Jet Set Willy Maria on Tour ___________________________________________________________________________ Contents ___________________________________________________________________________ 1: Usual Crap 2: A warning again 3: Some lingo about the game 4: Story 5: New rooms and changes 6: Legal stuff and thanx 7: Deleted Rooms (A new section) 8: Final thoughts (A new section) __________________________________________________________________________ 1: Usual crap Jet Set Willy: Maria on Tour By the DrUnKeN mAsTeR!!! BaSe1 PrOdUcTiOnZ 2004/2005. Based on the original concept by Matthew Smith. Game from software projects 1984 __________________________________________________________________________ 2: A warning again This readme may carry spoilers for the game, and also the game contains filthy language. Which goes to say that if the game has swears so will this readme. Female players of a feminist nature may be offended by some extreme chauvanism.......but I don't really care hahahahahahaha! __________________________________________________________________________ 3: Some lingo about the game This game was concieved between the dates of 12/12/04 and 19/12/04. I just thought of rooms that would go into the games I was working on some would go and some wouldn't simple as, the ones that wouldn't were going to go into another game but having thought this up within' that week I decided NO! So I decided to do a game with Maria in myself, a kind of anti JSW where Willy holds all the cards. After all who ever heard of a housekeeper tellin' her boss to clean his own house (unless there's some kind of sexual kink going on). This game is basically going to be the melting pot of reject rooms I come up with during working on "7 Days in the Sun", and also painfully finishing off the game I wish I'd never started "Bizarre" (which I'm secretly sure has taken me almost 2 years now and is actually pretty crap). But on a lighter note if this game takes off in my mind I may upgrade to 128k if things go well because some of my ideas for it seem fresher and more fun to work on than what I'm doing at the moment. As of the second of January 2005 this game is now a JSW 64 (using version V). __________________________________________________________________________ 4:Story Willy has became really pissed off, since the last time he shifted his house around. Maria grumped and groaned about the mess but this time Willy has put his foot down with a firm hand. Willy refuses to allow Maria to rest until she's actually done what she's fucking well paid for, lazy bitch. Guide Maria around Willys' slightly different estate and pick up all the debris from the builders and the parties or else Willy won't let you sleep, and you need your sleep. Otherwise you'll die of exhaustion. ___________________________________________________________________________ 5: New rooms and changes As I say this game is just a mish mash of reject rooms and ideas I come up with that won't fit into my unfinished games but since about a day or 2 ago I've been thinking of rooms to fit in here. Some for the sake of thinking and others just to fit between the ones I've already thunk up (yes that says thunk!). 1: Something for the ladies......... The first screen......Hmmmmmm a deceptive affair with all available exits blocked off I was tempted to make the tap a flashing guardian but I decided against it (I've done that trick before and it's a little shady). The idea is to walk right and get the item (you MUST! collect that item, because there's no way back to this room after), then check the bog out. There's a teleporter just in front of the shitter that takes you to the first real screen of the game. The room itself I made it stereotypically girly just because I thought it would be a good idea. I changed the bollocks sprite to 2 hearts but it moves the same way, and the room is a few nice bright girly colours. UPDATE: (03/01/05) Since making the transition to 64k the toilet is now a portal and there's an air supply to give you the incentive to leave quickly. 2:......Or maybe not!........ This games the bathroom, once again a broken promise as it's practically the same. The differences are 2 bollocks sprites instead of 1, the colour scheme, and last but not least a few fire blocks added to the top level to make things a little less straightforward. UPDATE:(03/01/05) there are no actual physical changes to this room I've just had to redraw it from scratch twice, the second time because I cut and pasted the games bathroom and changed everything then realised I had the multiple bathrooms thing going on which would make the game impossible to finish in the typical JSW style without stuffing them all full of portals or teleporters and I can't be bothered to do that. 3: Top Landing Practically the same, the vertical guardians paths are different and the razorblade is a TV displaying the face of your tormentor (Willy). Also the colours are different. 4: Do your job! You fat bitch! This games Master Bedroom but with different colours and few chandeliers and Willy blocking the bed instead of Maria. 5: First Landing Different colours and the animation for the priest is changed slightly to make him look a little less wooden. UPDATE: (03/01/05) Added an extra earth class just for effect. 6: The Chapel Practically the same, different colours, and extra platform....etc. UPDATE: (03/01/05) Almost an overhaul on this games first guise of the chapel. I left the scroll sprite in this time I added an extra earth and ramp class so I could tart the room up a bit. 7: A might predictable....perhaps The nightmare room with Willy instead of Maria, the foot now has an Adidas trainer on it. The end 4 vertical guardians don't travel all the way to the floor anymore as there's now a horizontal Willy sprite in there (sounds quite rude). The colours for the room are also different. UPDATE: (03/01/05) Changed Marias' sprite to light blue instead of white that's it really. 8: Something to hurt your eyes A dead person could have came up with a better room than this! But it's because my original plan was scuppered by the fact you can't have any white in the air blocks. If I had the paper as white the sprite turns to a block and if I have the ink as white the screen auto collects the items. I was originally gonna have purple and white stripes and call the room candy stripes. But I thought fuck it, it just looks half done now but I don't give a bollocks. UPDATE: (03/01/05) This room looks pretty much the same there's better shading on the stripes (a matter of opinion as it's not really that noticable anyway), and the stripes are as wide as a block now to stop colour clash from happening to the point where you really do end up having to visit the optician after playing this room. I did put some skylabs in here but removed them, I also briefly made this a bonus room until I realised you get a life for every item. I changed Maria to red so she stands out a little better, I did away with the light blue floor and also added the missing stairs to the right of the screen. 9: Segaron (Deleted) A half hearted half-arsed piss take of my fave games company, they're so good at making games but so bad at business hence the fact they've bankrupted themselves 752 times or something. But anyway it's another Megaron variation by me, the colours are different and the top sprite which is a dark blue ball is a certain hedgehog we all know (and love/hate?) and the bottom sprite is Segas answer to Mario during the late 80's early 90's Alex Kidd. Although Alex kidd the way I've drawn it should be Alex Flidd. Sick thing is the room before this remains an empty shell because I refuse to make it look even remotely like to the kitchen main stairway. Because I promised myself a handful of similar rooms and sprites and that was it. But once again I'm making a remix instead of a remake and I can't help myself. I find my last 5 games or so maybe even more have the base rooms almost intact, yet I pride myself on new ideas. I'm losing it AAAAAAGH!!!! UPDATE: (04/01/05) As of today I decided that this room was pretty crap and decided not to include it in the final product however you can look at it with the original 48k file which I have included in the .ZIP with this game as a Demo. 10: Insane in the membrane! I'll be surprised if nobody else has made a room with this title, if so sorry but I wanted to for this game. I came up with the idea whilst sitting here at my computer, I've been off work ill for the last 4 days (typed 04/01/05) and so I've had plenty time to think about rooms. Of course I haven't exactly been able to put them all in due to the fact the monitor makes my head hurt and I've done a lot of sleeping. I've also ended up a little without my senses due to being tanked up on painkillers and stuff (maybe that's where half the ideas are coming from). The room itself is a simple affair with a hero worship style full screen effigy of the man in the hat. The only solid part of the statue is his feet I just felt like doing this, as I didn't want the statue scalable (which unfortunately has been unavoidable in the past without hacking anyway). I also attempted to make the statue a little more interesting by making it a few different colours (nothing amazing but hey it's a start). The single guardian in the room is a horizontal fast held still by a rigor mortis prop. He'll run after you when you take the question mark shaped item from behind the statue. This is the first room I've made since the transition from 48k to 64k. 11: Rather strange indoor rainings I just have a basic screen here, I put the skylabs in here that I was going to put in the something to hurt your eyes screen. I like em' there just smileys that slowly get sad as they sink into the floor. 12: Eats 'n' that Frontage Another kitchen main stairway variation, this time it has a few alternate conveyors and some manic miner sprites. the top sprite is Miner Willy and the other 2 are the manic mining robot one moves fast one moves normally. The room is possible but awkward. 13: Olde Style kitchen Although in effect very similar to the kitchen from JSW I like what I've done here, The floor is supposed to be large cobbled stones a' la olde style larder or castle style kitchen flooring. The platforms are all identical save a little surprise which is slightly different in shape and colour. The chefs are the same but at the same time refreshingly different, plus they're all white in colour. 14: West of olde style kitchen Same as above but think west of kitchen from original JSW with extras. 15: BAD MR FROSTY!!! This room took me quite a while to do I think I finished it ages before I actually typed this though, it's the cold store with only a couple of items and no fire blocks and a 6 sprite guardian on the bottom. The guardian however 6 sprites is only 2 high and 3 wide (2 on top and 4 on the bottom which alternate as it moves back and forth). It's actually easy but if you come off the rope behind Mr Frosty on the wall side you're as good as dead baby yeah! 16: Invaded by the Blue Man Band This room didn't quite work out how I wanted it, a slight clash of colours with the actual blue man sprites, but fuck it. The room itself is pretty much how it was supposed to be. I got the idea from the ludicrous amount of times I seem to see things featuring the blue man band, they really get on my nerves but the sick thing is you can't stop watching them once you start. I think it may just be because they'll do anything. 17: The back door as never before I put a static guardian in this room with the rigor mortis patch in effect an item on the bottom so you have to enter from the bottom first. Also the static guardian stops you from moving forward until you collect the item, so as I said you have to enter from the bottom first. I made the room a little pretty looking using all available blocks as far as I know, but although it looks different in effect it's practically the same room. 18: West Stairway A 3 tier room with a guardian on each layer, I was going to make this look like office block or school stairs originally but in the end I opted for bricks. It's not particularly amazing just to take you up to the roof screens I haven't made yet (16\03\05). 19: Back garden A clone of many rooms I've done before, basic room with static nasties to jump over. The only thing different from the other rooms in other games like this is the colours and block graphics. I may add sprites to this room nearer the end partially because I have a few rooms which although nice looking present no challenge at all.........oh dear! 20: Mole Hill This room almost turned out exactly how I imagined it to, except the version here is a condensed version. The original idea was going to be 2 screens horizontally but I had to work out where to put the hole under the hill, as at present the rooms below here aren't done yet although they've been in my mind for about a week after I started this (typed 29/03/05 D/M/Y). Some decent ideas for below here but I'm not putting any of them here until I've actually done them. This room is none lethal and unlike the 2 screen version there's no way to climb the hill, it's made of air blocks. 21: Who wood've thunk it? Well who would of? there's a little wood at the back of Willys' mansion, and this is the first screen of it. just a looker really with 1 vertical guardian. 22: Forest Gimp Inside the wood lots of trees and spiders. the spiders on this screen and ones on either side of it were originally better but these are the ones I lost (I complained about it in one of my lengthy posts on the JSW Yahoo group). So I simplyfied them slightly. 23: Daylight is nice The end of the wood. Practically a carbon copy of who would've thunk it but flipped with a few cosmetic changes and a horizontal guardian outside of the trees. 24: The Beach A reasonably harmless screen with lots of block types in a relatively short amount of space. I say it's almost harmless because it has a crab in there that moves slowly, and it's an absolute bastard to jump over if you don't know what you're looking for.....In fact it got me a few times while I was checking the room. 25: Oh my! The tide's in!!! A pretty linker and that's that. 26: Swim for it baby yeah! An undersea screen and the first of a little experiment I wanted to try. I came up with the idea ages ago, so I decided to finaly try it with this game when I came up with the idea of unoriginally putting a desert island into this game. The reason I wanted to put an island in here is partially so I can experiment with block types to make some decent trees. Partially because day 2 of 7 days in the sun is on a desert island. Anyway the swimming thing revolves around a sprite in the swimming position (for underwater swimming). The swimming is mainly done with a combo of the fall any height and superjump patches, also I coupled it with the Air supply and just to be super safe the no kamikaze patch. The room as it stands only has 1 guardian, but when I can be bothered to draw the shark for the room a few away from this one I may stick one in there. 27: Open Sea Another excuse to use the amoebatron sprites, this time as jellyfish. I added a lot of fishy shaped items in here, and I shifted the backround slightly to the right. to give the impression of moving some distance from the previous screen 28: Sharks! Similar to the previous screens but unfinished as I type this 03/04/05, partially because I can't find a game with a good shark in it and I can't be bothered to draw one myself at the minute. I've finally drawn one but it's crap I will improve before the game is finished typed (02/10/05). 29: Flite pattern of migratory birds You can probably tell where this is heading, I couldn't resist it it's the first screen above the sea screens. I put quite a bit of effort into it considering it's just a map tidier really. 30: Unladen? This ties in the pythonesque previous screen, almost exactly the same except the positions of the birds are slightly different. 31: Driftwood and goons A simple screen layout wise It's just a platform with an item that's supposed to be a treasure chest. I put the background birds in as animated sprites, and I put 2 horizontal birds in to kill you if you aren't quick. 32: Not quite high and dry yet A flipped and slightly graphically changed version of "Oh my! the tides in!". 33: Wotz a Remake without an Island? Well I had to do it! With all the extra blocks available I had a chance to actually make a really good island. Even though I'm using version V which only has 8 blocks per room it is still more than enough, but having seen what Igor did for his Manic Miner AM using version [ last week when I got it (may have been longer now not sure typed 05/04/05) I was impressed. Anyway enough drivel about the room! It's not exactly lethal it simply has 1 guardian that can get you it's my crab from the screens previously, from the sea screens and the beach. The crab looks at it's best on this screen (in my opinion anyway), maybe it's just because desert islands always seem to have crabs on them that steal your compass or the box of matches from you when your lost and freezing. Then you grow to love the crab and you do things together, then one day in a moment of madness you cook him and eat the little bastard HAHAHAHA! Then the guilt sets in. I've thought too much about this, anyway the room uses all available blocks and guardian slots and took me on and off about 3 sittings to finalise (which isn't particularly impressive given the fact I have a lot more to work with than 48 or 128k). Other rooms 34: Desert Island! A flat level island screen with 2 sprites that kill you. These are meant to be pirates (original I hear you say haha) which funnily enough I think work quite well. Other than that it's not particularly dangerous. 35: As far as you're gonna go? Similar to the previous screen although it has layers at slightly higher levels, tacked together with ramps. More pirates one dangerously close to the entrance. There is a surprise in here, but you may have to do a little diggin' around (no pun intended). If you're reading this and thinking eh? he gave it away well I did warn about spoilers so Ner! 36: Lucky you! I had the idea for this room early on with this game, but not so early that I was still making it 48k. It's a sea cave on the island and there's nothing to kill you. The reason I really called it Lucky You! is because it's a bonus room meaning you get a life for the item (Dur!). I may hack the number of items so you don't actually need to pick this one up. That would detach the room from the main play area and really make you lucky if you found it (as it is hidden, although there's a vital clue in this paragraph). 37: It's so dark! Blank screen with fall any height patch and invisible main sprite 38: It's so Dark! Another Blank screen with fall any height patch and invisible main sprite. 39: It's still too dark! Another blank screen but with a visible main sprite and earth blocks to stop you going the wrong way. At this point I removed the No Kamikaze patch from all the rooms here that have them, I didn't realise that it reset the items if you died. I never would have if I'd never started my Uber MM Super Manic Miner (typed 06/04/05). 40: MOLE HOLE! Funnily enough I used room number 38 (which is priests hole in JSW) to make this planned from day 1 set of rooms. The original plan was to have this room directly below the originally planned 2 room mole hill, but then I decided to make it a large drop in the dark into unknown territory, and this place being the only way forward. Originally this room was only going to be a single screen with killer Monty Mole sprites. But now I've decided It's going to be an area, and the actual Mole sprites may be passive if possible (if not I can always stuff them on top of blank earth blocks so they can't get you). This idea came around after I made the Mole Hill a single screen, the long drop was always going to be there but I decided to make the mole village type thing only about a week or so ago (typed 07/04/05). I decided to make the moles (pseudo) friendly since Monty generally isn't a bad guy really. I also forgot to mention once you go down here you can't go back up to the surface til' you've been through the next section of the game. 41: MOLE HOLE! The second screen of the mole hole area just some branching earth blocks tidied up with a few ramps. I also put a modified Monty Mole sprite in there which didn't take too long to make but I really like it, mainly because of the anime style bubble from it's mouth that turns to a Z. He can't kill you, I put earth blocks behind him so you can just jump over or on top of him. For quirky feature lovers he can kill you if you position yourself correctly on the right and jump to the left (Although why would you?). 42: MOLE HOLE! The final screen I'm giving this name to, even though the section isn't quite at an end. It's just a looker it's all blue so is the main sprite in order to keep up appearances with the previous screens. It contains little huts I made with a mix of air and earth blocks. The building with the sign Manic Minerz above it is a little surprise I added just to give the game a little twist. There's a portal in the doorway, which incidentally takes you inside the building. 43: Manic Minerz: MOLE VILLAGE SHOP A nice little screen that although quite simple has a lot in it, The mole behind the counter doesn't kill you if you walk into him or even land on him to an extent, however if you jump directly onto his head he will. This is a bonus room with a portal that becomes active after you collect the item (dur!), which is meant to be a miners hat and boots. The portal drops you to the right of the shop meaning you can't go back left again (which doesn't really matter because you don't need to). 44: MOLE VILLAGE Another almost harmless screen lighter than usual in other words it's more red than blue maria is back to a white sprite and there's a sleeping mole blocking the exit to the right. You have to pick up the Monty on the run style coin with the 5 on it to open the portal so you can leave. The screens in this section of the game are quite tame but it's intentional, so I'd appreciate no complaints about long boring sections with no hideously evil guardians and fire blocks. If you want those you'll have to wait about another 5 screens. Like my last few JSW games that have been more than 48K it was time to tweak the memory here, The next room required sprites to finish it off and all I have left is the Manic Miner sprites and and 2 blank 8 framers (which would technically be 2 full sprites typed 17/04/05). So I've tweaked the memory so I can have more sprites because although the game is 45 screens in, only about 39 are REAL rooms, and I wanna' keep the Manic Miner sprites intact til' I get through the next section (and even after that I'm gonna need more so fuck it). 45: MOLE VILLAGE: SLEEPY MOLES HOUSE Another looker just get the items and go down the hole nothing here can get you apart from the flame and if you are stupid enough to jump into a big fire then you deserve to die. 46: MOLE VILLAGE: SECRET TUNNEL? Just a tunnel 47: MOLE VILLAGE: SECRET TUNNEL? Just another tunnel 48: Oi! Who are YOU? Get Out! Another inside of a moles house, you come up into here from the second secret tunnel screen. It's another bonus room, and it also has a rigor mortis patch in effect. As soon as you pick up the pickaxe, the mole runs after you. There's a portal to take you out and it drops you to the left of the sleeping mole you can't pass in the first mole village screen. 49: MOLE VILLAGE The final mole village screen 1 hut and a mole to chase you. 50: STOP THIEF! SHE TOOK MY PICKAXE! A screen with moles running after you a la my pseudo startup for Still Stealin'. 51: STOP HER! STOP THE FAT FUCKER! More of the same. 52: Monty helps you escape More of the same again 52: Maria! It's dangerous out there A basic screen I may add to it before I release this game. 54: Stalactite Headaches A room inspired by the room of the same name from the very dodgy game Rapscallion (which I think may be the first speccy game I ever finished, not 100% on that though). It's just a basic screen stuffed with skylabs that are shaped like.....well stalactites. 55: Pit Gear On Borrowing a name from a room in JSW2 and although sharing the same principle of the room is nothing like it, there's nothing to kill you and the semi-sensible player will realise you have to jump down the hole as by now if you've come this far you'll have realised also that you can't go back. 56: Down into the great unknown(ish) A straight drop. I added the ish in brackets to the end of the title as most players will probably have worked out where this is going. 57: Down into the great unknown(ish) Exactly the same as the above room. 58: Welcome to the Maniac Mine Baby! A start screen to the first section of the game I intend to make difficult, I've wanted to stick the mine into a game as it would be on it's own (A Manic Miner game basically). However I'm basing this mine section on the fact 20 years have passed and a lot has changed down the mine. 59: Left Hander? Central cavern with lots of poisonous panzies (haha) 3 Manic Mining robots and that's about it. The name is a play on the cavern that is reasonably centered. It's not solid but it's trickier than it's original guise. 60: Snowballs with rocks in em' The cold room with an evil twist, but not that evil. It turned out easier than it was supposed to but since I made the room I suppose I have an advantage. It stays similar graphically with the top penguin still there but blue instead of yellow, The fire blocks are still the icicles but are on the bottom of the screen pointing upwards, as well as on top facing downwards. The rest of the guardians are snowballs (hence the name) with simple animation. I broke MM tradition with this room as every sprite is a fast mover as adversed to MM's slow or regular sprites. Hope you like it, it's potentially quite nasty all-round. 61: The Menagerie I always admired this rooms simplicity so I decided to keep it to an extent. The rooms shape remains the same but I've tarted it up a bit with some block colours, The sprites remain the same albeit the original 3 have a colour swap. I added 3 more birds to the platforms to make things a little more tricky. However if you get past the first bird (which has to be done pretty quickly) the room in effect is exactly the same save the extra items. 62: WHOA TONIIGGHHTT!...ATOMIC! A play on words I couldn't resist (although it is pretty cacka). The room is the abandoned uranium workings with an overhaul. The seals remain intact and the room shape is similar but with a few twists. There's now a switch you have to flip to get the last few items and a ton of fire blocks added, and all the block graphics apart from the crumbler are different. I tried to give the room a mainly yellow and black look as these seem to be the colours commonly used on hazard signs, and let's face it there's plenty of hazards when nuclear materials are involved. The room itself isn't ridiculous but it may catch a few people (more from a lack of judgement than skill in my own opinion). 63: Lord of the Bathroom (Tribute) Eugenes lair with a lot of Eugenes, classic and Erix 1 a lot of colour changes and a an almost complete workover when it comes to shape although the similarities are visible. It took me ages to get this room right, not layout wise but more to do with the positions of the fire blocks and platforms. I put the tribute in brackets in the title simply because this room almost is (After I typed that line I had Deja-Vu strange eh?). 64: Pac in time or something? The processing plant with a graphical overhaul, and that's about it the room behaves only slightly differently but in effect is the same. I nicked another Erix 1 sprite for this room, the sprite in question being the Pac-Man sprite from the pseudo 3D room in Eugene Lord of the Bathroom. Partially because I was impressed with it. The graphics in my room are still slightly humbled by the psuedo 3D room but I wasn't actually trying to emulate the effect anyway. This was one of my fave MM rooms back when I was little so I kept it roughly the same anyway. 65: Rolferoos in the double licker The room title sounds a bit pervy maybe but fuck off....hahaha! Rolferoos= those annoying things Rolf Harris draws. The double licker is based on those lollies you used to be able to get (and still can in some places), but the reason I used the words double licker is cos' I doubled the vat which makes the room a little nasty but it is possible because I've done it, it's all about timing. I changed the kangeroo sprites obviously and a few colours here and there. 66: THE BITCH MUST DIE!!! The Kong beasts lair with a few tweaks, Kong is now esmerelda and there's a few miner (hoho) changes to the platforms and the blocks, and the triggers effect. 67: Ameobatronic Evolution? The question mark in the title points towards weither or not it really is an evolution. Other than that the room remains the same apart from the obvious cosmetic overhaul. 68: IVY A little tribute to the game of the same name. Since I sent the message that inspired Philip Bee to re-release JSW again after complimenting JSW IVY I figured since the room I was replacing was the endorian forest, I'd do a little switcheroo. It's a forest Ivy is a plant, The bear sprite originated in this room and so on. To top it off the portal is the bear sprite, and the bear sprite itself is replaced with Technician Ted in a dress hahaha! 69: Mean Mugz Guard House As a JSW room not so bad, as an MM room pretty harsh! 70: Final Eradication of Goldiggers My return of the Alien Kong Beast style screen, once again it's similar but there are some differences but once again mainly cosmetic. 71: The Metal Monkey Machine I couldn't quite get the graphics for the sprites how I wanted them, in here but the room itself took a few hours just to lay out. It's potentially tricky but if you've done it once it probably will hold no surprises. 72: ORDER within Chaos The title is a hint for those who aren't or haven't read this. The items must be got in a certain order, You have to get the item above the portal first and you must get the far right item above the bridge before you hit the switch otherwise you'll get trapped and you'll have to kamikaze yourself. Also the room can be quite unpredictable, but I'm still pissed off that it didn't end up anywhere near as hard as I wanted it to. But I like it as it is. 73: Sixteen and a half-pence worth? A room I wasn't really keen on as a kid and couldn't really be bothered to change. Hence the number related and cynical title. The room remains similar save a few slight layout and cosmetic changes. I also put those weird cat like scorpion thingies back to front, just thought it would add to the all over cheapness of this screen hahahahaha! 74: The worn-out house Another cynical but truthful title and rightly so if you ask me. The warehouse was dubbed one of MM's most nightmarish rooms, but it isn't that hard really. If I could finish MM somewhere between the ages of 7 and 9 surely it can't be that difficult (although I must admit I find it harder now than when I was younger, I blame playstation LOL). Anyway I left it tricky but not hard (in other words you can do it more than one way and there's margin for error if you say drop a platform too many or mis-time one or two jumps), I gave it the title as such because after 20 something years a fully automated warehouse would be running a little shoddily without a little human supervision. Either way er I didn't particularly like this room when I was younger because even though I could do it (not sure if I still can now it's been a while since I played original MM 07/08/05 D/M/Y), it still took the odd life off me when I played. But this is my version for 2005 nothijg special but hkpefully not too crap I had a few more tricks in here but I removed them because they seemed to be having a strain on the game itself. This room took me about 4 hours to make (not including trips to the toilet and smoke breaks hahaha!). 75: Inaccurate emulation of humans A room I've had planned for a while before I made it, it's my second ameobatron screen and stays slightly similar. But I planned to have a similar room however it turned out better than I planned. I wanted to make a room with all human style sprites in it so I did and it turned out a lot better than ever planned. It's simple but effective, which is what I wanted but better. 76: Lightning can strike twice? This games solar power generator screen, I made no cosmetic changes to the screen and left the guardians exactly as they were. The only thing I really changed was the layout which is moderately tricky, but with the solar in the room the air supply can end up being brutally unforgiving. I playtested the room several times and had to change layout and switch items several times before I came up with this guise. I had to do this simply because the solar sapped your air so much it was virtually (if not) impossible. The final version killed me several times and once I did it I had to play it a few times more just to make sure it wasn't a fluke. There is a reasonably easy pattern to doing this room but with very slight margin for error. If the solar wasn't here the room would be pretty easy and I find that this final version will kill people more out of carelessly timed jumps due to trying to avoid the beam. 77: THE FINAL BARRIER? No change to the title save the question mark. However the layout is pretty different. It's fairly easy though but due to some extremely bad swordfish routine bugs I had to redraw this room from scratch. It's not really hard though but there is an extremely shady trick involving the portal. It'll only catch you out once (unless you have a very short attention or memory span) but it's thoroughly evil. I'm not going to spoil it here though. Other than that the layout is differnt but the rooms 8x8 tiles and guardians remain the same. 78: MEGATRON!!! Another Megaron variant, and I seriously think I've had this room in mind since way back in the down and out trilogy era. I just never made it partially because a room another author had made called Megatron begat Galvatron (Nick Aldridge obviously a transformers the movie fan LOL). I came up with a tribute room for this at the time called Optimus begat Rodimus but I don't think I'll ever make that room (or at least not in spectrum format, the room was a touch over zealous). This room roughly keeps the Megaron shape but will contain a statue of Megatron (when I get round to drawing it anyway) typed 08/09/05. UPDATE: 9.57am 01/11/05 Since I got such positive feedback from some people for the rooms with the portraits in, from my next JSW 64 project "The Man Who Sold the World" (Thanks Igor, Daniel, and Herve). I decided to scrap the Statue and do a portrait of Megatron instead (partially because I chose the Generic picture for Megatron, the one of him standing slightly to the side with his cannon over his shoulder, which I think may have been the box design for the toy way back in the 80's). The reason I did this was because I was having huge difficulty positioning platforms that didn't make the statue look crap, and using invisible platforms around the statue made scaling it look rather silly. So henceforth I ditched it full stop. 79: Butlers Strike!!! A new version of Butlers Pantry, which bears only a slight resemblance to the original. No new sprites (well for this game) in here, and 1 mediocre surprise. Complete cosmetic overhaul though. 80: Ballrooms are so last century! A little joke here since technically this room was made last century (in it's original guise). I also wanted to cut out the ballroom screens slightly, that's why I have this cynical 1 screener instead. I did have a ladder going up out of the top left leading to a room called East Wall Base Blues, but I axed the room above and did away with the ladder. The room above was a dead end (in more ways than 1) that was layed out similar to the east wall base and was going to be on fire, I partially ditched it at this stage because when I finish the roof screens I didn't want to have the roof on fire or justify this screens apparent state of disrepair. I don't really intend to have the roof huge as this set of screens will be where you end up if you take the ideal route through the game (you can explore anywhere and pretty much do most of the game in many orders, I just use the term ideal because it's the quickest way). Anyway the similarities to this room are more visible from the viewpoint of Ballroom east as adversed to Ballroom west. I just recycled some of my sprites in here as this room although potentially a bit of a bitch is unimportant on the entire scale of the game itself (obviously every room is important in it's own way though). 81: The Hallway Just like the Hall but slightly more condensed and looking nothing like it really, but the principals remain the same. The door is a portal but it doesn't flash so this may catch some people off at first. This room is a bit of a mish mash really but I actually kind of like the way it turned out. 82: The Front Door Not quite how it was supposed to look but it'll do. 83: The Garden Position wise kind of how the actual Front Door screen was in the original. 84: The Garden Security guard with different graphics. 85: The Garden The drive with different graphics and the guardians don't move. They're snapping plants a la Mario they do animate though. 86: The Megatree In the typical style of my JSW games which feature a Megatree related screen the tree is unscalable. I just hate doing tree top type screens (Although they do open up the possibilty for many falling death scenarios which I am not adversed to) I don't really know why maybe it's just cos' I don't really like the original ones. But this room is 100% different colour and graphics wise. The guardians are man eating plants similar to the previous screen but these ones move horizontally and are a different sprite altogether. 87:Ar Aye! What the the fucks going on A little in joke here the room has a little rocket on it. It's appearance is loosely based on the menu/end screen from mastertronics caves of doom game which I quite liked when I was about 7 or 8 years old. I got a rom of it back in 98 and was a little disappointed (oh well, some games really don't age well I suppose). Thing is with caves of doom it has a built in editor so I was toying with the idea of rearranging it and posting a copy on the JSW yahoo group (but I'm not sure if you can edit the sprites on it so I never bothered). 88: The Rocket Room 2005 As far as in jokes go I suppose no prizes for what's coming after this room. Believe it or not even though they're not particularly amazing this and the next 3 rooms took me about 5.5 hours to make. 89: I...I just took a ride........ A space screen I won't go into detail but I like it. It's just a transitional screen I had in mind when this game was only a few rooms complete, and it stayed in my mind until now. 90:.......On a Silver Machine!!! The second part of the spacey trasitional screen. With the 2 titles to these screens....Well I really just couldn't help myself. The humour is getting pretty bad but it just seemed to fit so well hahahah! 91: Definitely some explaining to do A crashed rocket screen (everytime I have a transitional space theme I seem to crash the rocket, maybe somewhere in my subconscious I just assume Willy and Maria in this case are prone to disaster). The background although not exactly a Da Vinci took me quite a while to achieve. There's a few fires in here for effect but they won't kill you unless you walk into them on purpose because there's no need to actually go to the left. 92: Dancing space potatoes..You Bet!! Practically the same as the previous screen, but there's no fires or rocket. There are 2 rather strange horizontal guardians that are pretty easy to get past, the first one may get you if your mondo careless...but highly unlikely. The title comes from one of the little messages at the very start of Futurama. 93: Spaced out Station plus alpha 3 Same as the 2 previous screens with nothing to kill you, and a different style environment on the right of the screen. 94: Scan Clean - Cleared for Entry A bonus room with lots of crap in it and no immediate threat just don't jump into the big computer thingies cos they're made of guards and fire blocks. 95: Linker in Generic blue A nasty little stab at space screens in JSW, Mainly at the ones in JSW 2 which style I took into account for my space screens in Willy the Rogue. I decided to go with the generic blue look as I like to refer to it for my space screens in this game. I'm sure I'm not the only JSW author that has used the generic blue look for space screens (and I don't mean anything personal to anyone else that has, this is ironic humour but in good taste, so please no evil e-mails or yahoo group messages). I type this 9.22am 10/10/05 3 days after I was supposed to Beta finish the game (obviously I never got that far hahahaha!), and I may add to this screen some graphics and maybe guardians. Since however this screen is my space section linker screen I designed it to be as basic and as annoying as possible instead of just having a ladder leading to the top exit and a few platforms here and there. I added ladders and earth blocks all over so you have to troop meaninglessly round a very plain screen (I hope this doesn't upset too many people hahahahahaha!). Considering the content of the screen at present it really does not deserve this much info related to it typed up hahahaha, another means of annoyance. 96: The Cartography Room (I HAD TO) The name says it all, but as of 11.56am 11/10/05 I haven't actually added the map to this room as it's a bit out there to say the least plus it will never work like the one in JSW2 once it is in there. Even if I knew what to patch into the game to do this, I couldn't I have no available memory left. When this room is finished it will be non-lethal it will contain only earth and water blocks an item and a ramp. 97: The Games Room A giant screen with a box on the side. There's a portal stashed in the box which will open up as soon as you step into the portal. I reused my loading spectrum gag from Willy the Rogue, but I added an extra block for effect. This room itself is just the shell for the next few I'm gonna stuff in there. 98-103: The Games Room The reason this room has 5 numbers is simple It uses 5 screens. The first is when you step into the portal, the next 4 are the game itself. I choose Frogger for the game and to be honest I would really like to have had the time to program an actual Frogger into the game, but I haven't got a few years to learn how to make JSW support multiple formats for gameplay so this is what you get. This room took me approximately 3 days to make partially because my computer kept crashing when I tried to put a portal in a room past screen 99. Incidentally the 3rd screen was screen 99 so I had to cut and paste the previous screens beyond 99 and shift these ones back. Then I had to remove the items in the end because I needed blank water blocks for the road and stream but using green ink in the blocks caused the items to auto collect since the sprites colour is green. Eventually I managed to get this screen working fine and can continue woohoo. However I may put the items back and change the sprite to white as it will show green under the blocks. The final room is now a bonus room so you do have to go through the 5 without items to get this one but at least you get an extra life for the hassle. 104/105: The Earth Teleporter No prizes for this rooms role, it comes in 2 forms. The first is to the left of The Earth Teleporter security screen (incidentally so is the second), and it funnily enough teleports you back to earth. The first screen is dead though and it doesn't work you have to go right and through the ordeal I have planned, before you can come back from the left then the teleport works. SPOILER: don't do this if you haven't got all the space items. Unless you want to have to come back and do it all again. 106: Earth Teleporter Security A similar screen to the Games room with the big screen, although this isn't supposed to be a screen it's more of a booth. My original plan for this whole section had to be clipped but I'm glad I clipped it now because it may have prolonged it beyond it's fun phase. Either way you step under the machine (it's a portal) and the fun begins. It has a robot which I had drawn in the first few weeks of this games development for this purpose (but not quite how it turned out) sitting there. You'll never guess what happens when you enter the portal. 107: Number of lives Willy starts with That's right you take control of the little square robot woohoo! I thought of this idea as a security measure before the room I deleted from the line up, and I think it worked out better. Instead of guiding the robot through a Chuckie Egg style platform based room you have to jump him into the correct ducket pointing to the correct answer otherwise the machine will kill maria. You have 4 numbers to choose from. 108: Code at location K9 The second question I thought it would be an absolute bastard as every JSW fan does not have a copy of the Code Sheet. It's easily remedied if you don't have the code with a bit of kamikaze jumping (providing you have enough lives left). However I had the purists in mind here. 109: 198? An absolute bastard! you have 4 choices and a low air supply so you'd better be quick to answer. Other than that I'm saying nothing! 110: Earth Teleporter Security Exactly the same as the first screen with this name but the little square droid is left at the other end of the secure area, and there's no portal. 111: The Roof Garden A pretty screen with no immediate threats. Just to dump you back on earth really this screen is to the right of a screen you can't actually exit right from, so it answers questions if you've ended up there before here. However to say here may ruin things (although there's not much to ruin). 112: On Top of the House (Again) A back to front, daytime, and even more harmless variation of the room with the similar name from the original JSW. 113: It's Gettin' Hot Up Here So take off all you clo.....no! Sorry couldn't resist that. Yes the title is slightly derived from Nellys' very annoying tune. But the reason is clear due to the amount of fires between the pilars. The tricky part of this room isn't so much avoiding the holes as navigating the rather short rope. The rope is just long enough for you to jump from without falling too far, however whilst playtesting the entire roof section of the game I find that it's quite easy to climb too far down and fall off the rope, than it is to actually misjudge your jump. All in all though it's nothing too taxing. 114: Quazi-Mojo A room with 5 static ropes I put a hunchback on the center rope. He was supposed to mave up and down but for some reason he doesn't. I can't make him move so I just left him at a precarious position. 115: YES! YOU HAVE SEEN IT! Well you have! 116: Mysterious Forces at Work The last room I worked on and tied the map up with. I reused my spooky heads from the sweeper system room from F.I.R.3. I touched them up slightly just so their jaws don't look so square. Other than that for the section of the game this room belongs to it follows suit brick turrets with pits and vertical guardians. _________________________________________________________________________________ 6: Legal stuff and thanx Maria on Tour By the DrUnKeN mAsTeR!!! BaSe 1 PrOdUcTiOnZ 2004/2005 Based on Jet Set Willy by Matthew Smith Software Projects 1984 Thanks to Matthew Smith for All things Miner Willy. Thanks to John Elliot for JSWED and JSW64 Also thanks to John Elliot for some help regarding an earlier version of JSWED I started making this on (I suppose you could call it technical support to an extent, although John never actually handled the game) Cheers :) Also thanks to these people: Erix 1 Whose Maria sprite I pinched since it's good and it saved me having to cobble together a Maria sprite of my own. Also thanks to Erix 1 for the fire sprite I've pinched this more than once now. And again! Erix1 for the eugene and pac-man sprites (at this rate I may as well call this game Maria vs Some Bastards 2 hahaha). Phillip Bee for JSW IVY which inspired the IVY room in this game, and albeit the guardian sprites are in effect Erix 1 Marias they are modified in the image of Phillip Bees' Technician Ted Maria sprite from JSW IVY. __________________________________________________________________________________ 7: Deleted Rooms 1: Segaron A spazzy version of this is available with the 48k Demo in the zip.file with this game. If you downloaded this game and it wasn't included shame on you for getting it from an unreliable place. 2: Maria got da beeeg cajones. Can't remember how this room was entirely supposed to go. But it was supposed to have a big rope and a river to swing over. 3: so you like mortal kombat? I was going to fashion an Erix 1s' Kold room style Mortal Kombat Ninja. But I was going to make the blue on it green so it looked more like Reptile than Sub-Zero. I use Sub-Zero when playing any MK game that has him available. But I like Reptile as a close second, unlike most people I know who Favour Liu Kang as a second to Sub-Zero (How sad am I?). 4: The writing's on the wall. This was deleted because it was just a looker, I may put it into another game. The area I was going to add this screen to didn't need it and if I had have built the area to accomodate this screen it would have made the section of the game unnecessarily long. It was just a wall with a brick design and a Graffitti mural on it nothing special. 5: Don't Feed the Thingie. A room with a 4 high x 2 (possibly 3) wide monster. It was going to have switches you had to trip to get at the items, and a rigor mortis patch to stop the monster from moving until you picked the last item up. The monster would then chase you to the lower right exit which it would force you to leave by. 6: Cat 'N' Mouse 1,2 and 3. I gave the title 1,2, and 3 as it was going to consist of a 3 room chase sequence, where the thingie you weren't supposed to feed would chase you. I was going to put these screens between the Linker and earth teleporter screens. I decided I wouldn't be able to finish the game off properly if I did though. and this idea came to me some distance into the games production. Had it have been one of my first ideas who knows. 7: Park of Flames Would have came into play somewhere near "The writing's on the wall". Again this screen was going to use upward skylabs shaped like flames and a lot of pits to jump over. I based the idea on (another) Sega arcade classic My Hero, where there is a section like that. ________________________________________________________________________________ 8: Final Thoughts Well Jerry Springer has them why can't I? Anyway I just thought I'd add this section in the hope it will answer questions before they need to be asked, plus I can jibber some more about this overdue game. Anyway I finally decided this game Gamma finished at 12.20pm 14/11/05 after losing my title screen several times. I finally finished it off and decided rather than making it super detailed as I originally planned to I would stick with block colours as this was almost the intended effect of the game itself. I would like to add that I originally converted this game to JSW 64 because I had been offline for almost 2 years and I missed a lot of what was happening on the JSW scene. As soon as I saw this newer version of JSW it made sense to upgrade my newest game (at the time) to this new engine. It was originally an experiment just to get myself used to this new engine, as was Skint Willy when I encountered JSW 128. However over the time it has taken me to make this game I have became quite comfortable with this game now and it has almost made me feel like phasing JSW 128 out of my future projects altogether. However at the moment I still feel like I have a lot to learn from this format as there are several different versions of this particular engine. My next JSW 64 project "The Man Who Sold the World" will be using version ] for the sake of experimentation and tweaking my learning curve further. Anyway I hope you enjoy this game, I had fun but also frustration making it, and my only worry now is that I may have made it too easy (I think I was a little generous with the bonus rooms). Anyway for feedback if you feel you need to: I'm dm_boozefreek on the JSW yahoo group. Groups.yahoo.com/group/manicminerandjetsetwilly Or e-mail at: dm_boozefreek@yahoo.co.uk