Still Stealin' ----------------------------------------------------------------------- Contents 1: Usual crap 2: A WARNING 3: My 15 mins 4: Story 5: Instructions 6: New rooms and changes 7: Legal stuff, Thanx and Other Stuff ----------------------------------------------------------------------- 1:Usual crap Still Stealin': part 3 of the down and out trilogy By the DrUnKeN mAsTeR!!! BaSe1 PrOdUcTiOnZ 2002. Based on the original concept by Matthew Smith. Game from software projects 1984 Also based on Fahrenheit 3000 by Tim Williams Softstone Ltd/Firebird software 1985 2: A WARNING If you've played any other stuff you know my games may have offensive stuff in them, and maybe a few hot potatoes here and there. Descretion hmmm not suitable for little people really (I mean kids not midgets). 3: My 15 Mins Well I haven't got much to say this time, I've pretty much said all I need to in my last few README's. All I want to say is all those who read about this game and worked out the Willy rip off game I was originally converting was Fahrenheit 3000 well done. Those who didn't know or didn't care well fuck it. I always had the down and out trilogy planned but I had a 128k side project planned I was goin' to translate Fahrenheit 3000 into JSW. But I scrapped the side project and decided to use my already created rooms from it, in Still Stealin'. 4: Story Archie Smackengrabb one of the the richest Rogues in WIlly's area has let his guard down. Not much is really known about Archie, some say he made his fortune selling AND stealin' antiques. Willy hears a rumour that Archie has gone back to his roots and stashed an antique alarm clock worth almost 3 quarters the amount of Willys' fortune in an old garage on an estate where he lived as a child. This estate is so bad so dodgy that it probably was the safest place for Archie to stash the clock. Those garages have been robbed so many times nobody goes near them now. In fact those garages are almost abandoned. Willy heard down at his local pub about Archies clock, Willy's local these days was practically the thieves guild of his area and full of rough sorts. There was no real honour between these men but they were all willing to help thieve somethin'. Willy however still never really fitted in, he was a toff after all. Few of Willys' so called friends saw him now after he lost his fortune, and made a beeline to avoid him after he got it back but his real friends stuck with him. They even advised him against his next crazy stunt, he was goin' to steal Archie Smackengrabbs' antique alarm clock single handedly. His friends reminded him that, he had had his fortune removed from him regained it by very unstable means and continued to steal afterwards. They reminded him how he'd looted a Hollywood mansion, an abondoned spaceship, and a small settlement in the countryside. Willy didn't care, AND HE SAID......"I'LL STEAL THAT CLOCK, AND COME BACK ALIVE, AND I SWEAR I'LL NEVER STEAL AGAIN". If only this could be so, because Willy got caught and had to run from the law. He ran through an old warehouse and into a back alleyway where a crackhead shouted "YYYEEE NOT USIN' BLING BLING TELEPORRRTTERRRRRR". Oblivious to dirty smack needles Willy threw the crackhead to the ground stole the teleporter key and jumped blindly into the teleporter. He arrived somewhere that seemed familier but he'd never been there. His head buzzed had a clone of his been here? That's ridiculous everyone knows you can only clone farm animals thought Willy or can you? AND WITH THAT LAST THOUGHT THE FINAL PART OF THE DOWN AND OUT TRILOGY BEGINS (and there's packs of plutonium to steal from the place he ended up in oh dear looks like Willy's still stealin' afterall). 5: Instructions If your emulator supports a stick you can use that. Otherwise use O,P and SPACE for left,right and jump. a-g pauses h-Return/enter toggles music on/off and unpauses collect all the flashing items from the rooms before the time runs out. 6: New rooms and changes (in no particular order) The first 7 screens are my interactive startup (my friends laughed at me when I described this to them). Don't take this statement too seriously, it's all about the conveyor belts. Also I attempted to add a cut scene it's just Willys' sprite blanked out with some tactically placed conveyors and teleporters. Basically as soon as you hit the conveyor in the room called Relics from an ancient time, sit back and watch the next 3 screens. Jumping will screw things up a bit won't matter too much in the first 2 screens you'll just miss the teleporters (the screens are looped anyway so you'll just keep going until you hit the teleporters) but I made most of the last screen out of fire blocks and these kill you even if you blank the sprites out. Make sure you don't go right either because me being the stupid fucker I am used the blank sprite space up. UPDATE: I took a risk and shifted some of the memory about. I did this in order to put the finishing touches I couldn't add to the BETA version (Which there are now 2 of, I saved the original, then the updated version just incase my memory twiddling resulted in something terrible happening). I'll maybe release the BETA versions of the trilogy with the Special editions. Although I don't think it's possible to finish the earlier versions of Willy the rogue, but skint willy and this are finishable. 1: STILL STEALIN' The first room pick up the antique alarm clock and go right, jumping is strongly advised against in this screen and the next 4 because I used a lot of fire blocks for graphics. Note if you're just exploring it doesn't really matter, but if you're playin' to win you must pick the item in this room up because once you leave by the right there's no way back. 2: Looks like you got away with it? My second screen this is really where my pseudo startup begins. The floor in this room and the next 3 is a right moving conveyor so you have to go with it. I used a combo of room graphics and guardians to make the lamp posts. 3: STOP THIEF!!! This screen isn't really graphically amazing but I'm pleased with my Coke banner in the background. Observant players will also have noticed that my moon sprite has crept back in there. Although it is a different graphic and it's set to bright. Observant players will also notice the trick I have used to make the policeman appear to be giving chase from nowhere (it's a simple trick I intended to use it in skint Willy but I was still pretty clueless when I made that after all it was only my second game). I did use this trick in a few rooms in Willy the Rogue, but I didn't want to overkill it. I figured the same tricks used over and over will begin to bore people. 4: Get back here I know your face! I called this room this because this is the type of shit people actually shout when they're chasin' you hahaha. I doubled up my police man trick so now there's 2 officers chasing you. other than that this room is similar to the previous screen. 5: Time to escape This room has the same effects as the screen before it. I tried to add shading to the building Willy runs into. Some of my shading effects work out OK but some are only really noticable on the actual editor, some require eyestrain once you actually play the game to notice them. I did intend to stick a 3rd police officer in this room but I didn't, I was goin' to have it as a female officer. I may still add that near the end if I have enough sprite spaces and guardians left. Or I may just leave it for the Special Edition. UPDATE: I finally decided to add the female police officer, she didn't turn out quite how she was supposed to. But the one I ended up with is the one I kept because she looks psychotic the way she swings that truncheon. It looks like it could crack the very hardest of skulls hahaha. 6: The old warehouse This rooms layout is finished, and I have added static guardians that represent crates. I type this 03/10/02 (brit style D/M/Y) but by the time I finish I may have added some more static or perhaps moving guardians to this room. Then again I may save this for the Special Edition. 7: Illegal Backstreet Teleporter Don't fuck with Bling Blings teleporter. The sprite for the aforementioned crackhead in the story hasn't been drawn yet. I'll add to this paragraph when it is (03/10/02). Other than that the room is complete. The floor is a left moving conveyor. UPDATE: and within' one day the crackhead was there. 8: The Entrance to The Inner Sanctum This is where the game really starts, it's the first room from Fahrenheit 3000 I converted I kept the original file so I could compare this, looks so different whilst looking so similar at the same time. I made a lot of tweaks to this room. Once you've crossed this room you can't go back from the right (Although you don't really need to). 9: The pools of Certain Death My second Fahrenheit 3000 cover version (haha). I obviously had to shorten the distance over the pools I didn't really change the graphics much in this room, I just adapted them to a more JSW like style. UPDATE: I placed the zombie monkey head type sprite in here instead of the ridiculous one that was to the far right in Fahrenheit 3000 (It reminded me of the bomb ball type thingies out of Terrahawks, I'll admit I was tempted to stick the original sprite in and stick number 101 on it's forehead). 10: DEAD ZONE This is probably the only Fahrenheit 3000 room which converted almost perfectly to JSW as it was proportioned soundly to convert unlike a lot of the other rooms (I actually struggled a bit with some, and at this stage I know the worst is yet to come 03/10/02). I have improved graphics where possible with these rooms and I have recreated the sprites pixel perfect just some are dumbed down and some graphics are changed so I don't get into trouble. 11: The Acid Bath This room is similar to the Fahrenheit 3000 original but I made the actual Acid bath a four guardian affair rather than the fire block. I needed that for the actual nasties in the room. I was goin' to draw some skinny skull guardians and put them in the place of the skull nasties from the original game but I ran out of guardian spaces. The animation between the bottom guardians and the top guardians, for the actual Acid Bath is a little messed up but this is intentional. I made the jump over the Acid Bath quite hard too. The rubber chicken type sprite is a little shady hahaha. I also cut this rooms guardians animation down. 12: The Meandering Corridors Looks the part for the Fahrenheit 3000 original (almost). I swapped a lot of the colours around dumbed the guardians down a bit my reasons for doin' this is (no offense to Tim Williams) but the majority of the guardians in Fahrenheit 3000 looked crap. I've improved the ones I liked and dumbed down the ones I didn't. Once this room has been crossed you can't go back. 13: Above the Pools of Certain Death Was just called Above the Pools of Death in Fahrenheit 3000. This is where I started to change the Fahrenheit 3000 rooms a bit and make time related references. This room no longer has an Item in it or a top level to the room. I added an already existing sprite as the vertical guardian because I refuse to waste anymore sprites on half sized guardians with 4 frames of animation when all they need is 2. The horizontal sprite over the actual pools (which are both green now instead of 1 blue 1 green) I altered quite a bit but I think it looks better now. I hate copying sprites but it has to be done to finish off my Trilogy. 14: The HIDEOUT (What's left of it) My first real time related reference, this room wasn't really what JSW was made of it had a white background and a lot of sickening colours. I lowered myself to allow a blue background in it's place although, a lot of people who have played my games will realise black is my favourite background colour. I have improved greatly (A matter of opinion though) on the pyramid type shape of this room by filling the blanks between the walls and the actual pyramid. I changed the spiral guardian in the centre of the screen to a completely new guardian (looks like a cross between an angry baboon and nosferatus' head). Andrew Broad will be happy to know There is a quirky feature in this room. If you drop through the middle exit (the one between the fire blocks with the new guardian stuffed in it) you can fall about 9 or 10 blocks in total into the room below (DEAD ZONE) and not die. 15: The Pathways to Hell If you ask me this room sucked in the first place, I changed some colours around and things but the main changes are in the guardians. In Fahrenheit 3000 this room had the Terrahawks type head in it (the one I subbed for the vampire baboon thingy) and a jellyfish type thing for the guardian on the far left. I changed the far left guardian to be an egg like demon. I got the idea from Wardner, that old japanese platform game from like 1990 or so. It came out on the Megadrive haha. As far as I can see all of the rooms in Fahrenheit 3000, the guardians were all one colour I've been stickin' to this rule. But then I thought I've changed the graphics and stuff in the rooms so I'm gonna change the guardian colours as well. 16: The Centre Canyon Now this room in it's original form made me sick, it looks nothin' like a canyon. I've kept it similar though, but I've removed the top exit (which in Fahreheit 3000 led up to the great desert: DUNES). I did this because I want to cut short the amount of Fahrenheit 3000 rooms and sprites I've already used up more than I'd like to have done, but it all goes to rounding the map up. Anyway this room will stay similar for now but will be about 60% different in the Special Edition. 17: Through to the lower levels I didn't think much of this room on Fahrenheit 3000, it was pretty bog standard. I have done away with a lot of F3000 stuff to an extent (well some), for one only the right side of the room and the ceiling are surrounded by those horrible yellow and blue blocks. The left wall is now the same as the platforms, also I used a couple of guardians to make the floor trap rather than using the fire block. The water block was used to make the flashing pillar of light that you can stand on. Andrew broad will be happy to know a quirky feature is used here. In order to walk through the pillar to the left you must walk through an earth block. This room converted quite well from F3000 to JSW unlike some of the others I used. 18: East End Lake I didn't think much of this room when it was in F3000, and I hated converting it. That is until I built all the screens around it (apart from west end lake). I started to like this room in it's new JSW form and before you know it I'd actually finished it off. The guardians in here are neither of the ones which were here in F3000 I wanted to slowly start destroying all that was F3000 and adding more that was JSW. This is where I truly started to change the format of the game. 19: West End Lake Same as above only I hated this room less than east end lake. I finished this room before the one before it. This is another room that is making the F3000/JSW transit more apparent. 20: The Stockade I didn't mind converting this room as it's quite JSWesque in it's original form anyway, and it converted quite well. 21: Fuck the west wall, it fell down Here's where the linearness (real word?) kicks in, obviously I didn't want to add all the F3000 rooms into this game so I cut a large path in the original game short by adding this room. The graphics are similar to the original (touched up a bit), and the room is shaped nothing like the original. The sprite I added is a little dancing fella in a top hat, more of this cheeky chappy will appear in other rooms hahahaha. 22: The Baddies Revenge? I added the question mark to the end of the title because I was always like what? This room was crap and I guarentee I've made it crapper/better? not sure which. 23: Bottom Deck? 100% Unaccessable I had to cut the map short because I don't intend to make all the F3000 rooms, I just couldn't handle it at the minute. I have too many of my own ideas and I need to put them here before I run out of sprite and guardian spaces. I made this room similar in theme but it looks nothing like the original. The original was called down to the bottom deck and led to yet another plethora of crap rooms, I couldn't subject my mind to this anymore. I'm not dissin' F3000 it had it's good points but a lot of the rooms just don't convert to JSW (plus a lot were crap). 24: Dug Out? This room is an original, This is where the F3000 rooms stop. The green man may seem a little odd but it becomes apparent in the next screen what's going on. 25: The tunnel that was never here! True title, there never was a tunnel here. The green man from the previous screen makes another appearance in here. The origin of this fella is here it's the green sludge that's pouring into the screen below. Normally I would've had the sludge as lethal but only the dripping stuff kills you. 26: The Rancid Stinkpit (Not Right) To the right of the tunnel, the pool of slime has 2 green creatures bobbing around in it. This room isn't particularly dangerous but well. 27: The tunnel of Uncertainty Just to switch the colour from red to purple really. UPDATE: I added some fire blocks to the floor, my little thingy about shading comes in here. You can only just see the fire blocks with the editor and when you're not running the game fullscreen. Otherwise it's pretty hard to spot them. Then again the only thing separating fire and water is bright. which doesn't show up too well on an emulator, especially with scanlines. 28: In the lair of the....... The purple is supposed to be the walls, and the red is supposed to be the background. Doesn't really work the red thingy is supposed to be in the distance (and a really evil giant genetic mutant even if it does look like a cross between a halloween lantern and Zippy). The green thingy is a target which is meant to be the red monsters view. I ripped the idea off from Shinobi 3. 29: ..........BODY WEAPON!!! The conclusion of the previous screen. Also a rip off from the level from Shinobi 3 of the same name. The big beastie is a much less impressive version of the one off Shinobi (it's also supposed to be the red thingy off the previous screen but close up). It went horribly wrong and no matter how much I tweak it, it doesn't look right. Oh well It's still OK but it doesn't seem quite how I want it, I'll make it perfect in the Special Edition. 30: Flooded with Chemicals? The green goo continues to flow under the passage that was never here. Recycled sprites ahoy now and possibly for a screen or 2 after, There's not quite enough green to rival Todd in Slimeworld (Anyone remember that heap of shit?), but it's enough to make those who are squeamish a little dizzy hahaha. The running green man and the bobbing green thingy reappear in this room. I like em' they've got character hahaha. 31: bloody dangerous It is, it's game over if you fall. This room contains multiple conveyors and a bloody big hole in the floor which you don't want to fall down ever. 32: Bye Bye Willy !!! If you fall down the hole you fall through here. 33: You CAN'T dink this vater Well this is where you eventually end up if you fall in bloody dangerous. it's the end of a falling multi-death and it'll probably piss a lot of people off who drop down here thinking there's something good hahaha. 34: Unfinished Construction? This room contains no guardians and nothing that can immediately kill you unless you're stooopid and try to get killed. The red bit on the gurders on the far left is a teleporter, you may wanna go left before you hop onto this because once you teleport out of here the semi-linear nature of the game so far stops and you can't come back (not straight away anyway). 35: The Smoking Room An eerie touch here considering this room carries on from the one to the right of it. The exit left from the previous room isn't so apparent to those who don't know this game too well. but basically you need to be in this room before you teleport from the one before it. I made this room creepy but pretty harmless the only way you'll die in this room is if you walk into the skeleton. I made this room look like this place was long forgotten, and that is the impression I want to give. After all I recreated and changed a lot of F3000 rooms this is my way of saying that game was a JSW clone and was forgotten about by many, not me obviously I think I still have it on cassette in the loft hahahaha. plus it's not actually one of my F3000 rooms I made this from scratch and a lot of the ones surrounding it. But I wanted to give the impression that the teleporter next door was taking you away from the F3000 rooms even though I made a load of new ones. Sickeningly enough I like to try to make every screen I make tell a story (that applies to every chapter of the trilogy not just this). 36: Eh? This room is the first room of a huge research complex Willy is teleported to. It's like this places equivalent of the bathroom, of course this is not this games bathroom. It's just made like that to confuse. The man in here isn't supposed to be a spaceman he's supposed to have a containment suit on, kinda like the Intel men. 37: Level 01: Landing The complexes Top Landing stunt double, nothing like the original, and has a few more of my technicians in there. 38: Level 01: Technicians quarters Now this room could confuse a lot of people, It looks like a Master Bedroom type screen it even has a blue Intel man guarding a bed. Some should hopefully fall for this hahahaha. 39: Level 00: Landing This complexes First landing lookalike, technician replaces priest. 40: Level 00: Chaplaincy and Advice All large institutions need somewhere for the workers to release their emotions or problems, unfortunately this place isn't very holy. My "The Chapel" room for the complex. I wanted to keep the first few rooms of the complex similar in design to the original mansion but backwards. To the right of the Landing is where the similarities start to fade, I made a lot of references to JSW 1 and 2 in the first 2 parts of the trilogy, I suppose it's only right I make some here. UPDATE: Changed a lot of the room graphics and added more guardians, but mainly just for effect. Changed the graphics for the large skull too it didn't look evil enough originally. This also affects the skull in "Not the stairway to heaven". 41: Level 00: Experimental dream room This is my third or forth remake of the nightmare room but this time I made it pretty hard worse than the "psycho eggs" room off fantasy world Willy (nothin' to do with the trilogy). I put my little dancin' man with the top hat on in here on the floor and on the ceiling, the vertical guardians are not meant to be, but are inspired by Fred Astaire. It may look like it is possible in more than one way to the hardened JSW fan, but I challenge you to find more than 2. UPDATE: Added some sneaky fire blocks near the right exit but if they actually kill you once they probably never will again. 42: Crowleyism Thelima A perfect title to follow on from the experimental dreamroom. The name is derived from Allistair Crowley's ridiculous religion of crowleyism. The Thelima was his rituals, upon which he subjected his prostitute girlfriend less than half his age to have sex with a goat on one occasion. Thelima was induced by drugs and alchohol, and was a religious ritual accordin' to this man (although he tried to tell the world his middle name was satan). I find this man quite interestin' if not completely off his head. The room itself contains my Weirder sprites so far (excluding the barrel), and isn't particularly hard. I was going to draw 2 sprites to put next to each other of a woman and a goat doin' the perverted tango, but I thought this was going too far and opted for a less relentless approach. UPDATE: I added 4 fire blocks to this room but realised it was now impossible to cross from the left so I chopped it down to 2 and it was just as easy so I added another 2 in slightly different places. and now it's harder and possible.. 43: Telporter breach on Level: 01 The breach this refers to is you appearing in the Level:00 Toilet (The room just simply called EH?). The security is rushin' to the incident way too late as is the norm in most real emergencies these days. The item is supposed to be a nightstick (baton, truncheon whatever you wanna call it). 44: This little piggy went to market Just a follow on from the previous screen, It's pretty crap really. Avoiding the guardians just after you enter may catch a few people off guard, but it is possible. The title refers to the security although these are not actually meant to be the police. UPDATE: I added 2 more sprites and moved them closer to the entrance, you'll have to be lightening fast now hahaha!!! This may seem impossible but it isn't. 45: Level:00 Security Supply Room Unfortunately ideas ran thin when it came to this room, I couldn't really think of anything to improve it. The guardians are my policeman/security guard sprites, The items are nightsticks and the nasties are hand grenades. UPDATE: I added 1 more guardian to this room it's now pretty hard. 46: B1: Laboratory B1: Research My kitchen Main Stairway rip off for this game, ideas were short here too unfortunately, but ironically I had ideas for all the rooms surrounding it. I don't really think making linkers too detailed or hard is important anyway, just so long as you put a half decent room next to them. UPDATE: Speeded up a couple of guardians and added some platforms, more walls, and a bit more of a ceiling, as in it's original state this room only looked half finished. 47: B1: Laboratory Control Room One of the only rooms I've ever made that can't be completed by just walkin' in and collecting everything. You have to enter from above to collect one item, and from the right to collect the other (or vice versa). The sprites are all meant to be scientists, hence the lab coats and glasses. The room itself is pretty 2 tone colourwise but since it's a lab I opted for the sterile look. UPDATE: plugged an exit up That lead nowhere, sick thing is that exit was there the whole time after I'd finished this room until I actually finished the game. I don't know how the hell I didn't notice. 48: Suit Up Kid! Following on from the lab control room, this is once again a pretty basic room, but there's somethin' about it that I like. Even though it's a left/right or right/left affair with no items and no platforms. 49: b1: Sterilisation <---IN OUT---> Another pretty basic room but once again I was pleased with it. A sneaky trick or 2 used in here to get the desired effect, and a couple of items (which are easy enough to collect). This room shouldn't present too many problems for anybody, but just cos' these rooms seem simple I'm not givin' anyone an easy ride. The worst is yet to come. 50: Unnethical Frozen creatures Another Original room take off this is my version of the cold store, not sure if it's the first version of this room I've made. Embryo's all over the place and my slimy man from the caves but blue instead of green. It's only possible to exit from the left by the bottom. 51: Not the stairway to heaven This is a pseudo back stairway, bearing only slight similarities. It's bog standard but once again just another linker (I really must make my link screens a bit more interesting), it has one vertical guardian one horizontal guardian and no items or nasties. UPDATE: added a few fire blocks. 52: Level 00: Landing Deux Not the greatest title, and probably not my greatest screen in fact far from it. I'm gonna use my petty linker excuse for this once again. Although the guardians move pretty fast and the items are tricky. UPDATE: I removed the original guardians because to be honest they were terrible. I replaced them with 5 different ones of varying size and speed instead of 5 indentical ones all moving exactly the same way. 53: Whatever floats your boat A version of the swimming pool, 3 Guardians, 1 Item, no rope and a lot of colours. It's practically harmless but I just had to put it here. 54: Level 00: Power Generator Another reasonably harmless screen, although this is intentional. No hamsters were harmed during the construction of this screen or the making of this game. 55: B2: Monitoring Kinda like the wine cellar, crossed with highway to hell, obviously no moving holes in the floors though (and not very hard). I intend to make the game a little harder from here on in as I promised it would be very hard, and since I've only got a handful of taxing rooms I'm yet to prove that. UPDATE: I changed this room to this design then changed it back. Then I decided it's original form was so easy it was a joke, so I changed it back again. It's still easy but at least it's not a fuckin' picknick any more. 56: Remember This Bastard!!? This is one of my best rooms and one of the only ones that really stuck in my head from the moment I started making this game. It's kind of like Forgotten Abbey but I would say a little easier, and the difficulty is the only downfall this room has. It looks pretty much how I wanted it to and plays like I imagined it would (which is always a good thing). I won't tell you who the "Bastard" is you'll have to play it and find out yourself. The item is pretty easy to get but exiting from the right can be a little tricky, but it is possible. UPDATE: Added 1 more fire block just to make things more annoying. 57: B2 The Cloning Room This is a kind of continuation of the previous screen, it contains another couple of characters some may be familiar with. If you are familiar with them you'll get the joke behind this room and the previous instantly. If not well I ain't sayin' it here. This room turned out sort of how I wanted it, although I was a touch disappointed because I ran out of everything apart from a Ramp which I didn't need. I had to chop my original idea considerably, partially because of the strict time limit I gave myself for this game and also because my original idea was a bit far fetched and could not be achieved without some minor hacking to say the least. I'll try and perfect it in the Special Edition. I was gonna include the character from the previous screen but decided against it at the last minute. 58: What Happens To The Rejects! This room is pretty morbid, I have my clone sprites on a conveyor belt travelling towards a large compressor ready to be squished, and lumps of meat comin' from the other side of it from the shower of blood. It looks pretty naff really but by JSW standards I think it holds it's own, and I was quite pleased with it. It's similar in shape to the toolshed. Also if you think this screen's a bit harsh, wait til' you see my Rejects revisited screen. It reveals a little of what goes on with the rejected clones, of course it's not drawn yet but I know what it looks like (27/11/02). UPDATE: I altered the sprite of the press to make it look slightly better, that's about it though. 58: B1 Disposal authorised persons only My would be Back Door screen, similar shape yet almost completely different (and harmless). 59: Fuckin' 'ell what's goin' on This screen is to the left of the rejects screen, and it only gets worse, there's a pipe with blood and meat squirting out of it, this would be the beach if this was JSW 1....But it isn't. It's a Dead end too but it's got an item, which has it's own little sick twist it's supposed to be a divers watch hahaha (doesn't really look the part though). 60: B1: Research West A lab in the same place as ballroom west, but baring very little resemblance to it. The computers on the top level are passable but it requires perfect jumping otherwise you'll die simple as that. I was gonna put a conveyor on the top level but I thought it would make the room as annoying as "The Forest of Suicides" from Abdan De Corcys' "Willys' Afterlife" (Nice room but very frustrating). and I know I said I was gonna make this final part of my trilogy very hard but really it isn't at all so far (save for a few very unfriendly rooms). 61: B1: Research East Probably my worst ever room I just had no real ideas for this room (typed 29/11/02 under the influence of booze). I may improve it maybe if I can be bothered. UPDATE: I improved it slightly. 62: B1 Service Corridor Pretty bog standard room, nice colours and that's about it. No guardians or nasties, I tried to give this room a Resident Evil basement type feel as best as I could for a 2D speccy game hahaha. I may add a trolley type guardian or 2 if I have enough blank sprite spots once I've finished all my priority type rooms. UPDATE: Nuts I added the trolley anyway. 63: Dark Times A reasonably shitty room there's a certain method to doin' it, and if you're tryin' to complete it and not just explorin' once you're up you'll have to find another way down. 64: Hail to the Intel Men! This is the last time I'm using my already overused contamination suit sprite, so I decided to do it in style. this room shares major similarities with Hero Worship. but instead of Willy it's my contamination suit sprite. Which also happens to be Willys' sprite in the set of rooms near to this one. You can enter at ground level on either side or on the platforms, but like the screen before this (Dark Times). once you're up you'll have to find another way down again. 65: B1 Office This room has no moving guardians, 1 item and a million more of my static computer sprites (I used these a lot because it adds to the feel and they're bloody awkward to jump over). As like most of the rooms in this part of the game I've recycled the computers almost as much as the scientists and the contamination suit men. But it's supposed to be bland like this, Level 01/00 and B1 are supposed to be clinically drab. 66: B1: Service Corridor 2 Practically identical to the first one, just wider and with a flashy lightbulb (Which is also recycled). 67: B1: Hangar (Rejects Revisited) This room is just pure story telling, it bares a link with the "What happens to the Rejects!" screen. Pretty sick really but in a dark comical sort of way, kind of like the film Bad Taste. The room itself is pretty harmless, just about everything in there will kill you but non of it's moving and the item is centimetres from the entrance. The only way you'll die in this room is if you do it on purpose. and now I've tied up this part of the map too thank fuck cos' it was starting to go nowhere fast! 68: Level 02: Another Fuckin' Landin' This room layout isn't particularly original these days and it's not really hard either. Since I placed the items behind the guardians a la "The Yacht/JSW1" I hoped that players over confidence will be their undoing, since they will have to do this 4 times. I recycled my security guard/policeman sprite here as it is appropriate for where the top exit takes you. 69: Level 02: Bog A bit like "The Garden/JSW2" But backwards, with toilets,more items, and less space. 70: Level 02: Canteen This room took me a little while to do, and relies more on visuals than playability. I have some pretty basic room graphics going on in here, and some very vivid colouring. The chef and his stove with pot/counter is just 5 basic sprites slung together. the vertical guardians are supposed to just be the workers from the research complex, who for some reason see fit to jump up and down at ludicrous heights and attack you with giant knives and forks. Well at least it's not the chef who's attacking you this time :) UPDATE: I made a slight change to the sprite for the vertical guardians the forks looked too square. 71: Level 03: Control Tower Power I added my scientist sprites in this room but not the same ones, these ones have a slight twist (literally) They're levitating and spinning round all over the place. Dunno why I did this but it just seemed right, and this room was another one that was supposed to be hard but isn't. But much like all the others that turned out like this, it still seems OK. Although when I've finished all my rooms I may go back and add more guardians or speed up existing ones to make my rooms a little nastier!!! 72: B2: Damaged Chemical Silo Contains more lab men but due to the silo being damaged they're all dying, but in true kamakaze style they'll try to take you with them. A pretty easy room though. 73: JUST LOOKOUT IN GENERAL An almost carbon copy of Willys' lookout from JSW2, just with different guardians, colour scheme, and only 1 conveyor. It's Slightly harder too. 74: Little Fluffy Clouds (Of Gas) Almost a carbon copy of Sky Blue Pink from JSW2, same colour scheme as the previous screen though and three guardians added over the holes. The title was kind of inspired by the tune Little fluffy clouds by The Orb and it kind of ties in with what this room was originally called. UPDATE: I added 4 arrows to this room, doesn't make it much harder though. 74-5: The Waiting Room why not stay awhile...Why not stay FOREVER!!! A 2 screen left to right multi death below the LOOKOUT and Clouds rooms. Obviously they're linked left to right but since they're falling multi death rooms you obviously can't go from left to right. I got the idea for the title from the scroll in the waiting room on the original Dizzy game. 76: You can dance if you want to I stuck this room after the clouds of gas room, I had this room in my mind ever since I drew my little man in top hat sprite, and almost 3 months later I finally put this room somewhere 03/12/02. I feel almost compelled to apologise for this room and it's title the entire Idea is based around a horrible 80's tune by Men Without Hats called "The Safety Dance". It's one of those horrible tunes that you don't hear for ages then it's on the radio once and it polutes your brain for months. One of those tunes you hate, and you know it's crap but you can't stop singing it and making rude variations on the words hahahaha. 77: THERESA GREEN? One of my more surreal rooms, this is based on Potty pot plant from JSW2, the title is a play on the screens original name. THERESA GREEN? "Trees are Green" although there aren't actually any trees or anything to do with trees on this screen. Unlike the room I based this on this has no right hand side instead just a load of earth blocks with a would be mosaic of Technician Ted in between them. Also had this have been JSW2 "you can dance if you want to" would not exist at all and this would be in it's place. 78: Level 04: Up, up, up I tells ya! Since I'm starting to run low on everything I decided to go back to good ol' JSW basics with this screen. Lots of fire blocks lots of recycled guardians, and a few simple yet awkard jumps. Some will be caught out by this screen some won't. Nuff said!!! 79: Level 05: Almost there!!! Lots more recycled sprites, a pretty easy room really although the arrow may get some people in here. 80: Roof: Observatory Control Pretty crap, leading to a room I thought of while this game was just a baby. 81: Roof: Where is this place? I thought of this room, months ago. It didn't quite turn out exactly how I expected but it's close enough. There's no immediate danger in this room as I used the guardian sprites for effect rather than to kill you. This screen is partially inspired by the sunset scene in Star wars, and partially based on an idea I had simple as that...enjoy! 81: YOU'RE NICKED!!! Oh dear! A very large cage and they want you in it. This isn't how I planned this room to be at all, but it works ok I suppose. 82: GUILTY!!! TAKE HIM DOWN!!! This is pretty much how I planned you're nicked to look, but it wouldn't have worked because you go to court after you get nicked. 83: Hmmm A spoon in a cell... The skeleton from the smoking room makes a comeback holding a spoon instead of a key. Spoon and cell equals digging nuff said! 84: He must've dug for years Just a rocky looking ramp, made to look like a tunnel. 85: Shame he wasn't any good at it Another passage type room looped left to right, and you can only leave from the bottom of the screen. no guardians or nasties in here. 85: What did that prisoner find? The end of the tunnel, and 2 ancient teleporters are present. one is still buried one works. No guardians but the teleporters are built from fire blocks, so don't jump at them. 86: The Great Desert Just what it says, it's possible to go left but not leave from the left. Fahrenheit 3000 creeps back in although this is only loosely based on a screen from that game. 87: The Great Desert: Timebomb The same as the previous screen, but with a very nasty twist. Another F3000 inspired screen, this was called better be quick I think on the original game. But I can't be bothered to check. 88: The Great Desert: Dunes Another F3000 screen these and the previous ones although not strictly copied from F3000 are inspired by it and if I'd never thought of my abandoned side project, I'd never have converted the F3000 screens that made up the earlier part of this game. But I had every intention of adding the desert screens into this at a later stage just where it appeared I'd completely gave up on my F3000 screens altogether. 89: The great desert: Sandtrap Harmless unless you try to jump over the actual sandtrap the first ramp is a downwards conveyor, the opposite ramp is made of fire blocks. This screen was all about the effect and not the gameplay. UPDATE: I stuck a static guardian on the right ramp in this room (It's supposed to be a hand sticking out of the sand), just to make it impossible to actually reach the ramp. This helps hide the fact I used the fire block for the graphics too. 90: Under the great desert This is pretty much the beginning of the end of the game, I intended to make the last few screens of the game something to look at rather than play. UPDATE: Changed the sprite slightly so it looks better. I changed the room structure slightly and added a massive guardian to the room, it doesn't really make it any harder but due to my memory tweaking I can get the effect I originally was after. 91: Relics of a time forgotten Is that an ancient spaceship? I think it could be, does it work? Jump onboard to find out. The game is coming to a close within' the next few screens, I suggest against holding right once you're on the conveyor belt as it will mess the next screen up. I would've liked to have avoided this but I've ran out of almost everything, sprite spaces and guardian spaces so I had to fiddle a bit here. 92:AAAGGHH!!! I dunno how to fly it! This screen although it's pretty simple and made up of various bits and pieces providing you don't press right as you're tele'd into here you'll get the desired effect, and even if you don't the screens' looped until you hit the next teleporter. Willys' sprite is a blank so nothin' kills you it's supposed to be a cut scene in a game invented long before they were. UPDATE: Changed the sprite for the spaceship because it was crap, I mean it was meant to look crap but it looked too crap. It also beared too much of a resemblance to the ship from Jasons Gem. 93: OUT OF CONTROL! This and the screen before and after it are literally the screens that love built, I can't really call them a cut scene but that's how I like to think of them as. UPDATE: Changed the spaceship sprite in here as well as the previous screen. Also as of 07/12/02 I rebuilt the room entirely it looks the same but I swapped the blocks around so there's nothing lethal anywhere near Willy. 94: Burnup on re-entry This screen took me a while to do it looks pretty simple, but it took quite a while. If you're one of these smart arses who scrutinises everything jump by all means, the stars will kill you. Unfortunately I made the stars with the fire block and I have no intention of changing that, I was gonna be nice and use the earth block just so you couldn't jump. But I decided I'd use fire instead, I don't want to hear any crap about bugs in this room because there aren't any. I was originally going to call this room "Willy lands the ship (without trying)", but I thought it was pretty crap so I opted for the more obvious approach. 95: OUCH! Heres where you gain full control again it's just a plain screen grass stars the moon. Perfect romantic setting if you had a chick with you hahahahahaha. 96: No thankyou! Never Again!!! To the left of "OUCH!" a conveyor moves right so as soon as you let go of left you're out of they're, this is a storyteller screen nothin' more nothin' less. Just put there to round up the whole effect of the old spaceship. 97: Downhill and away from it all Just a linker really. More grass,more stars, and the moon again. That's it! 98: On the road again jus can't wait Looking familiar looking close to home if you're here and you've got all the items so far you've almost won. UPDATE: I put 6 arrows all nicely timed apart from each other in here because there was nothing to kill you in here originally. 99: t' get on the road again! Follows on from the previous screen much of the same but the police make a comeback in large numbers in this room. You'll be OK providing you keep moving. The title of this room and the previous are inspired by a quality tune by Willy Nelson. 100: Legal Front Street Teleporter A joke at my own expense, no crackheads no evil in front. But there is a bunch of fat policemen in pursuit keep moving and you'll be safe. UPDATE: I removed 1 star (fire block) which interfered with jumping in here, thing is you don't actually need to jump in here. 101: A chance to put things right Go right of here first then left before you utilise this room, if maria is there you haven't got all the items, Then you'll need to. I played a dirty joke though the left teleporter takes you back to "EH?" and the right takes you back to "Entrance to the inner sanctum". Basically if you didn't pick up the alarm clock or the illegal teleporter key you're fucked! UPDATE: I added a couple more platforms, that's it really. Oh you might want to go down from here now as well. 102: Sleepy time Just the master bedroom with a slight bit of cosmetic surgeory. 103: There's no place like home The bathroom carbon copy style but with the JSW2 colours. and no bollocks sprite. UPDATE: I added 5 guardians to this room, 3 skulls (the one off the timebomb screen) and 2 arrows. Unfortunately I had to change the wall back to yellow and blue so the arrows didn't kill you when they hit them. So it's half JSW and half JSW2 colours now. I also added the missing upper left exit. 104: Oh! You got the brickies in again! A last minute addition, since I fiddled with the memory I can put this and the rest of the rooms I was going to. The room above this had a hole in the floor but I plugged it with a conveyor just to make it look like it had been purposely filled in. But now it's not and this is where it takes you. This room takes the place of first landing in the actual mansion, but bares little similarity if any to the original room. 105: No Nightmares Now! Would be "The Nightmare Room" in it's original form, but it is pretty different here. The room shape is similar with the ramp to the left still present but blocked off by a Danger sign I built with fire blocks and 2 static guardians. The platforms have no vertical guardians between them and the gaps are much wider, so basically all the jumps are toenail snappers hahaha. This room took me a few hours to create, but not because of the layout or the danger sign but because of the rooms guardian which I intend to make unique to this room. It's a man in a suit with 2 dogs heads, I got the idea from an old painting I saw when I was younger (which a different version made from photographs was present on an album cover which reminded me of the painting), and I put one item under one of his noses literally. 106: My Karma ran over your Dogma! Would have been "The Chapel" so I made it just as heretic as it was originally. Now for a start the title it's pretty crap I suppose but I can't remember where I heard it, a film a TV program or both I know it's not a new saying or anything. I originally just called this room Dogma, but it seemed a bit poo, so I opted for this quirky (yet unoriginal) twist on it. Now that I think about it I think I actually saw it outside a church on one of those ridiculous billboards they have outside with all the religious propaganda on them. 107: Surrealistic wall hoppin' hero! practically the same as the Dogma screen, but everything apart from the ramp I placed in here and the actual wall is grey. I did this to make it seem like everything was in the background. I think the effect kind of worked. 108: Temporary First Landing This room is one of my nastiest rooms yet, the graphics aren't particularly amazing and neither is the actual layout. But it's enough to make you cry anyway, using fire blocks and guardians to make a really awkward room which requires almost pixel perfect jumping. The guardian sprites are based on a drawing I did when I was about 12 or 13, which involved a man with a look of pain on his face unusually long arms and upside down heads for feet. I wish I still had that drawing it was horrible. 109: Scaffholding and Shit This is a blank room guardian wise, I would use the linker excuse but it only has one other exit than the one you enter from. 110: Very Small Hall I hope this room makes people laugh, it's just the hall from JSW but it's small, very very small. Even the guardians are small, I put this here for a novelty really, even the item is a tiny Willy (oo-er). 111: Do I really need to name this? Just a "Front Door" clone with stars and a moon. 112: The (Recycled) Security Guards Another joke at my own expense, I used my security guard/policeman sprite in here. It's almost the same as the original "security Guard" screen in many ways. I left the left exit and the hole in the floor for effect but they are actually unreachable. 113: You call this a drive? Just the drive but with fire blocks on the floor and 2 men in Sinclair C5's. 114: Lawrence Luellen Bowens' Curse.. A garden type screen, I found the title appropriate because of the new look of the Garden screens, and quite frankly anything to do with Lawrence Luellen Bowen is a curse the lank haired annoying twat. 115: The Magical teleporting Tree? A screen with a big tree in it, I suppose since I had a garden I had to have a tree but it's not the Mega tree. It's the Magical Teleporting tree hahahaha The teleporter is quite well hidden near the top of the tree, and takes you back to the seemingly unreachable conveyor belt in the "My Karma ran over your Dogma" screen. 116: .......Pond with big frog Just a looker and the final screen I worked on. It's a dead end but it has an Item so you have to go there. 7: Legal stuff, Thanx and other stuff Firstly thanks to Matthew Smith and software projects for all things Miner Willy Thanks to Tim Williams and Softstone Ltd/Firebird software for stolen rooms Harry Price. Anad/Firebird. S. Marsden, D. Cooke/Hewson and SEARCH for stolen sprites. This is Freeware don't sell it, or any part of it blah blah blah. Use bits of it if you want but at least tell me about it if you're going/want to. Thanx to Mr. C My Official Playtester...... Still Stealin' the final episode of "The Down and Out Trilogy" BETA finished 8.03am December 4th 2002. All rooms finished all rooms documented. Additional tweaks, playtesting, and tidying to follow. It's almost over hahahahhahahahaaaaaaaaaaaaaahahahaaaaahahahaaaahaahaha hooooo! UPDATE: I finished the game again, this time making some of the rooms a bit more tricky adding more guardians, and speeding up some of the vertical guardians. But I still felt the game was lacking something. So I saved my newly finished version again as BETA 2 (11.30am 06/12/02). Then I shifted and used up some more memory, so I could add the things I couldn't before. After adding some of the rooms my previous versions memory wouldn't allow me to this game is truly complete. The final Version of the final part of "The Down and Out Trilogy" is finally finalised in the almost final hours of 09/12/02 (9.32pm to be precise hahaha)I just have to play all the way through it and make sure it's possible. Then it's over It's finally over (until the Special Editions due 2003 but at least I can take all the time in the world with them no promised deadlines no stress). Oh! and finally, how many times is it possible to use the word final in finalising a document. I was gonna take a very long break from JSW editing once this was entirely finished, but the sick thing is I've mapped out at least 5 new rooms for a new game in my head. Am I addicted to this? If I've missed anyone out let me know and you will be credited...unless it's something ridiculous like I invented that particular conveyor before MS wrote MM in which case, I'll hurl verbal abuse at you. Hope you have as much fun (and frustrating moments) playing this as I did making it! DrUnKeN mAsTeR!!! In the Dying days of 2002!!! Email: drunkenmaster@radgeez.fsnet.co.uk