www.therealslimsendy.com/archives/retro_gaming_mmjsw_scene/index.php) d) Visa-Valtteri Pimiä ('jet_visy') (former address: www.uta.fi/~visa.pimia/jswmm/) These pages are archived at the Wayback Machine (www.archive.org/web/web.php). 10. JSW's Facebook page can be found at: www.facebook.com/group.php?gid=2260256677 11. For general Spectrum resources, including emulators, go to: The World of Spectrum (WoS), located at: www.worldofspectrum.org or to: The TZX Vault, located at: www.tzxvault.org 12. The RZX Archive contains walkthroughs of most JSW and MM games: www.rzxarchive.co.uk ---------------------------------------------------------------------- XIII. My Favourite Quotations which may help explain the phenomenon of JSW and MM games: "People in the Eighties did not just buy 'home' computers. They fell in love with them. And first loves tend to stick with you for the rest of your life." Vaggelis Kapartzianis "Whether because of the personalities of the designers, or for some other reason, designing JSW rooms became to be regarded as an artform in itself, a kind of aesthetic challenge to produce interesting results within a limited environment, as well as producing a working, playable and enjoyable game." Geoff Eddy "There are great JSW games which are stylishly minimal but work masterfully with themed clusters of rooms with similar graphics for the blocks. Other games cram an insane amount of challenge into condensed and attractive packages. You see so many different styles, each as individual as the author that penned (moused?) it. This clearly shows that JSW is art with a lot of room for individual expression." Sendy (Alex Cornhill) "What I love about JSW and its subsequent remakes is this spirit of a surreal little platform world, full of colourful and bizarre monsters ducking and diving everywhere." Soa1000 (Edward Martland, aka Sedric) "Manic Miner and Jet Set Willy have exquisite game-mechanics. There's an elegant simplicity to the controls (left, right and jump). You know exactly how far you can walk to the edge of a platform without falling off, and the pixel-based collision-detection for guardians means you get to weave your way through them at close range. "The ability to edit is what keeps the MM/JSW scene moving forwards. Because each room has its own block-graphics and 32x16 character-squares, the possibilities for new rooms are limited only by our imaginations. "What makes these games particularly attractive to me is that there are many quirks in the game-engines, such as the way that if you jump through an isolated wall-block at the correct angle, you go slap through the floor below! I love discovering these quirky features, finding unintended loopholes in games, and deliberately exploiting them in my own games." Dr. Andrew Broad "Everyone needs a little escapism, and that's what JSW is all about. I'm slightly alarmed by the seriousness with which some people seem to treat the subject, but at least JSW is completely harmless entertainment, and doesn't pervert the minds of the younger generation with knives, machine guns and death." Richard G. Hallas "It’s bizarre that one game has stood the test of time and probably has more fanatical fans than when it was first released. The thrill for me as a 34 year old of completing a new version is something I can’t explain. Maybe I’m just trying to be a 13 year old again, I don’t know. Either way, I continually wait for those who have the time, patience, knowledge and dedication to produce another version of this timeless classic, and I thank you all for your hard work.” Neil Gregory "Collecting items isn't the most productive of pastimes, but it sure is fun!" Philip Bee "JSW isn't just a game - it's a relationship! One that stays with you from the very first game." Adam Britton ---------------------------------------------------------------------- XIV. The Legal Bit This is a tricky bit, since the game is a fruit of work of various authors other than myself. However, I am certain they would all agree that "Jet Set Willy: The 2010 Megamix" is FREEWARE. So enjoy and share! Copy it and distribute it freely, but don't sell it or any part of it as a single unit or as part of a package. I also hope its other authors would agree that you are welcome to put it on your own website or redistribute it otherwise, provided that no money is charged, that you acknowledge our joint authorship, and that this document is included with all copies of the game. As far my "own" rooms and sprite graphics are concerned - which I guess are my copyright - I will be quite happy if you use them in your own ZX Spectrum games, or while creating games for other platforms. I will appreciate it, however, if you give me credit for whatever might be my humble contribution, and if you let me know what you have done with "JSW: The 2010 Megamix". Since I am not the only author of the game, this fact should be noted wherever the game is hosted. As it would be very difficult, if not impossible, to enumerate every single person who has contributed to the creation of this game, my humble suggestion would be to describe the authorship as "Daniel Gromann, Paul Equinox Collins et al." - Paul's contribution is by far the largest as far as the rooms are concerned (49 of them), and the "et al." bit means there are other authors, too. ---------------------------------------------------------------------- XV. Final Remarks Please remember that both versions of "JSW: The 2010 Megamix" can be completed without losing a single life, impossible as it may seem. If you get stuck and become frustrated and begin to think that after all it is impossible to complete the game, or pass a certain room, or collect an item without losing a life, send me a note at: jetsetdanny@yahoo.com and you will soon receive a reply with the solution. I have playtested the game extensively and I believe it to be bug-free. However, if you find any problems, please report them to the above-mentioned address. Taking into account my experiences up to date and the number of people who have actually written to me, I can promise that I will respond to EVERYONE. It will be very rewarding for me to know that you have played "JSW: The 2010 Megamix", so please, do let me know about it - even without any specific comments. The biggest gratification and encouragement for anyone designing free games is to know that someone else has played them! :-) When I released "JSW: The 2005 Megamix", I promised to publish an author's map of the game half a year after the release (which would have been in the autumn of 2005), including a comprehensive map in .jpg format and a room chart in .pdf format. I am slightly ashamed to say I have not kept that promise. However, it may have been for good, since the players who will face the challenge of "JSW: The 2010 Megamix" will not be able to use the map (as none is available on the internet as of the moment, to the best of my knowledge) for the "old" parts of the game. An RZX walkthrough of "JSW: The 2005 Megamix" has been recorded by Robin Clive and is available for download from the RZX Archive(www.rzxarchive.co.uk/j/jsw2005megamix.rzx).It may be helpful to complete the older parts of "JSW: The 2010 Megamix". I will refrain from releasing my own walkthrough of both versions of "JSW: The 2010 Megamix" for one year since the release. Unless someone else does it first, I will send the model walkthroughs to the RZX Archive at the beginning of 2012. I presume that at that time, or at some later point, I will also publish at WoS and at my website maps of "JSW: The 2005 Megamix" and "JSW: The 2010 Megamix" (I will not specify any date in order not to fail on my promise again). So here it is. Play, enjoy, share and let me know you've had a go at it! Daniel Gromann, 29 December 2010