========================================================== | Jet Set Willy: The 2005 Megamix | | Compiled and developed by Daniel Gromann | | with rooms designed by: | | Paul E. Collins (48), Rob Moseley (6), Ian Collier (4),| | Greg Heslington (2), John Elliott (2), | | Dave Nichols (1) and others; | | and sprites designed by: | | Matthew Smith, Darren McCowan, Richard Hallas, | | Paul E. Collins, Michael Blanke and Arno Gitz, | | Greg Heslington, Adam Britton and others. | ========================================================== "Jet Set Willy: The 2005 Megamix" is a redesign of Matthew Smith's classic game "Jet Set Willy", created using the Jet Set Willy Editor v. 2.23 and the 128k hacklevel 9 JSW engine, both by John Elliott. It is meant to be played on a PC computer using a ZX Spectrum emulator capable of handling .tap format files. Theoretically, you could also play "JSW: The 2005 Megamix" on an real Spectrum if you manage to transfer it to tape. I. Thanks Detailed credits and acknowledgements are presented below. At this point I just want to express my sincere gratitude to: - Matthew Smith, for the original "Jet Set Willy". - John Elliott, for the 128k game engine and for his excellent JSW Editor, which was the only tool I used to create the game. - Richard Hallas, Ian Collier, John Elliott, J. G. Harston (on behalf of himself and Greg Heslington) and Adam Britton for explicitly giving me permission to use the rooms and / or sprites they designed. - Paul E. Collins, Rob Moseley and Darren McCowan for their indirect permission to use the material they created. - The other authors of the material I have used, whose names I don't know (see credits below), for their contribution. - Xabier Vazquez, for hosting my JSW website. - Vaggelis Kapartzianis, for his ZX Spectrum Emulator, which I used to play-test the game (version 1.03.98.0211). - My three-year-old son Michael for being a great source of joy and inspiration for me :-) , and to my wife Margaret, for her patience and support. - Andrew Broad, for his special role in the development of Jet Set Willy and Manic Miner games. - All the authors of JSW/MM games and all the members of the JSW/MM community - especially of the Yahoo! JSW / MM Club - 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 bought a private zeppelin. He set out on an air voyage, 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, strange and diverse. 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, and fridges and freezers full of food. He went down the drain, explored the sewer system, went through mysterious caves, 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 and got wet in the April showers. 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 spent a long time exploring. 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 letting 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 it. Can he count on your help? And once you have successfully collected all of the items and are about to cross the entrance where Maria is no longer, remember: the challenge isn't over yet! You will still have to find the right way at a space-time crossroads and overcome other obstacles before Willy can sit down in front of the computer to play his beloved Speccy games. ---------------------------------------------------------------------- III. Instructions This is not really necessary, but just to keep the documentation complete: The object of the game is to collect all the flashing items, avoiding the moving guardians and the stationary obstacles which may kill you. Then you have to cross the entrance to the Gaming Room and negotiate your way to the final destination. 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-G pauses the game, H-ENTER/RETURN unpauses it and also toggles the music ON/OFF. ---------------------------------------------------------------------- IV. Background Information "Jet Set Willy" was one of the first games I played on my Spectrum-compatible Timex computer back in 1986. In 2001 I discovered the joys of the Speccy emulation on PC computers, and I became aware of the JSW revival soon afterwards. In early 2004 I started writing my first game with the use of John Elliott's remarkable JSW Editor. I finished the game - called "Willy's New Mansion" - in October 2004 and released it on the Internet the following month. At present it can be downloaded from my Web pages kindly hosted by Xabier Vazquez at http://xa.bi/jsw or from my folder (called "Daniel Gromann") in the Files section of the Yahoo! Club for JSW/MM fans founded by Andrew Broad: http://games.groups.yahoo.com/group/manicminerandjetsetwilly/ (you have to join the club to be able to access the Files section). After finishing "Willy's New Mansion", I intended to play all of the existing Jet Set Willy 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 the list of JSW/MM games on Andrew Broad's website (http://www.geocities.com/andrewbroad/spectrum/willy/list.html), which I believe is the focal point for everyone interested in JSW today, and I became aware of a couple of unfinished games whose authors have no apparent interest in finishing them, of single rooms scattered in various enhanced versions of the original "Jet Set Willy", 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, compleatable game so that they could be enjoyed by JSW fans while playing 'for real'. And so, postponing for a few months my plans to become familiar with all of the existing Jet Set Willy games, 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 I had to use the 128k JSW engine in order to be able to accommodate all the rooms. I also expanded the game significantly, adding a number of new rooms of my own design. "Jet Set Willy: The 2005 Megamix" is the result of this work and, most of all, a fruit of passion for the little fellow brought to life more than 20 years ago by the genius of Matthew Smith. ---------------------------------------------------------------------- V. The Game "Jet Set Willy: The 2005 Megamix" is a 128k engine game. It features 182 rooms in total, including 131 which can be accessed during the game and 51 which belong to the final sequence, after the program has taken control of Willy. The playing field is divided into two separate parts, since I found it conceptually difficult to reconcile the 1996 Spectrum Scene from Paul E. Collins's unfinished "JSW '96 Remix" with the rest of the rooms I used, both from Paul's game and from other sources, described below. So the game features the "main" playing field with 93 rooms and 167 items to collect, and the 1996 Speccy scene with 38 rooms and 89 items, and they are linked by a teleporter. In total there are 256 items to collect. In an ideal scenario, you should visit between 156 and 158 rooms to complete the game successfully. Theoretically the game can be finished without losing a single life (in practice, if you save snapshots on the emulator or are an absolute genius). Poke 35899,0 will give you infinite lives, as usual. In a number of rooms, however, if you make a mistake, you will fall into a multiple-death scenario - I did not make a conscious effort to eliminate those, since I perceive them as part of the game and its challenge. There are also some rooms which are traps, which may be unfair to the player, but I assume you will be saving snapshots on the emulator anyway, so they won't do you that much harm. I have play-tested the game extensively and believe it to be bug-free. However, if you find any problems, please report them to me at: jetsetdanny@yahoo.com . During the creative work on "JSW: The 2005 Megamix" I had little ambition of discovering and introducing new elements into the game; rather than that, I aimed to render previously created material into a new and consistent, but fairly traditional game. However, I believe that the final sequence, i.e. from the time the program takes control of Willy and carries him to the right at double speed, is quite a novelty in JSW designing. It is probably the best-developed final sequence of all the games created so far. It features 51 rooms (sketchy as most of them may be), and the player has to pass through 30 of them in order to complete the game. Its most notable feature, though, is that after the program has taken control of Willy you still have to use the controls, limited as they are at this point, in order to complete the game successfully. Depending on how well you use them, you may: - die hitting a stationary obstacle; - get killed by moving guardians; - fall into a multiple-death scenario; - fall into an infinite-fall scenario; - get stuck in a room without being able to move; - reach the very end of the game, but without being able to complete it (the wrong ending); - complete the game successfully. I am also particularly proud of the application of one of the quirky features of the game engine, allowing Willy to drop down safely, after a jump through an overhead block, the height of over five blocks (as in "Road to the Inaccessible Castle" [071], "Snatch the disk and get out!" [146] and "Shortcut to the Roof" [154]). I am pretty sure that I am not the first person to apply this spectacular feature, Andrew Broad or someone else must have done it before, but I did not copy it from any of the games I have played so far. ---------------------------------------------------------------------- VI. Acknowledgements and credits As you can see from the history of the creation of the game presented above, a large portion of the material I have used is other people's work. I want to make absolutely 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 subject (the game engine, the rooms, the sprites, the quirky features and the name) and then in a more detailed form in the individual room descriptions. THE GAME ENGINE As mentioned above, the game was designed using John Elliott's excellent JSW Editor (version 2.23) and his 128k JSW engine. As a starting point, I used "Jet Set Willy 128k" version 0.04 Hacklevel 7, a JSW game featuring the rooms from the original "Jet Set Willy" and from Richard Hallas's "Join the Jet-Set!" plus several new rooms. THE ROOMS Following is the list of the rooms designed by other people which I have used in "JSW: The 2005 Megamix". In some cases they were preserved in their original form. In many cases I introduced slight modifications in order to accommodate them into the new game. Technical numbers of the rooms are given in brackets after the names. 1. 48 rooms designed by Paul E. Collins They come from a partially-written game called "JSW '96 Remix", by Paul Equinox Collins, formerly known as Paul Howard and also as "Equinox Tetrachloride" (http://cl4.org/, e@cl4.org). According to the information given by Andrew Broad on his website, "it was meant to encompass everyone on the Spectrum scene in 1996. Unfortunately, his [P. Howard'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 Murray for sending him the snapshot and Paul Howard 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 the game 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 had to add them. I have used the following rooms designed by Paul E. Collins: 01. Woodhouse, Sheffield (000) 02. Carl & Mike, the emulator users! (001) 03. <>>> (014) 16. Busy Soft, Czechoslovakia (015) 17. Entrance to the Eurotunnel (016) 18. Alchemist Research HQ (017) 19. The Apple Factory (018) 20. Alchemist Research Continental (019) 21. Womo PD, Deutschland (020) 22. Chezron Software (021) 23. Above the Chic Computer Club (022) 24. Inside the Tardis (023) 25. speccy_games@emulator.com (024) 26. La Lettre du Spectrumaniac, Paris (025) 27. The Chic Computer Club (026) 28. Rip-off PD, B----n, R---y (030) 29. mooR gnisufnoC rehtaR A (032) 30. Invasion of the Daleks! (034) 31. An Indoor Car Boot Sale? (036) 32. Willy's Swing (037) 33. The Unusual Room (039) 34. The Sewer (040) 35. Light At The End Of The Tunnel? (041) 36. My Bathroom (042) 37. Down at The Fountain (043) 38. The All New Swimming Pool (044) 39. Dave's Hardcore Room (045) 40. In the Fridge! (046) 41. Dr. Who will never believe this! (047) 42. The Plumbing (048) 43. Dungeon (049) 44. Aaiiieeeeee!! (050) 45. The Ludicrous Room (051) 46. Tricky Visible Platforms (052) 47. The Back Way Into... (053) 48. Space Invaders! (054) One of the above rooms is also repeated (twice) in the final sequence (you will see which one as you complete the game!), and the room "Steal the software!" (031) has the name and most of the graphics taken from "JSW'96 Remix", although it has been totally redesigned. So you could say that, in total, out of 182 rooms of the game more than 50 are the work of Paul E. Collins. 2. 12 rooms adapted from the Dragon 32 version of "Jet Set Willy" The Dragon 32 version of JSW has 74 rooms, compared to the 60 of the Spectrum version. I included renditions of 12 of the extra rooms in "JSW: The 2005 Megamix". I left out two which I didn't think worth including ("Jims Nasium" and "At the Top of the Well", and also "Matthew's Next Game", which is practically an empty screen anyway). I used John Elliott's conversion of the Dragon version back to Spectrum format (found in John's folder in the Files section of the Yahoo! JSW/MM Club), and I tried to reproduce the rooms as faithfully as possible in relation to the original, but of course I was unable to include some features (such as the trampoline blocks) due to the limitations of the 128k JSW engine. 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/water blocks in some rooms (in relation to the universal blue and green seen in the editor), 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". See room descriptions below for more details. Unfortunately, I know very little of Dragon 32 and I have no idea who to credit with the design of the extra JSW rooms. Anyway, the inclusions from the Dragon 32 version in "JSW: The 2005 Megamix" are as follows: 01. The Guest Room (103) 02. The Games Room (104) 03. Hall of Mirrors (105) 04. Secret Passage (106) 05. The Smugglers' Cave (107) 06. The Pub (119) 07. In the Well (120) 08. The Drain (121) [heavily modified] 09. The Observatory (122) 10. The Garden (123) 11. The Old Mine Workings (124) 12. The Tribble Hutch (125) 3. 6 rooms designed by Rob Moseley They come from an unfinished "JSW Remix" which Rob Moseley started back in 1999. Being unsure if or when he'd 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 (http://www.geocities.com/andrewbroad/spectrum/willy/download/jsw1remix.zip). 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 presented in "JSW: The 2005 Megamix" in their original shape, with the original guardians which use Matthew Smith's classic sprites. They are: 1. The Basement (074) 2. The Seal Chamber (075) 3. Entrance to the Seal Chamber (076) 4. The Laboratory (077) 5. The Reactor Plant (078) 6. The Reactor Core (079) 4. 4 rooms designed by Ian Collier Four rooms in "JSW: The 2005 Megamix" come from Ian Collier's JSW 1 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 (http://www.russandem.co.uk/quirk/). The four rooms are: 1. Where the Chapel should be (027) 2. Behind the bar (055) 3. The Playroom (056) 4. The room without a name (057) 5. 2 rooms designed by Greg Heslington using DefRoom for the Spectrum by J.G. Harston 1. The Cave Mouth (066) 2. The Cave (067) These rooms were created by Greg Heslington back in 1985 with J.G. Harston's JSW room editor. I just added the guardians. J.G. Harston has extended the 48k JSW game engine to allow up to 72 rooms, and has released an enhanced version of "Jet Set Willy" (http://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" (065). 6. 2 rooms designed by John Elliott 1. The CGA Room (063) 2. The other CGA Room (069) "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. In "JSW: The 2005 Megamix" both rooms are preserved in their original form. 7. 2 rooms from "JSW Editor MkII" (Softricks, 1984) 1. The Moat (072) 2. The Vault (073) 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 don't know who to credit personally for the Softricks editor and these two rooms. 8. 1 room designed by Dave Nichols 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 (http://www.russandem.co.uk/)and Darren Salt (http://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). In "JSW: The 2005 Megamix" the room "April Showers" (058) is followed by its two remixes of my design: "Singin' in the April Rain" (059) and "April Showers - Still Raining" (060). 9. 1 rearranged room from "Join the Jet-Set!" The room "In the Hall of the Drain Monster" (097) is a remake of the room "In the Hall of the Mountain-King" from Richard Hallas's classic "Join the Jet-Set!" (http://www.hallas.net/Software/spectrum.htm). 10. My own rooms The rest of the rooms are my design. They typically feature graphics taken from Darren McCowan's "JSW (Sunday Afternoon Graphical Remix)", sometimes with slight modifications and /or changed colours. I ripped these graphical elements without any consistency, i. e. in any given room there may be water graphics from one of Darren's rooms, earth graphics from another one of Darren's rooms, fire and item graphics from still another one, etc. What I want to stress, though, is that as far as graphical elements are concerned, my "own" rooms draw heavily on Darren McCowan's work and he should be credited for it. A number of "my" rooms were created as an expansion of other authors' rooms, and so they use the same graphical elements even though they have a different design. Prime examples of this are the rooms: "Below the Bathroom" (092) and "Entrance to the Sewer" (093), built around the graphics from Paul E. Collins's "The Sewer", "The Reservoir" (083) built around the graphics from Paul E. Collins's "Plumbing", "The Deepest Dungeon" (068), built around the graphics from Paul E. Collins's "Dungeon" and "Singin' in the April Rain" (059) and "April Showers - Still Raining" (060), built around the graphics of Dave Nichols's "April Showers". In turn, the room "A Secret Passage in the Clouds" relies heavily on graphics from the screen "little room next to the clouds" by Alex Cornhill, found in the unfinished game "Jet Set Willy: Mind Control", released in the Files section of the Yahoo! JSW / MM Club in March 2005. Some of "my" rooms draw on graphics and design patterns from my first JSW game, "Willy's New Mansion". Such is the case of the opening room "The Arrival - Dyn Dan style" (088), which uses the design of "Dynamite Dan would love this" from "WNM", of the rooms: "First Landing" (152), "Second Landing" (090) and "Among the Branches" (061), which use graphical elements from "A Room with a View", and of the room "Under the Cave Mouth" (144), which partly copies the pattern of "The Underground Pantry". THE SPRITES There are several groups of guardian sprites in "JSW: The 2005 Megamix": 1. Sprites designed by Matthew Smith which appear in "Manic Miner" and the original "Jet Set Willy". I will not enumerate them here, as I think anybody interested in the subject should recognise them instantly. Thanks for those timeless classics, Matthew! 2. Matthew Smith's sprites modified by Darren McCowan These come from Darren's "JSW (Sunday Afternoon Graphical Remix)" (http://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 I want to make sure I give Darren full credit for them. I think it is not necessary that I 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" (066); - the vertical guardian seen for example on the right-hand side of "Left-To Work Right-To Have Fun" (091); - the vertical guardian seen on the right-hand side of "My Bathroom" (042); - the vertical guardian that blocks your way up towards the item in "The Vault" (073). Willy's sprite and Maria's sprite were also modified by Darren McCowan. In some rooms you can see the original sprite by M. Smith and the modified sprite by D. McCowan side by side, e.g. in: "The Old Mine Workings" (124), "The Garden" (123) and "The Deepest Dungeon" (068). 3. Sprites designed by other authors a) Five sprites designed by Richard Hallas Four of them come from "Join the Jet-Set!": - the sun (e.g. in "The Cagelike Catwalk" [153]); - the fish (e.g. in "Light At The End Of The Tunnel?" [041]); - the waggling joystick (e.g. in "The least lazy Speccy demo group" [010]); - the TV set (e.g. in "La Lettre du Spectrumaniac, Paris" [025]). 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!" (046). b) Three sprites designed by Paul E. 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!" (001); - the head, seen for example in "The Eiffel Tower" (004); - the triangular-square-circular vertical guardian, which dominates the room "Aaiiieeeeee!!" (050). I have introduced still (unchanging) variations of this guardian in some rooms, e.g. as a triangle and a ball (circle) in "Inside the Tardis" (023). c) 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 in "JSW: The 2005 Megamix" for example in "The Lair of the Diagonal Monster" (143); - the skull, seen in "JSW: The 2005 Megamix" for example in "Tricky Visible Platforms" (052). I have modified the skull sprite slightly. d) Two sprites from the Dragon 32 version of "Jet Set Willy" (converted by John Elliott) These are: - the umbrella, seen for example in "The Games Room" (104); - the tribble, seen in "The Tribble Hutch" (125) and "The Vault" (073). I don't know who I should give personal credit for them. e) One sprite designed by Adam Britton It is the Dalek sprite from the games "The Deadly Mission", "Willy's Holiday" and "The Continuing Adventures SE". In "JSW: The 2005 Megamix" it appears in the rooms: "Invasion of the Daleks!" (034), "Space Invaders!" (054) and "The Unusual Room" (039). f) 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" (081). I have ripped it from J.G. Harston's enhanced version of "Jet Set Willy". 4. My own sprites The only new sprites I have designed for this game are: - the computer (with the monitor on the table and the CPU below it), featured in "Sheer Bliss: The Gaming Room!" (033) and a couple of other rooms, like "The Chic Computer Club" (026); - the chair, first empty, then with Willy sitting on it after you have completed the game, obviously found in "Sheer Bliss: The Gaming Room!" (033). In "JSW: The 2005 Megamix" I also used most of the sprites I designed for "Willy's New Mansion", namely: - the vertically-flying insect first seen in "First Landing" (152); - the loudspeaker, seen motionless e.g. in "The Quirky Stairway" (100) and moving e.g. in "speccy_games@emulator.com" (024); - the modified one-piece Macaroni Ted sprite, featured e.g. in "Below the Ludicrous Room" (147); - the design components of the zeppelin on the opening screen. THE QUIRKY FEATURES In order to complete the game, it is necessary to be aware of the so-called "quirky features" of the game engine, or at least some of them. They make it possible to complete tasks which might seem absolutely impossible to someone who is unfamiliar with them and treats JSW as a very traditional platform game. The quirky features have to be used only in new rooms of my own design, with one exception perhaps. I drew the inspiration for their implementation from Andrew Broad's JSW games and, in fact, I copied a couple of design patterns from one of his games - the upper right-hand side of "A Mysterious Cavern" (062) has been shaped according to the pattern of the room "Of Herbs and Stewed Rabbit" from Andrew's excellent "Jet Set Willy: The Lord of the Rings", and the central part of "The Forgotten Top-Secret Passage" (064) reflects the layout of obstacles in "Shelob's Lair", also from Andrew's delightful "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://www.geocities.com/andrewbroad/spectrum/willy/features.html), and to the text files accompanying his games. THE NAME 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 "Jet Set Willy", but I still wanted to use the word, to honour the other authors' effort. After much deliberation, I 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 initial screen. I would like to express my gratitude to Richard Hallas and Adam Britton, who helped me with the intricacies of the English language in the process of choosing the name for the game (I am not a native English speaker). ---------------------------------------------------------------------- VII. Room descriptions and credits Following is the list of the 131 rooms of "JSW: The 2005 Megamix" which you can access during the game. I do not list the remaining 51 rooms, which can only be seen during the final sequence, after the program has taken control of Willy, one by one, since I see no real necessity to present detailed credits in these rooms, and most of them are very repetitive. Also, I don't want to spoil your pleasure by revealing details you should arrive at while completing the game. The list is roughly sequential, but the numbers of the rooms have no particular meaning. I have included the technical room numbers after the names to facilitate identification if you want to look at them in an editor. A. The Main Playing Area 1. The Arrival - Dyn Dan style (088) The room basically copies the zeppelin I designed for my first game, "Willy's New Mansion", which can be seen in the room "Dynamite Dan would love this" of "WNM". 2. First Landing (152) Another room where I have used graphical elements from "WNM" (the tree branches), originally seen in "A Room with a View", plus the insect sprite from that game. 3. Second Landing (090) Same as above. 4. Left-To Work Right-To Have Fun (091) 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 the quirky features of the game engine come into play - you have to jump through the innocent-looking block (ILB) in order to be able to go down to "The Ludicrous Room" from the adjacent "Dave's Hardcore Room". 5. Dave's Hardcore Room (045) Paul E. Collins's room with slight modifications and guardians introduced. The composite guardian is a hybrid featuring the upper part of the original JSW 1 design and the lower part modified by Darren McCowan. 6. The Bar (084) I designed this room because I planned to introduce the room "Behind the bar" and I felt there should be a bar to precede it. Most of the guardians here are Darren McCowan's modifications of the original JSW sprites. 7. Behind the bar (055) Ian Collier's room, reproduced here faithfully in its original form. 8. The Playroom (056) Same as above, a faithfully reproduced Ian Collier's room. 9. The room without a name (057) Ian Collier's room, with modifications which have opened exits to the right and downwards. 10. The All New Swimming Pool (044) Paul E. Collins's room, with guardians added, including two of Richard Hallas's sprites. 11. An Indoor Car Boot Sale? (036) Paul E. Collins's room with slight modifications, making it possible to go both up and down on the left-hand side, and guardians added. The vertical guardian on the left comes from the original "JSW '96 Remix". 12. In the Fridge! (046) Paul E. Collins's room with slight modifications and guardians added. 13. In the Freezer!!! (150) A room of my own design, inspired by "Willy's Private Fort Knox" from "Willy's New Mansion", with Darren McCowan's graphical elements, quirky features inspired by Andrew Broad's games and guardian sprites from "Manic Miner". 14. Entrance to the Gaming Room (035) A room of my own design, with graphical elements from Darren McCowan's "JSW (Sunday Afternoon Graphical Remix)" and Darren's modified Maria sprite. 15. Emulator Bliss: The Gaming Room! (033) Same as above, my own room with Darren's graphical elements, plus the waggling joystick from Richard Hallas's "Join the Jet-Set!". 16. Nearer, My Emulator, to Thee... (145) Again, my design, Darren McCowan's graphical elements, plus two of his modified sprites, one unmodified sprite from JSW 1 and one from Manic Miner. 17. Where the Chapel should be (027) Ian Collier's room, with an exit opened to the right. 18. The Guest Room (103) A room from the Dragon 32 version of JSW, adapted from John Elliott's conversion back to the Spectrum format, practically unchanged except for the colour and movement of the guardians. 19. The Games Room (104) Another room from John Elliott's conversion of the Dragon 32 version of JSW, with altered colours and a modification which allows passing it from left to right. 20. Hall of Mirrors Another Dragon 32 room with altered colours. The guardians, Willy's look-alikes, move backwards rather than forwards, since I didn't want to sacrifice the space I could use for another horizontal guardian to introduce a properly-moving Willy sprite. 21. The Tribble Hutch (125) Another Dragon 32 room, with altered colours of the guardians and a slight change in the location of the downward exit. 22. The Forgotten Top-Secret Passage (064) A room of my own design, featuring graphical elements from Darren McCowan's "JSW (Sunday Afternoon Graphical Remix)". 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" from Andrew Broad's excellent "Jet Set Willy: Lord of the Rings". 23. The Pub (119) Another Dragon 32 room, with altered colours and additional guardians. 24. Behind the Pub (151) A simple room of my own design. 25. The Ludicrous Room (051) Paul E. Collins's room with guardians added. 26. Below the Ludicrous Room (147) A room of my own design, with the Macaroni Ted sprite I modified for "Willy's New Mansion". I took the idea of having to step down accurately from the rope from the room "The Fierce Fire-pit" of "JSW IV - Willy's New Hat", which I think was the first place where such challenge was ever introduced. 27. My Bathroom (042) Paul E. Collins's room with the guardians added, of which three feature Darren McCowan's modified sprites and two - classic sprites from "Manic Miner". 28. The Well-Illuminated Inner Alley (081) A simple room of my own design. I drew the inspiration for some of the graphical elements from the room "Take it to the bridge" of "Jet Set Willy: The DrUnKeN mAsTeR" by The DrUnKeN mAsTeR. 29. Down at The Fountain (043) Paul E. Collins's room with guardians added. 30. The Drain "The Drain" is one of the rooms in the Dragon 32 version of "Jet Set Willy". I took it from John Elliott's conversion back to the Spectrum format, but I thought it too simple and unattractive, so I redesigned it, changed the colours and added more guardians. 31. In the Hall of the Drain Monster This is a redesign of the room "In the Hall of the Mountain-King" from Richard Hallas's classic "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. 32. Willy's Swing (037) Paul E. Collins's room with slight modifications (the downward exit moved to the right and a block added which makes it possible to climb and exit upwards) and guardians added. 33. Dr. Who will never believe this! (047) Paul E. Collins's room with one slight modification (blocks added at the exit to the right) and two guardians added on the left-hand side. The two red guardians on the right come from Paul's original version. 34. Space Invaders! (054) Paul E. Collins's room with guardians added, all of which are Adam Britton's Dalek sprites. 35. Aaiiieeeeee!! (050) 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 back down. I have kept the original vertical guardians and added a horizontal guardian on the right. 36. Invasion of the Daleks! (034) Paul E. Collins's room, to which I added guardians. Logically, these could be nothing else but Adam Britton's Daleks. I also moved one floor block in comparison with the original design, so that it is now possible to go down to the room below ("Inside the Tardis") after jumping through an innocent-looking block (ILB). 37. Inside the Tardis (023) Paul E. Collins's room in which I preserved the original guardian (the slowly-moving dark green head on the right) and added seven others to fill the room with nasties. 38. Below the Bathroom (092) One of the two rooms I designed using the graphics of Paul E. Collins's "The Sewer", which I particularly like, with R. Hallas's fish and D. McCowan's modified JSW guardian sprites. 39. Entrance to the Sewer (082) The other room I designed using the graphics of Paul E. Collins's "The Sewer". It is the only place in the game where a fast-moving horizontal guardian appears. 40. The Plumbing (048) Paul E. Collins's room to which I added one guardian from "Manic Miner". I also turned off the conveyor so that the room is passable in both directions. 41. The Reservoir (083) An extension of "The Plumbing" of my own design, obviously using Paul E. Collins's graphics. You have to jump through the overhead block in order to get back up after collecting the first item. 42. The Sewer (040) Paul E. Collins's room which I modified slightly in order to make it possible to move in all directions. I also added the guardians. 43. A Mysterious Cavern (062) The room of my design, whose upper right-hand side has been shaped according to the pattern of the room "Of Herbs and Stewed Rabbit" from Andrew Broad's "Jet Set Willy: The Lord of the Rings". If you are familiar with Andrew's games, this cavern will not seem particularly mysterious to you! 44. Light At The End Of The Tunnel? (041) Paul E. Collins's room with the conveyor turned off and R. Hallas's fish guardians introduced. For some strange reason it seems to me that it is more difficult to jump over the pink one than the green one. But it must be just an illusion, I think. 45. In the Well (120) A rooms from the Dragon 32 version of "Jet Set Willy", converted back to the Spectrum format by John Elliott. I introduced slight modifications in the design (partly enforced by the limitations of the 128k JSW engine, as compared to JSW 64), changed the colour of the guardian on the left (which features D. McCowan's modified sprite), and slowed it down a little bit. 46. Towards the Cave (065) 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 1. I developed it and gave it its current name. 47. The Cave Mouth (066) 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 1. I just added the two guardians. 48. The Cave (065) Exactly the same credits as above. 49. Under the Cave Mouth (144) A room of my own design, which I created using the pattern of "The Underground Pantry" from "Willy's New Mansion". It features three sprites modified by D. McCowan and the skull guardian from "Jet Set Willy III", modified by yours truly. 50. The Back Way Into... (053) Paul E. Collins's room, preserved exactly in its original form, with the guardians and all. 51. April Showers 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. Since in "JSW: The 2005 Megamix" it is possible to access its left-hand side jumping up from "The Cave Mouth", I added another item, which forces the player to go around the room facing the obstacles. 52. Singin' in the April Rain (059) My remix of "April Showers", using Dave Nichols's graphics and Richard Hallas's and Darren McCowan's sprites. 53. April Showers - Still Raining (060) My other remix of "April Showers", with Dave's graphics and Darren's sprites. 54. Road to the Inaccessible Castle (071) 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 "Manic Miner". It is also packed with quirky features, inspired by Andrew Broad's games. 55. The Moat (072) 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" blocks to make the walls of the castle impossible to pass through, thus setting the limit of the playing field. 56. A Glimpse of the Castle (096) 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 graphical elements from "The Moat" and from "Willy's Problematic Heaven" 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). 57. Tricky Visible Platforms (052) This room originated from Paul E. Collins's screen called "Tricky Invisible Platforms". For some reason I strongly dislike being faced with the challenge of things I cannot see. So I redesigned the room, keeping the graphical elements and location of "earth" and "fire" blocks, 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's not very "tricky", but you may still lose a life or two if you're not careful. 58. Above the Quirky Stairway (070) The general inspiration for this room came from the screen "Konservendosenlager", a German remix of the "Conservatory Roof" of the original "Jet Set Willy". "Konservendosenlager" comes from a German JSW editor with 60 redefined rooms, which Vidar Eriksen (Erix1) (http://jswremakes.emuunlim.com/Authors/Erix1.htm) 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 "Manic Miner" and a hybrid composite guardian featuring the lower part of the original Matthew Smith's design and the upper part modified by Darren McCowan. 59. The Unusual Room (039) Paul E. Collins's room with slightly modified exit to the left and guardians added. 60. The Garden (123) One of the rooms from the Dragon 32 version of "Jet Set Willy". I changed the colours, added the clouds, which I took from P. E. Collins's "Entrance to the Eurotunnel", and decided to present the flower guardian both in its original form and as Darren McCowan's modification. 61. I'm getting desufnoc (098) This room, whose name makes an obvious reference to the following screen, "mooR gnisufnoC rehtaR A", is a redesign of another room from the German remix, "Saege, Ei Und Kein Vogel", which is, in turn, a redesign of "Cuckoo's Nest" from the original "Jet Set Willy". It is linked to "mooR gnisufnoC rehtaR A" not only by name, but also conceptually, which you will see during the game. You have to jump through an ILB here, but be careful - a badly-timed jump will lead you to an infinite death scenario! 62. mooR gnisufnoC rehtaR A (032) Paul E. Collins's room, which I modified, linking it conceptually with the preceding screen. I also introduced guardians, from "Manic Miner" as well as Darren McCowan's sprites. 63. Entrance to the CGA Rooms (038) A room of my own design, using graphical elements from Darren McCowan's "JSW (Sunday Afternoon Graphical Remix)", Darren's guardian sprites, Richard Hallas's sausage sprite and my loudspeaker sprite. 64. The Observatory (122) A room from the Dragon 32 version of "Jet Set Willy", converted back to the Spectrum format by John Elliott. I only changed the colours of two of the guardians to make the room more interesting. 65. Another MegaTree? A room of my own design, with the use of graphical elements from Paul E. Collins's "Invasion of the Daleks!" and from "Willy's Problematic Heaven" of "Willy's New Mansion". Another place where you have to jump through an innocent-looking block. 66. The CGA Room (063) John Elliott's room which first appeared in Version 0.03 Hacklevel 6 of "Jet Set Willy 128k" in 1998, preserved in its original form. 67. The other CGA Room (069) John Elliott's room which first appeared in Version 0.04 Hacklevel 7 of "Jet Set Willy 128k" in 2000, preserved in its original form. 68. The Quirky Stairway (100) A room of my own design, drawing on graphical elements from "Back Stairway" and "The Wine Cellar" of the original "Jet Set Willy". You have to jump through an ILB in order to go down, hence the name of the room. 69. Down-Transport Right-Research (099) Another of my own rooms, packed with quirky features. I drew the initial inspiration for the design of the central part of the screen from the room "Cliff-top Observatory" of "JSW IV - Willy's New Hat". 70. The Laboratory (077) The first of the sequence of Rob Moseley's rooms from his unfinished "JSW Remix", preserved in its original shape. 71. The Reactor Plant (078) The second of the sequence of Rob Moseley's rooms from his unfinished "JSW Remix", preserved in its original shape. 72. Above the Reactor Plant (080) I introduced this room because I don't like ropes which one cannot climb. 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. 73. The Reactor Core (079) The third of the sequence of Rob Moseley's rooms from his unfinished "JSW Remix", also preserved in its original shape. 74. Entrance to the Seal Chamber (076) The fourth of the sequence of Rob Moseley's rooms from his unfinished "JSW Remix", also preserved in its original shape. 75. The Seal Chamber (075) The fifth of the sequence of Rob Moseley's rooms from his unfinished "JSW Remix", also preserved in its original shape. 76. The Old Mine Workings (124) A room from the Dragon 32 version of "Jet Set Willy", which is obviously a rendition of "Manic Miner"'s "Abandoned Uranium Workings". I modified it slightly, in order to be able to put it to the left of "The Seal Chamber", I introduced additional guardians and I eliminated two items, which didn't present any challenge here and which I needed elsewhere. 77. The Basement (074) The sixth and last of the sequence of Rob Moseley's rooms from his unfinished "JSW Remix", also preserved in its original shape. 78. Dungeon (049) Paul E. Collins's room, with slight modifications which were needed to facilitate the entrance and exit to the left and downwards, and two guardians added. 79. The Deepest Dungeon (068) A room of my own design, using the graphics of Paul's "Dungeon", the original guardian sprites from "Jet Set Willy" and their modification by Darren McCowan - you can compare the two composite guardians. It requires the player to take advantage of a quirky feature of the game engine (which you will painfully discover on the ground level) - that was inspired by the rooms "The Land of Shadow" and "The Uruk-hai" from Andrew Broad's "Jet Set Willy: The Lord of the Rings". 80. Entrance to the Secret Passage (102) A very sketchy room I introduced in order to preserve a logical layout of the playing field. 81. Secret Passage (106) A room from the Dragon 32 version of "Jet Set Willy", preserved in its original shape. 82. The Smugglers' Cave (107) Same as above, except that I added a ghost guardian I thought appropriate in such a place, and an apostrophe in the name of the room to honour the generally-accepted spelling rules. 83. The Vault (073) A sample room from JSW Editor MkII (Softricks, 1984). I added all of the guardians and the item. 84. Transportation Module Entrance (101) A room of my own design with Darren McCowan's graphical elements and guardian sprites. You need to use some of the quirky features of the game engine in order to complete it. 85. Below Mysterious Launching Pad 1 (093) A simple room of my own design with Darren's graphical elements and guardian sprites. 86. The Mysterious Launching Pad # 1 (130) A simple room of my own design, with Matthew Smith's telephone guardian from "Manic Miner". 87. Below Mysterious Launching Pad 2 (094) A simple room of my own design with Darren McCowan's graphical elements and classic sprites from JSW and MM. 88. The Mysterious Launching Pad # 2 (131) A simple room of my own design, with Matthew Smith's telephone guardian from "Manic Miner". 89. Below Mysterious Launching Pad 3 (095) A simple room of my own design with Darren McCowan's graphical elements and classic sprites from "Manic Miner". 90. The Mysterious Launching Pad # 3 (132) A simple room of my own design, with Matthew Smith's telephone guardian from "Manic Miner". 91. Among the Branches (061) A room of my own design, with graphical elements copied from "A Room with a View" from my first game, "Willy's New Mansion", one sprite modified by Darren McCowan and one from "Manic Manic". 92. Teleporter to 1996 Speccy Scene This room is crucial for the game, as it contains the only entrance to the second part of the playing field. I designed it myself, packing it with the quirky features. The layout of the "earth", "water" and "fire" elements in the lower part of the screen was inspired by the "Ancient Astronaut Control Room" from Stewart J. Hill's remarkable game "Jet Set Willy: Utility Cubicles". 93. A Secret Passage in the Clouds A room of my own design, in which the graphics are borrowed from the screen "little room next to the clouds" by Alex Cornhill, found in the unfinished game "Jet Set Willy: Mind Control", released in the Files section of the Yahoo! JSW / MM Club in March 2005, adorned with the sun designed by Richard Hallas. B. The 1996 Spectrum scene 94. Woodhouse, Sheffield (000) The starting screen in Paul E. Collins's unfinished "JSW '96 Remix". I substituted a computer for the toilet, but made no other changes. 95. Alchemist Research HQ (017) Paul E. Collins's room with one guardian preserved (the upper one) and two other added. 96. The AlchNews Writers (006) Paul E. Collins's room with guardians added. 97. The Chic Computer Club (026) Same as above, Paul E. Collins's room with guardians added. 98. Aaargh! Format's Sam Coupe Fair! (011) Same as above, Paul E. Collins's room with guardians added, featuring Darren McCowan's sprites. I also added the item, but I think its shape was designed by Paul. 99. The Cagelike Catwalk (153) A room of my own design - an exercise in creating a room requiring the use of the quirky features of the game engine. 100. Above the Chic Computer Club (022) A room designed by Paul E. Collins. I introduced slight modifications in it, which allow the player to pass the room after entering it from the bottom and to exit upwards, and which take advantage of one of the quirky features of the game engine. This is the only room designed by other authors where I did not keep the original guardians and where I introduced the necessity to use the quirky features. 101. Shortcut to the Roof (154) A room of my design, and another exercise in quirky features. Also, the first room I have ever designed with a still rope in it. 102. The Rooftop Chase (008) Paul E. Collins's room with guardians added. 103. Impact PD Duplication Plant (012) Paul E. Collins's room which I modified considerably in order to incorporate it into the game layout, with guardians added. 104. The Apple Factory (018) Paul E. Collins's room with slight modifications to the original design and various guardians added. 105. Extacy-3 United Minds (007) Paul E. Collins's room with one slight change (in the location of the item on the right-hand side) and guardians added. 106. Carl & Mike, the emulator users! (001) Paul E. Collins's room with slight modifications and two additional guardians introduced (the pink cassette appears in the original file). 107. Spectrum UK: Keep the Faith! (013) Paul E. Collins's room with additional guardians introduced (the yellow cassette and the green dumbbell appear in the original file). 108. The least lazy Speccy demo group (010) Paul E. Collins's room with guardians added. 109. Miles Kinloch's Flat (005) 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). You can jump through the innocent-looking block above the ground level and land safely in the room below if you do it from the right; if you do it from the left, you will head towards a multiple death scenario. 110. Entrance to the Eurotunnel (016) Paul E. Collins's room with slight modifications, the number of items reduced and guardians added. 111. DON'T go down !!! (087) A simple room of my own design with graphical elements from Darren McCowan's "JSW (Sunday Afternoon Graphical Remix)". 112. I told you not to go down ... (085) Same as above, my own room with the fire graphics copied from Darren's rendition of "We must perform a Quirkafleeg". I took the idea for the sequence: "DON'T go down !!!" - "I told you not to go down ..." from Adam Britton's game "Jet Set Willy: The Continuing Adventures SE" (rooms: "Don't Go Down!!" and "Don't Fall Off!" followed by "Don't Say I Didn't Warn You!"). 113. ... the Eurotunnel's on fire !!! (086) Same as above, a simple room of my own design with the fire graphics copied from Darren McCowan's rendition of "We must perform a Quirkafleeg". 114. Alchemist Research Continental (019) Paul E. Collins's room with no modifications, just the guardians added. 115. <>>> (014) Paul E. Collins's room with slight modifications, making it possible to pass it from the left to the right and impossible to exit upwards, and with the guardians added. 122. speccy_games@emulator.com (024) Paul E. Collins's room, slightly modified and with the guardians added. 123. The International ZX81 Club! (003) Paul E. Collins's room with no modifications, just the guardians added. 124. Steal the software! (031) A room of this name appears in Paul E. Collins's "JSW '96 Remix", but is just a sketchy design, evidently unfinished. I used the name and the graphical elements designed by Paul, but I redefined the room completely to suit the layout of the game. I borrowed the idea of having to fall on the rope rather than jump on it from the room "Scraping Down Walls" from Stewart J. Hill's excellent "Jet Set Willy: Utility Cubicles", and the idea of having to pick the items while swinging on the rope and being exposed to the danger of "fire" behind the items from Richard Hallas's memorable "Jet Set Willy In Space" (http://www.hallas.net/Software/spectrum.htm), from the room "Captain's Unready Room (Lounge)". 125. The Lair of the Diagonal Monster (143) A room of my own design, loosely based on "Entrance to the Cellar" from "Willy's New Mansion". Darren McCowan's sprite features as the Diagonal Monster, which demonstrates the possibilities offered by John Elliott's 128k JSW engine. 126. Rip-off PD, B----n, R---y (030) Paul E. Collins's room, practically unmodified (except for a one-block difference in the location of the lower item) and with the guardians added (except for the pink bird, which appears in Paul's original). 127. Teleporter back to 2005 (029) A simple, but important room of my own design, which takes you back to the main playing field. It uses graphical elements from Darren McCowan's "JSW (Sunday Afternoon Graphical Remix)". 128. Snatch the disk and get out! (146) A room of my own design, with Darren McCowan's graphical elements, Matthew Smith's original guardians and Greg Heslington's Skinky, and some quirky features. You had better take the advice given in the name of the room, but if you are curious, well, go ahead and exit downwards... 129. Lose a life, jump, save the game (148) This time it is indeed better to heed the advice, in this sketchy room of my design, using Darren McCowan's graphics for the "earth" element. 130. Sir Clive, we've got a problem! Yes, indeed, if you have got this far and haven't poked the game to turn the WRITETYPER cheat mode on. Another sketchy room of my design. 131. No! Not the USR 0 lines! (009) Paul E. Collins's unmodified room, sadly evocative of the 80s. C. The final sequence I will not describe all of the rooms that appear in the final sequence, after the program has taken control of Willy, in detail. Most of them are rather sketchy screens of my design. Some of them are practically copies of rooms seen during the game (one of Paul E. Collins's rooms and a couple of my own). Some graphical elements in the rooms "It's not over yet!" and "Try again!" and in "The Wrong Way The Right Way" and "You've gone the wrong way!" were taken from the room "Into the Stars" of Adam Britton's "The Continuing Adventures SE", and the laughter in "You've gone the wrong way!" was inspired by the room "Wrong Way STUPID !" from "JSW IV - Willy's New Hat". ---------------------------------------------------------------------- VIII. Internet Links The following list of internet links related to JSW/MM games 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. At this time my Jet Set Willy homepage can be found at: http://xa.bi/jsw It is kindly hosted by Xabier Vazquez (xabi@gmail.com), and it contains both my previous game "Willy's New Mansion" (http://xa.bi/jsw/mansion.htm) and "Jet Set Willy: The 2005 Megamix" (http://xa.bi/jsw/megamix.htm). Dr Andrew Broad maintains an excellent, regularly updated website devoted to Jet Set Willy / Manic Miner games. Go to: http://www.geocities.com/andrewbroad/spectrum/ for the top-level index of his Spectrum pages, or directly to: http://www.geocities.com/andrewbroad/spectrum/willy for his JSW/MM pages. He also founded a Yahoo! Club for JSW/MM fans, which is a must for anyone seriously interested in the subject. Go to: http://games.groups.yahoo.com/group/manicminerandjetsetwilly/ Gawp's JSW pages hosted by Emulators Unlimited contain a lot of interesting information related to "Jet Set Willy" and "Manic Miner". They haven't been updated for a couple of years now, but they're still very much worth visiting: http://jswremakes.emuunlim.com/ John Elliott's main JSW page can found at: http://www.seasip.demon.co.uk/Jsw/ and his JSW Editor at: http://www.seasip.demon.co.uk/Jsw/jswed.html I can also recommend the following pages (in no particular order): Geoff Eddy's Jet Set Willy page: http://www.cix.co.uk/~morven/jsw/ J. G. Harston's JSW resources: http://www.mdfsnet.f9.co.uk/Software/JSW/ Richard Hallas's Spectrum page: http://www.hallas.net/Software/spectrum.htm Nick Aldridge's Spectrum page: http://www.aldridge98.fsnet.co.uk/specindex.html Igor Makovsky's JSW page (in Russian): http://www.jswilly.narod.ru/ For the general Spectrum resources, including the emulators, go to "The official world archive for the Sinclair ZX Spectrum and the largest on-line gaming center on the Internet", located at: http://www.worldofspectrum.org ---------------------------------------------------------------------- IX. Favourite Quotations "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 "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 "JSW isn't just a game - it's a relationship! One that stays with you from the very first game". Adam Britton ---------------------------------------------------------------------- X. The Legal Bit I am not really sure how to phrase this part, 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 2005 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 games, or while creating games for other computers. 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 2005 Megamix". ---------------------------------------------------------------------- XI. Final Remarks Contrary to what I did with "Willy's New Mansion", I do not include a map of the playing field in the zip file with the game and this text. If there are people out there interested in playing "JSW: The 2005 Megamix" - and you must be one of them, if you are reading these words - I will give you half a year to complete the game without referring to the author's map. Then, in the autumn of 2005, I will release a comprehensive map in .jpg format and a room chart in .pdf format on my JSW pages. I am very interested in what you all think of the game. Please, e-mail any comments, suggestions and bugfixes to: jetsetdanny@yahoo.com or just let me know that you have played the game, without any specific comments! The biggest gratification and encouragement for anyone designing free games is to know that someone else has played them! :-) :-) :-) I will be happy to hear from you and I will try to respond to everybody. Play, enjoy and let me know you've had a go at it! Daniel Gromann, May 2005