Jet Set Willy Willy - The man who sold the world! ______________________________________________________________________________ Contents _____________________________________________________________________________ 1: Usual Crap 2: A warning again 3: Some lingo about the game 4: Story 5: New rooms and changes 6: Legal stuff and thanx 7: Deleted rooms 8: Final thoughts _____________________________________________________________________________ 1:Usual crap Jet Set Willy: Willy - The man who sold the world! By the DrUnKeN mAsTeR!!! BaSe1 PrOdUcTiOnZ 2005,2006,2007,2008 Based on the original concept by Matthew Smith. Game from software projects 1984 _____________________________________________________________________________ 2: A warning again This game will contain elements so strange your brain may melt, it may also contain swearing and adult themes (but I'm trying not to include these things nowadays). _____________________________________________________________________________ 3: Some lingo about the game I came up with the idea for this game on 04/03/05 after being well oiled after a rather heavy nightshift at work and sadly enough at 9.13am I was absolutely bladdered. It is now 9.45am on the 12/10/05 and I know for most of this year my main JSW project has been Maria on Tour but I really can't believe it's been over 7 months since I've added to this readme. I have only drawn the first room since yesterday and am going to remove the JSW64 version V from the game folder as I am now using version ]. Anyway I've started adding to this as I like to start an announced game even if I'm never going to finish it. At this moment I have struck yet another problem with Maria on Tour and have an idea of how to fix it, have no go ahead right now as it will take many fiddly hours and I just want to relax for the time being. I have many strange ideas for this game and figured why not just start it. UPDATE 14/02/2007: Maria on Tour was finished fuckin' ages ago this game is takin' a long time. Look at that as well I update my readme on Valentines day hey Whoopee fuckin' shit, I wasn't married when I started making this game. ____________________________________________________________________________ 4:Story In the year 2037 and a half, the item collecting superstar Willy is on his death bed. His son......Willy is by his side. Willys' fortune had amassed to the point of nowhere to put it at all, everytime he accessed it online it would crash every computer hooked to his balance as they were unable to generate the amount of digits fast enough. Over the years he had been on so many journeys and adventures. He remnisced with his son as he lay dying, "This will not be the first time I've died son". "I've been all over the world numerous times, I even discovered a few places". "I've been into space, in fact all over the universe, and I've died and came back". "That is why I'm not afraid that my time has finally come, I know what it is to live and die.....and die......and die again". "Do not fear my son many adventures await you, you are my only son, therefore you get everything I ever begged, stole borrowed and earned". "However there is one thing I sold to somebody about 20 years ago that I could never buy back". "What is it father?" replied Willy Jnr. "You may not believe this son, but I sold the world". "Father you're sick! It's the drugs....how could you have owned the world?". Willy looked at his son for a moment and said "Son fetch me my wallet". Willy Jnr did as he was told, and handed his dying father his wallet. "inside this wallet is a contract I made with the man I sold it to, if you read it you will see that I am permitted to buy it back at any time, but I thought I would see what he would do with it". "He was a curious man one day I passed him on the stairs, as I was making my way back home, and even though I didn't really know him that well I said I was his friend". "Time passed and eventually we negotiated a deal and drew up this contract, I remember it like it was yesterday! He said to me as the deal was done "hmmm I'm face to face with the man who sold the world". "Son, I intended to buy it back before I died, to give to you. But he will no longer accept money he wants an abundance of priceless artifacts I own". "I am no longer well enough to gather these myself, My son I leave this task to you and I shall give you the world......Literally". At that moment willy coughed his chest racked and his nurse stepped forward with a bowl. Willy spat a large clotted lump of blood and mucus into the bowl. "As you can see my son, I don't have long get me back the world so I can give it to you as a passing gift". "But father" replied Willy Jnr. "No buts this is the one thing I ask of you son PLEASE! Maria will take care of you and help you prepare". "Oh great" said Willy Jnr. Maria not looking a day over 60 passed Willy Jnr an evil stare. "Now go son, go and claim your legacy". Willy jnr decided through respect for his father he would do this, albeit the thoughts "I don't even want the stupid world anyway" went through his head. He prepared himself for the journey and went to tell his father he was ready. Maria barred the door and with a malicious sneer said "Don't return until you have done what Willy has told you boy". _____________________________________________________________________________ 5: New rooms and changes For a start I know I say this every time but I really am going to try and keep this game as original as possible, HOWEVER it will contain heavily modified versions of the bathroom the master bedroom, and maybe not top but some form of landing. Here goes: 1: Rustic Bathroom of the Future! The bathroom with exactly the same layout but a lot of cosmetic changes, at present it's still not what I would call amazing but it's heavily modified and uses nearly all available block types version ] offers typed 12/10/05. There are some static guards in there for effect and I've bunged blank earth blocks underneath them (suicidal quirky features lovers feel free to kill yourself using these static guards). 2: Tortelini Jed 20th Century Relic Basically the Macaroni Ted that comes with JSW128 corrected to how it should be in JSW2. The colours are slightly different just to avoid clash in the room as I wanted Ted (Jed LOL) in bright white, that's why the stairs are yellow. Now my Piece de Resistance nearly every authors head swaps (or just the heads of the sprites that looked completely different) are present like a portrait gallery. Unfortunately I could not fit Eugene (Erix 1) or Mr Top Hat (Nick Aldridge) in this screen, but I am planning on making my Top Landing variant an original room with the same effect. I'm toying with the idea of using the massive 32 available sprites per room of version ] to redraw the title screen for JSW2 as a centerpiece for Top Landing (typed 10.30am 13/10/05), and I will include Mr Top Hat and Eugene as smaller side portraits in this room as well as willy in his new hat and Jet Set Emily. I added a cruel joke which would have warranted the room name how did that get there? the final pic in the guardian table is a red pic with Technician Ted on it. As of 2.14pm 13/10/05 I decided to scrap the JSW2 screen after sorting the whole thing into grids, I opted for a landscape of Surbiton way instead. Everything else remains the same. 3: Willys Gallery Well I opted for the above plan and did the landscape, I have also fitted Eugene, Mr Top Hat, Emily and Willy in his new hat variant complete with animating hat. I added a big red question mark over the picture of New Hat Willy due to the authors anonimity since nobody but him knows who he is. This room as planned has the effect of Top Landing without being top landing in fact it's completely harmless and contains no platforms or moving baddies. It took me quite a while as well. The only way you'll come to any harm is if you jump into the smaller portraits, The global block system I have set up doesn't permit me enough earth blocks. UPDATE: I remedied the earth block problem with the room guards which I realised I hadn't really been using for this game until I started making "You-Robot!". So I decided I'd make a simple picture frame so I can free up the earth block I needed, now the room is harmless. 4: Master bedroom It's the same just different colours and graphics, however Maria is not the end game Maria portal and you've got a sprite of willy lying on the bed. I have plans for the ending and it is still going to end in the bathroom (which interestingly enough I have kept as room 33 this time so Willy won't freeze before hitting the toilet, which although annoying to purists is now my traditional method for ending the game, with 48K anyway as this problem seems fixed in any higher versions of the JSW engine) you just don't have to visit the Master bedroom once you've collected everything. I have plans for the ending which I may not put in this readme at all for those who can't help peeking through these things for clues or spoilers (which my readmes are normally loaded with). 5: The Stairs Just first landing with different colours, I may add more to this screen at a later date just to make it look a little nicer. I changed the generic JSW priest to my weird looking priest from "Still Stealin'" (This game may not be related but I don't see why I can't re-use my sprites every now and then). 6: happy Chappy Chaplain Wouldn't be here in JSW 1, would be "The Study" in JSW2. It's 5 pillars containing a slightly modified version of the big skull sprite on top of them. Between the pillars are 4 priests with quite short moving distances, they can be quite awkward to jump over but all in all the room is not that hard at all. 7: The Chapel Mainly aesthetic changes here, but a little added challenge with a slightly modified devil sprite. I had 2 of these between the candles but passing them both ways was impossible, you could get the items but it wasn't possible go back without killing yourself. So I shifted the second devil over the ramp instead. The burning devil head skull type thing from "Still stealin" (funnily enough from the same room I took the priest for this game from) replaces the big skull on the right of the screen. The ramp is no longer an escalator, I wasn't particularly fond of these when I was younger anyway. I thought it worked quite well in this rooms original guise, but the one in "Halfway up the East Wall" was quite badly placed in my opinion, and I notice it had been removed in JSW2 (I know MS didn't do JSW2 but it was Software Projects endorsed, and released as an official sequel). 8: Uncertainty in droves of 1.7. The title itself sort of holds a meaning about the uncertainty of the room itself, the number well it was the first one that came to my head. This room took me quite a while and as of 11.55am 24/11/05 I'm not sure if it's finished yet I'm going to post the pic on the yahoo group with some questions about the room. Basically if I should ditch the closed off type shape of the room and open it up with a few platforms, or weither I should add or take away anything from the room as it is. Originally the entire floor was a conveyor but this made it impossible from the right hand side, which unfortunately is the side most would enter from. So it would be a rather slow and annoying IDS (Infinite Death Scenario: for the Jet Set Willy freshman so to speak). I now have the conveyor at the rightmost extreme possible without you being able to turn back, so those players who keep their finger on the keys while flicking between rooms will get caught out at least once by this room. The part that took the most time was the giant maria in there, which is 4 high and 8 wide. It took me an hour or so even though it is pretty basic so far, this could be one of the factors in the rooms possible unfinishedness. The question should I round off Marias blockiness and add some actual details to the sprite, or leave it as it is as a comical retro reference. UPDATE: (typed 26/03/06) I changed the conveyor back you'll just have to hold jump down, you'll still die if that's all you try. Those who don't know don't feel ashamed to ask, I would've put it here as a spoiler but after the QF flamewar I've decided that I'm not unveiling any QF solutions in my readmes from now on. I'll mention them but no solutions, I'm a bastard simple as! 9: Cheap, Cheaper, Cheapest This room took me a long time to make, and it's not that special really. There are 4 of my giant burning head monsters and 2 of my priests in here, which is part of what the title covers. However there's a rigor mortis patch in place which prevents you going left until the items are collected. But the only way to get the items is to enter the room from the bottom entrance. Oh I'm evil, especially since the under rooms of this area are but shells at the moment (27/11/05), but enough to test that this room works. It works :) 10: Take me down six overground The title is sneaker-pimp-esque, I bought their album when I was 18, loaned it out when I was 19 (I don't particularly like them now but I want the album back anyway), and I've never seen it since. Anyway other than the title this room is a closed off version of "To the Kitchens Main Stairway". I wanted unpredictable sprites along the bottom to throw players off or confuse them. So I actually took the time to add the gene splitting sprites from Nick Aldridges "Mr TopHat" game. In his readmes he constantly seems to mention that his sprites are crap, but I completely disagree. His simple sprites make up for it in the quality of the way they are animated. His more detailed sprites are weird enough to make me smile I especially like the fish for some insane reason (I said this on the JSW yahoo group ages ago and he replied that he thought they looked like spanners LOL). However I was wowed by the gene splitting sprites (especially for someone who thinks their sprites are crap), partially because they actually do look good before they split. I was going to shamelessly steal this idea with a sprite of my own a long time ago but I didn't (for some reason). 11: Don't make Andre angry A single kitchen screen as adversed to the usual 2 screener, I'm trying to once again detach from traditional JSW whilst keeping a similar theme. This screen recycles the new version of the vertical chef which I included in my recently released "Maria on Tour" (Typed 28/11/05) and a new horizontal variation, which has the cleaver visible as he walks right and the spoon visible as he moves left. I say this sprite is new because this game will be released long before "7 Days in the Sun" which is where I originally used this sprite for Day 1 (but obviously I haven't released it yet). Anyway there's a switch in here which needs to be flicked before you can get the last item. I did have a trigger set up which made "Andre" (the horizontal chef sprite) make the transition from regular speed to fast, but I removed it because it made completion of the room based more on fluke than skill (I don't really like doing this too often). Anyway the crumbler in here can make the room a little awkward but like most of my games which contain rooms like this there's more than 1 way of doing it (which is something I do like doing as it allows the less seasoned player a margin for error). 12: Decisions, decisions? This room although not particularly impressive in the way it's layed out or presented took me about 6 hours to get right (2 sittings, I'd have torn my hair out strand by strand with tweezers if I'd done it all at once). Partially because I knew I wanted a still rope on the left but I wanted it to be a hassle to get to. originally you could just jump straight up it and the right hand playing area was much wider. But I opted for the narrower version so I could add some items, a switch and some guards. Anyway once I closed the rope off I had nothing but problems I wanted the rope and the fire blocks white. As per usual with Willy white the rope auto collected the items so I changed the rope to light blue but with the fire block bright white on blue air with a rope IDS occured, so I bit the bullet and changed willy's sprite to blue. Then it took me about an hour and a half to add the guards partially because I had to draw them from my past games from scratch (everytime I try importing sprites something goes wrong), then to top it all off (it's a good job I saved first too) the guardian editor crashed as I was selecting the sprites (I thought 2.2.8. was supposed to fix this little problem), then the switch effect just decides to undo itself. Anyway annoyance aside this room borrows fire blocks from "The Oubliette" screen in "JSW: The DrUnKeN mAsTeR!!!" (also used for the items). The head type vertical guards are taken from "Still Stealin" and the fat man at the bottom is a modified version of the fat man sprite from "Willy the Rogue". UPDATE 14/05/06: I actually went and added some more things to the right side of the room. I felt that the room itself had a very unfinished look to it, if you want a rough idea of how unfinished imagine the right side of the room with no items or fire blocks. That's how it was in it's "finished" state before I playtested section 1 and 2. I decided to playtest the game so far after I posted the 55-60% message on the MM/JSW yahoo group, out of interest and paranoia. For the simple fact that some of the rooms that appeared finished still could use a little polish basically. Also since moving to a higher version of JSWED since I started this game I've no longer had any issues with importing/exporting sprites......Happy times. 13: FREEZIMAJIGGA!!! This room took quite a while to make and the main torture was I had a crystal clear mental image of it in my head about 3 days before I started making it. However in it's original guise the yeti on the left was a big snowman on the right, but I've seen giant snowmen in other peoples games. So that idea went out the window instantly replaced by the yeti, which worked out much better. The room itself took me a few hours to make, I'm not sure exactly how many but it was worth it. For once I've made a room that presents me almost no doubts, I say almost because I may touch the penguin sprites up. I'm trying to keep the sprites as original as possible (I always try this but some of the originals sneak in there). I would've used Erix 1s penguins but I've already stolen enough of his sprites for now I think. So I think modifications may be necessary as I notice Igor Makovsky is using the MM penguins in his yet Unreleased (typed 01/12/05) UMM game (which I hopefully will have played before this is finished). 14: Party never ends even if you die This room took me 3 days to make (only cos' I was playing retro remakes of various turkeys from the 80's), and I became lazy when it came to drawing the big ghost (which is meant to be female but I don't really think you can tell). Anyway those are not ropes that it is hanging by they are canes, and the skylabs are meant to be plates that the ghost is trying to spin. However she's crap at it and keeps dropping them. Anyway this room can be a bastard the way I've set the skylabs up especially if you're not used to dealing with this type of guard, but with a little patience it will become apparent that this room is not actually hard at all. It is kind of eye candy-ish but that was kind of intended, however the plates turned out kind of how they were supposed to but the ghost didn't really. The ghost was supposed to be so much more detailed but in it's simple state is how I fell in love with it, it was kinda supposed to look like the first boss from "Legend of the Mystical Ninja" on the SNES (also known as the first "Ganbare Goeman" game in Japan). Anyway the room is simple but effective. 15: The Backdoor (Locked) A pretty simple room for the time it took me to make, it uses room sprites as well as universal sprites. They're pretty naff but I wanted heads for the guards and they were meant to be reasonably crap by intention. They were also meant to be room exclusive like a few of the guards and background scenery in this game is, but at present I'm having slight problems distinguishing between the 2. Just incase I make something really good for a room that warrants a re-use and I have to copy it over from room sprites to regular. Which the way things seem at the min will take about half an hour. I know that sounds a bit crap but still, this room has more than meets the eye to it. Of course it's much later on in the game that you will find that one out, as the surprise hasn't been made yet. But you can probably guess from the title that there's something not quite as it seems with this room. If you play the game on the prefered path which may end up slightly linear by the time I've finished but who knows. 16: The Computer Room I tried something new here which is a step in a slightly different direction that I usually take, There's a room I haven't finished before I started this one. Which in some cases is fair enough but I rarely have skeleton rooms clogging up my map before I finish them. The way I'm building this game however does rely for some rooms to contain room exclusive sprites actually made with room only sprites. Anyway The unfinished room has a large Guardian that will be reused in at least 3 more rooms so I haven't drawn it yet as it comes into use later in the game. Anyway this room since I seem to have strayed from the beaten path, has been a skeleton of the "Megaron" room for approximately 2 weeks (typed 09/12/05 D/M/Y) which I don't like doing. But although it kind of maintains the "Megaron" shape is nothing like it, and actually took me quite a while to make. The left table is supposed to have a vectrex on it, the centre table a spectrum with TV, and finally the right table is supposed to be a C64 with TV. This effect is somewhat limited due to the the rooms colour attributes. But since I have basic blue and red scenery I needed a black background to try and give an almost "Tron" like effect. Anyway I really fell in love with my smiley even though it's a borderline generic sprite which I don't think in it's first frame of animation anybody could truly take credit for, I wonder how many games over the last 25-30 years have had this exact (or similar) sprite in them. But the reason I like it is the way I've animated it although simple it uses all 8 frames in a perfect loop, no jumping from any frames or back to the start just smooth flawless animation. Now if I could animate all my sprites like this I'd be king LOL. 17: The Broom Cupboard The room mentioned above that I hadn't finished, spoiler alert the massive guardian in this room is a big ass teleporter. This room took me quite a while to make but strangely I never wrote it up until now (08/01/06 it must've been cos' I've been cramming the SE of JSW: The DrUnKeN mAsTeR!!!). The room has brooms to jump over and a room exclusive guard, remniscent of my lightbulb with moths buzzing round it from Bizarre, however this one is in the style of an energy efficient one. This rooms sole purpose is the teleporter, but you have to solve a few of the puzzles in the earlier rooms before you can reach it. 18: The Hall A relatively confusing room layout wise although there aren't any platforms to jump around on. The item has to be collected by entering from the top left, there's a lot of chandeliers and some arrows on the bottom. There's a teleporter on the top right of the screen which at present is seemingly impossible to get to. The room is unfinished at present (02/01/06) but I didn't want to add it to the readme later on, anyway the only thing holding this room back is it has no guards I've drawn a blank as to what they will look like. UPDATE: (typed 13/03/06) Removed the arrows cos' for some insane reason they seemed to undo and invalidate themselves, maybe it's cos I've since patched the game code since I last added to it properly and somethings gone screwy. I added some super simple guards I'd drawn for this room about a month or so ago to the lower right of the screen (it's just a triangle with smoothed points), I left the head guard I'd originally drawn for the room on the sprite page even though I'll never use it now. To the lower left I added Nick Aldridges "gene splitter" sprite because I wanted the 2 guards to cross each others path, and I couldn't be bothered to draw something new. I was originally going to remove the "gene splitter" sprite from the game but now it looks like he's staying. 19: The Front Door (Locked?) A room split in 2 and apparently a dead end? The top of the room like the room before it has a teleporter which is seemingly impossible to reach, but by now you should know that it has to be cos' there's an item up there as well. The Bottom half of the screen isn't finished at present, much like the screen before it (03/02/01) but I've added it here for the same reasons. Basically I don't want to add it to the readme at a later date and the only thing holding it back is some guards. I've had this room and the previous one sitting as skeleton rooms on my computer for weeks, and I decided to start the next section of the game before I draw the guards just incase I lose interest in it. After all we're into the second month of 2006 and this game is due a release this year. But since I started this game I've finished 2 others and started another (You-Robot!) which has been hogging the limelight so to speak. UPDATE: (typed 13/03/06) I've finished the room simply by adding a high speed bollocks sprite to the top and bottom parts of the room, I've also added an arrow to the bottom half just above the bollocks sprite. It turns out that gibber up above about me screwing the arrows up doesn't stand after all. 20: New, New, New York? My America section begins with a comical twist, I'm parodying something that has already been parodied. New New York in Futurama, I found it appropriate since I wanted an America section in the game and it's set in the future. I suppose the title is a pretty thin idea, but I needed something to break the ice for my America section. The fact I added an America section actually has nothing to do with my personal life though (I just thought I'd clear that up for anyone who knows a little about me). Anyway the room is just a looker that leads you somewhere else. I botched together a ropey looking Statue of Liberty (lets just call it weathered hahaha!) for the background and repeated my cityscape type look from the start-up of "Still Stealin". The room is unfinished at present 10/02/06 D/M/Y because I've been having trouble getting the upward skylabs to work (again). But once again I wanted to put this room here before I started another (too late technically as the following room is practically finished as well, I was just waiting on this one). UPDATE: 02/06/07 I finally finished this room well over a year later, I finally got round to doing it which means my New, New, New York section is finally finished......Thank fuck for that! 21: Strolling the moonlit big city Another cityscape type screen with a recycled but modified coke banner, saying enjoy Jesus Juice instead of coke. Following the Wacko Jacko trial and the whole Jesus Juice thing being wine in coke cans I thought I'd give a dark yet comical twist on the whole thing. I came up with the idea a long time ago, I think the Jacko trial was still going on at the time but I could be wrong (the room may not have even been intended for this game). I may add guards to this room, horizontal fast or maybe skylabs not sure if any at all. 22: The fruit Machine This room is a main offender for being a block a day job it's 04/04/06 and I think I started it in February. I finally finished it and it looks quite like my original vision if not slightly more accurate than I thought. Lots of single column skylabs, and a dirty trick when passing the actual machine (which takes up most of the screen). 23: Greedy Slots A room in the casino with lots of slot machines built from single guards and switches with earth blocks underneath them. Here's the clincher I've resisted for so long putting this sprite into any of my games but I've finally folded as it looks so good in this room. I've added the goofy face from Monty on the Run. I didn't want to use this as I know it has at least appeared in Soa and Sendys past projects, not sure about anyone elses games though. Basically because this game was once again based on the principles of originality. 24: Oh what a feeling! A room that has been planned from early on, I've finally got round to doing it at last. It's a simple room layout wise with a tricky situation, involving a diagonal guard and a ramp you can't jump properly on. It's easy enough to avoid if you know what to look for. Graphically the room is unfinished at present, I'm going to add a few things in the non playable areas of the room just to make it a little better to look at (typed: 14/04/06). I added an underground style strip lamp with some mildly illuminated brickwork surrounding it. The piece de reistance is a graffiti dub that says BASE 1. 25: Somebodies Basement? A linker with the lines under it, with a few tags on the walls. These tags are actually real tags however 2 of them are no-longer being sprayed by anybody (if they are it's nobody I ever knew) and one of them was never sprayed anywhere just written on paper. I don't know any graffitti artists now, and haven't seen any of the ones I did know for about 7 years. Infact all the graffitti I see these days is totally new to me and I don't recognise any of it. I never did graffitti when I was younger.....ahem! Anyway totally off topic but still this room contains 2 teleporters, which I suppose I should call this games signature teleporter. Only the teleporter on the left works, I was going to use 2 screens for this screen at first so you could use the right teleporter to go back to an earlier stage of the game but after much thought I decided against it. This room was pretty much planned from the start of the game, and turned out closer to the original idea than expected. Which is always a good thing in the long run, it lowers chances of having to go back later and tweak. 26: Sinister? The conclusion to the underground area I made and I've stuck a train on the bottom, there's no coaches/carriages attached as I'd have to use all the sprites available to do this and more. I was originally going to have moving trains going through all 3 screens but this would've been massively taxing on resources and would've slowed the game down to a snails pace. The idea for this and the 2 screens previous was a tube system since the Americans have the subway in New York. I was since this is New, New, New York going to add details of New, New York from Futurama underground. But I didn't. 27: A Warehouse of some kind? A room that took a little while to make, it's full of pallets with crates on them. Unfortunately I had to make them 4 cells long, as 2 didn't look good (IMHO) and I couldn't center the crates on 3. The crates are recycled from believe it or not "The old warehouse" screen from "Still Stealin' ". The guards are the spiders from "Maria on Tour" but animated. There is a droplet patched...well droplet of green slime from the yet unreleased "You-Robot!". This is another room that has been planned from very near the start, and turned out quite similar to the original idea. 28: The Jesus Juice Factory The evil and risky screen, the name says it all. Nothing apparently ropey in this screen but it's only a starter. I took quite a while making this screen about 2 days maybe, either way it's once again not too taxing on the player. But maybe not as simple as it may seem to the lay-player, there's a few things that may catch you out. There's crates and ropes the straight rope has a vertical guard moving up and down it, but it's likely that he won't get you. The screen name is derived from Micheal Jacksons deranged behaviour where he supposedly fed youngsters wine in coke cans and said it was called Jesus juice. Since it's an America section in the game I thought I would distastefully parody this whole sorry situation, sick as it may seem. 29: The T.W.I. The room name is based on a company that make semi and fully automatic industrial conveyor belts, they're a German company I think (not that it's really important). Anyway for all that's going on in this screen you only have to get past 3 steam jets which requires almost pixel perfect timing (but it's not that hard as I did it without losing a life). There's a lot going on in this room from the giant bottle of cheap wine in the right hand corner to Micheal Jackson making a cameo appearance shouting his trademarked HEE HEE!! and CHUMON! (A cheap shot I know). The sprite for Jacko is cut and pasted from F.I.R.3. and modified appropriately. There's staff for the Jesus juice factory at the bottom running back and forth, although this is meant to represent them working on the conveyor. This is the second screen of the Jesus Juice factory. 30: The Jesus Juice Factory The third and final Jesus juice factory screen and technically the final real America section screen. I think I may have gone too far on many levels with this screen, but I'll let the player be the judge of that. In principal of some of my dodgier rooms in my past games this has got to be the sickest room I've ever made. It's once again a stab at Jacko, basically aimed at the time the stupid sod hung his newborn son over a hotel balcony. This in a way and as a bit of a disclaimer represents what could have happened if Jackos act of sheer stupidity had've went wrong. Also it's loosely based on the funny but very distasteful flash games that came out around about the time Jacko dangled his son over a balcony. Jacko is supposed to be throwing babies up into the air from the basket next to him, and the skylabs in this room are supposed to be them coming back down. With a splat! 31: Jackos Police Dodging System!!! Another teleporter screen, and the literal final of the New, New, New York section. It's full of slime drips again which are pretty easy to get past nothing special really it's quite similar to "Somebodies Basement except there's things to kill you in there. 32: Oh Dear! Used one time too many times I think! The Teleporter out in this field has blown up due to overuse. Nothing to kill you apart from fire which doesn't move anywhere. 33: Beneath a harvest moon 3 Scarecrows, a key, a trap? 34: Peg it! You're almost home! Do as it says carefully and you'll be fine, this the final linker screen that loops sections 1 and 2 together. 35: Oh Yes! Another Teleporter!!! Another section linker, this being the one that takes you to the 3rd section of the game. 36: WELCOME TO NEO-TOKIO Yes I know Tokyo is spelled wrong, but this is Neo-Tokio, anyway this screen and about 3 after it are about 8 months in the making and at present still not finished. there is a big billboard in the background of this screen that has (to the best of my ability with the Speccy) Japanese Kanjis' on it. I'm sketchily trying to learn Japanese since it's something I've wanted to do for years, so the sign says as far as I know "What are you planning to do on this weekend". The Japanese way to say it would be "Kon shu wa nani o su ru tu mo ri de su ka", it's textbook stuff I know but I wanted the Japanese signs in the background to be something I could say, read, and understand, instead of just googling for Kanjis' and copying them. 37: NEO-TOKIO By Night The second NEO-TOKIO screen and I actually made this screen different to what I originally intended, I'm not sure I can even remember the original screen idea accurately at all now as it came to me about 2 years ago and I only made sketchy notes about it. The guards in there are supposed to represent something from an anime series I got hooked on here in the states. The big round thing is a little fox demon called Shippo, who can inflate himself like a hot air balloon. The little mushroom things are well what they are mushrooms, Shippo uses these mushrooms as markers so his friends can track him if he's in trouble. However in this game they kill you :) 38: (Japanese Symbol, technical room name >) The reason I don't list this room as a named room is cos' it's titled with a Japanese symbol that is not available via a USA keyboard setup. The room kind of takes influences from a lost screen of yesteryear, called the head swappers, from my first version of Skint Willy (or maybe the first SE I started working on?). This room was supposed to be a big elaborate affair with stoppers and loads of changing sprites, but I just don't have to go ahead to even attempt it anymore. By the time this game is finished maybe I will, if not I apologise for my cheap cut scene (14/08/07 d/m/y brit style). 39: Un-named screen: technical number screen 40 Used for a cut scene, which took a bloody long time to make! 40: A Hotel room in NEO-TOKIO A harmless screen again just looks pretty, and delivers a minor twist in the games story :) 41: A Hotel Reception in NEO-TOKIO Technician Ted mopping the floor and blocking access to the left, this screen is more a conclusion to the cut scene screen I added. It's a bonus room which means an extra life for you. Once again pretty harmless, and I know this will start to annoy certain players :p 42 NEO-TOKIO by Day!!! Mass carnage in stereotypical Japanese fashion, took a long time to make and it's really once again just for show. However this screen has a fire sprite that looks OK and it isn't Erix 1s' fire sprite, I did it myself for a change. However a modified version of Erix 1s' still made it in here. 43: A Hotel Reception in NEO-TOKIO Technician Ted mopping the floor and blocking access to the left, this screen is more a conclusion to the cut scene screen I added. It's a bonus room which means an extra life for you. This time you can go down though opening up the game again. Still pretty harmless though :) 44: A Hotel Basement in NEO-TOKIO Transport to the final section of the game, I bet you're thinking about bloody time too! 45: What is this place? Final area is Thailand, of course Willy Jnr doesn't know where he is and you're not really supposed to either, but I did warn about spoilers earlier up the page. This is the entrance to the final section of the game "The Temple of the 9th Cloud", a place of bizarre behaviour and apparent cultism, the man who bought the world is here somewhere. There will be a chance to teleport back to England somewhere in this building (basically meaning so you can go back to "The Bathroom" if you've missed an item). 46: The Temple of the 9th Cloud A 4 way linker and main hub for the final section of the game. Some priests some devils and a flaming head, platforms, a few fire blocks and some tricky jumps. You can do this room very easily with some careful timing in certain spots. 47: Your last friendly service This is the games go back to the start if you think you've missed anything room, the good thing is you will be able to visit all the temple rooms then know if you haven't got all the items. I did however put a few items in this room so you have to visit it weither you want to go back to the start or not. It's full of priests moving at different speeds on various platforms, 5 items, some tricky timing but nothing too taxing on an experienced player. 48: The Rainbow Room Dedicated to one of the best yet buggy Speccy Beat em' ups ever Ninja by USA software, I loved this game when I was a kid, and I'm pretty sure I finished it. But apparently it was so wrought with bugs it wasn't possible to finish. I'm absolutely convinced I did finish it though and am sure you could providing non of the idols were in any screens 3-5 past the start room Toroi on Sea I believe. However playing this game again emulated revealed that the very room I based this screen on also crashes the game, which is strange because I "KNOW" I visited this screen without it crashing when I was younger. Anyway that aside the main baddie in Ninja was called Akuma so I made the guards in this room look roughly (and I MEAN roughly) like Akuma from SF II/Alpha/III/SNK vs Capcom/etc. Anyway there is some close quarter stuff in this screen and it's a bit of a bitch to get back down again, but it can be done, skylabs ahoy :) 49: Lessons from Kung-lao This is one of the screens that has been in my mind and in text for almost the whole time I was making this game, and now finally here it is. I'm happy with the way it turned out to a certain extent but also a little sad as I wanted slightly more mayhem going on. After a lot of experimenting I decided that this version of the room would have to stay either that or remove the room form the game altogether. My original vision was to have 8 flying hats onscreen at once but this became a slight problem (In otherwords the original idea was over ambitious and the screen would be impossible if I'd somehow been able to do it). 50: Tratitional Toweriness This room took a little trial and error to set up and that's before I even added the guards. Basically one of the drips of slime had to be moved over to the right because I forgot that you can't put a fire block on top of the screen and have a downward exit on the same column, because for some wacky reason JSW thinks you step on it when you exit. There's a green slime droplet guard, and 4 vertical graphical modifications of "The Paranoid Skull Brothers" from Lee Tatlocks JSW vs the vampire lord, these don't look alike but their animation is super similar. The horizontal guard moves to block the right hand exit. This however will present the seasoned player with no problems at all. 51: Pig in a Poke I was sorely tempted to add some kind of wacky patch to this room to justify the word Poke, but I decided against it. I actually made this room easier than it originally was, it was a little too random at first for my enjoyment. Anyway it's a typical up and down the levels type of things with a tricky bit at the end but not too tricky. Willys sprite is changed to a Pig, hence the title to a certain extent. 52: Shrine A shrine to what I'm not exactly sure, there's a big skull in there, on a plinth and 4 of my evil monkey faces. The monkey faces are all eugenes, but there's a Rigor Mortis patch in play so they won't drop from the ceiling til' you collect the items. The room is not hard more eye candy and even then it's not that much to look at really. 53: Left Stomp, One Time!!! Sorry for the title, everybody will probably know the awful, awful travesty of a tune I used for the title. However this room has nothing to do with that stupid crap tune, and the only reason I used it is cos' if you actually look at the foot it's a left foot. There's a load of switches and jumps and fire blocks in this room, it can be easier and trickier than it looks, rushing will kill you in this room. Taking a few seconds to check your surroundings will guarentee your success. This is officially the final room of this game, I had to add it in the end I just couldn't leave the map how it was :D 54-59 End sequence screens I won't give away the titles of the screens or what's in them, you'll have to play the game to find that out :D _____________________________________________________________________________ 6: Legal stuff and thanx "Willy: The Man Who Sold the World" By the DrUnKeN mAsTeR!!! BaSe 1 PrOdUcTiOnZ 2005,2006,2007. Based on Jet Set Willy by Matthew Smith. Software Projects 1984. Thanks to Matthew Smith for All things Miner Willy. Thanks to John Elliot for JSWED and JSW64 Thanks to Nick Aldridge whose gene splitting sprite from Mr Top Hat I pinched. See Nick I told you your sprites weren't crap. Thanks once again to Erix 1 whos' fire sprite I've nobbled once again! Thanks to Igor Makovsky whose bomb and explosion sprites I pinched. ...and another to Igor whos Werebear sprite I used as a laughing statue in the end sequence of the game. Finally thanks to Daniel Gromann for playtesting this game for me at such short notice :) _______________________________________________________________________________ 7: Deleted Rooms I deleted a whole section called Bay Be Ruit, I figured with the whole mess the world is in at the minute it was in bad taste. I was going to use chopped graphics from the Manic Muslim game that was kicking about, but I decided that even though it was submitted as a crap game it is madly racist. So I decided against it, I wouldn't be so against it but the loader on Manic Muslim says "Bytes: Baconbutty" which although funny is pretty offensive. Therefore My Bay Be Ruit section will never see the light of day. NEO-TOKIO has 2 rooms missing which I could have actually added, but I didn't want to as part 2 of this series is mainly set in NEO-TOKIO, so any rooms from that section missing in this game can be added to it's sequel. The 2 missing rooms were SU-DO-KU!!! and Kuchinawa, which how the room was planned out could be interpreted as dragon, although as far as I know the literal Japanese meaning of the word "Kuchinawa" is in fact rotten rope, and is often used to describe a snake. ____________________________________________________________________________ 8: Final Thoughts Well I thought since this game is finished just 8 days short of 3 years 26/02/08 (D/M/Y), I should at least say something, anything really haha! Anyway this game caused me more stress than any other JSW I've worked on, and that's why it took so long. I seriously think if I'd had the time, and no real life hassles I could have done this game in about 6 months (maybe less). I'd like to say regarding the "Cutscenes" (if indeed they can really be called that), ended up a mixed bag. A couple of them were not as good as I would have liked them to be, but I just did not have the time or the energy to make them better, a couple of little things did however end up better in the end. The final screen in the temple was based roughly on a screen that didn't make it into the game, it has "Curry bag mad bastard" on the left plinth, and Igor Makovskys' giant Were-Bear on the right. The Were-Bear was originally going to be on a plinth in a room of it's own called the Makovsky Shrine, the idea for this room came about when Igor sadly announced he was indefinitely backing out from JSW authorship. The reason this room was not made was because not long after announcing taking an indefinite break he released Leno vs Margo and the Fire (or is it flame?) Quest. So was still active if only for a little while after his announcement, if you're still out there Igor I hope you play and enjoy this game matey, there's a big hole in the JSW universe without a touch of Makovsky magic. ____________________________________________________________________________ DrUnKeN mAsTeR!!! 2005, 06, 07, 08 dm_boozefreek@yahoo.co.uk I go by the same handle on Groups.yahoo.com/manicminerandjetsetwilly. ...and also by the same handle on the www.worldofspectrum.org forums. Thanks for playing! Hope you enjoyed the game :)