
				BIZARRE! 
-----------A slightly problematic journey home for William-------------

-----------------------------------------------------------------------

After the most ridiculous party Willy has ever been to he realises he's
feeling a little worse for wear, so he leaves the bedroom and his 3rd 
potential shag of the evening and makes way for his mansion. Deciding 
maybe to take a shortcut along the train tracks avoiding wild dogs as 
he goes HAHAHAHAHAHAHA. Unknown to Willy he has 4 ecstacy tablets, 3 
acid, and a Q of coke (and I don't mean the brown fizzy sugar either) 
going through his bloodstream, this may make things difficult to say 
the least not to mention not what they seem.

Help Willy stagger home, stealin' road cones, council lights and 
bottles of milk off peoples doorsteps HAHAHAHA!!!

Rooms

Pretty much for most of the early screens I used dark blue for the 
riverbanks and forest floors and just anything grassy, just to give an 
impression of night time to the grass on the river bank, and to give 
an eerie forest type darkness to the forest shrubbery (WE WANT A 
SHRUBBERY!!! couldn't help it!). After all grass is never green at 
night. Also the first 20 or so screens aren't particularly dangerous 
there's a few things to kill you but I concentrated more on scenery and
story.

01: Face first in the Nuthouse

You start here, crawling along on your hands and knees. This room is 
just for show almost like a start up type affair. 

02: Wobbly strut along the riverbank

Your on your feet again but non too stable I messed the sprite up so it
jerks about, looks a bit crap but so.

03: Oh No! You've lost your hat

Just an excuse to remove Willys' hat again, just like the down and out 
trilogy. But this game has no ties with those games.

04: OOOOOOO! A BOAT!

More of the same.

05: The moon slips behind the trees

This room was a cheap way to remove the moon to make the arse end of 
the boat. But once again more of the same.

06: I think I'll take a shortcut?

Here's where you take control just a hill.

07: Now which way was it again?

Just the top of the hill.

08: I know where I am....I do!

Trees forest, don't take it literally.

09: Oh Bollocks! I'm Lost!

Here's where the game actually starts, you can't go back left from 
here, You can go left but not leave. The screen is looped to the left 
to give the impression of actually being lost in the forest.
 
10: I Bring you Love

Similar to the previous forest screens, except with some moving 
guardians. Don't worry don't take the room title literally, I haven't 
lost the plot. I got the idea from the Simpsons the one when Homer sees
the alien that turns out to be Mr Burns after his death cheating 
treatment.

11: The forest thins

Another scene changer type screen, just to remove the trees from the 
forest for the next few screens. I used a bit of a sneaky trick here 
for the tree stump so it doesn't kill you. I stuck a null conveyor 
underneath the top half of it so you can walk scross the top of the 
stump, but it'll still kill you if you just walk into it.

12: Mean Trolls Toll Bridge

This screen although pretty simple took me quite a while to build. I 
like the actual toll sign all the troll is asking is 10p. The items 
however are meant to be pound coins, and once again in this screen and 
the previous I've sneaked the moon in there again. The thing that 
amazes me about this screen the most is I managed to make a reasonably 
trollish sprite with a single guardian (I was expecting to have to use 
one or more sprites for the Troll). But as soon as I'd drawn the face I
was like that's perfect, then when I'd drawn the arm I was like, the 
rest doesn't matter so long as the head and the arm stay hahaha. 

13: G back y bastard al break y legs

Trollish talk supposedly, but I got the idea from Max's car alarm from 
Pheonix Nights (one of the funniest programmes ever made). I would've 
made the screen name longer and more comprehensible, but space is 
limited. The Troll in question follows you across the bridge, I made 
it like this for the fact you jump over the troll (hence you jump the 
toll and the items were  coins and there's 2 of them that's 20X the 
asking price of the toll itself hahaha).

14: Mean Troll Thanks You

Just the toll bridge screen flipped without the sign or the troll.

15: Oh No! Not more trees

Another trees and forest type screen, I put faces on the trees 
but they only flash up for one frame.

16: The fog brings paranoia

More forest but only one tree, and I chequered the air block to give 
an effect of fog.

17: A Cabin in the Woods!

Just what it says. I put this here because I thought I'd use some idea 
I got from the Evil Dead films, and also from Splatterhouse (the 
original gore game). I put an item in here to make you walk right up to
it. But you'll soon realise it's a dead end. So back to the left you 
go.

18: Fog's lifted trees shifted?

Just like in Evil dead the trees shift to block your path, of course 
just like in the films you don't actually see this happen. this room is
to the left of the cabin screen.

19: They're watching me!!!

Just the not more trees screen, with an extra tree. and I shifted the 
branches round a bit. to the left of Fogs lifted trees shifted.

20: What happened to the bridge?

Just like in the Evil Dead films the bridge has been literally ripped 
up in an abnormal fashion. You have to visit this screen because I put 
one of Mean Trolls 1 coins in here, just what happened to Mean Troll? 
Back to the right you go!

21: Open for business!

I don't actually know if this is a quote from one of the Evil dead 
films, I think it is though. Just the cabin screen with a different 
item and a teleporter just behind it.

22: It's BIGGER on the inside

I derived the title of this screen from the tardis like properties that
actually fit the cabin in the Evil Dead films. It's a crappy run down 
cabin on the outside, and it's got massive rooms inside. The room 
itself is just an intro to the cabin, there's no moving guardians 
(save 2 static ones I made the picture in the background out of).

23: Who played the tape?

Just like Evil Dead the tape with the chants on makes the Evil restless
that's why the chairs are bouncin' all over the place.

24: There's something downstairs

The guardian is a severed hand, and there's 2 arrows in there which I 
tried to make look like knives. other than that it's a reasonably 
harmless screen.

25: There's someone in my Fruit Cellar

What the rancid old zombie woman in the cellar in Evil Dead 2 shouts, 
when the hero of the film gets locked in there by a couple of rednecks.
There's more emphasis on looks than play in this room.

26: Someone with a fresh SOUULLLL

This finishes the sentence from the previous screen, Although not 
particularly a technical masterpiece in room design this room does have
a very nasty surprise in it. If you've seen Evil Dead 2 you'll probably
appreciate this screen more. It seems easy enough but even though I 
wrote this game this room took a life off me in the playtest. The items
in this screen and the one before it are supposed to be pages of the 
Necronomicon (Book of the Dead).

27: Get me out of this mad place

A damaged hallway with random spiky things to kill you, The yellow 
thing is supposed to be a hat stand. I choose that as a small piece of 
irony what with Willy losing his hat near the start of the game. The 
stem of the stand is made from water blocks ample enough for you to 
squeeze past the lethal bits of the room. This room isn't very tricky 
but may catch an inexperienced player off guard. I may add some moving 
guardians to the room before I finish the game?

28: Exit the Cabin  Goodbye Linda

The hero in the Evil Dead films girlfriend was called Linda Until she 
got possessed and he chopped her head off with a spade. This is part of
the reason why the sprite in here looks so dodgy. As the sprite walks 
left she's supposed to be rolling her head up and down her arms, and 
when she moves right she's supposed to be pirouetting but without 
moving her head. Just like what happens in Evil Dead 2, although my 
interpretation is somewhat primative in comparison to the film.

29: Shallow grave (as dead as rave)

Another Evil Dead 2 based screen the cross represents the shonky old 
wooden cross Ash the hero in the Evil Dead films puts in the ground 
after decapitating his possessed girlfriend. The title hmmm....well I 
have a number of explanations for that. For one in my opinion rave 
died about 3 weeks after it became popular I'm only ashamed that I 
actually listened to it for about 2 of those 3 weeks (my excuse is I 
was 11 years old). So now I dedicate this rooms title to all those 
burbury cap and puffer jacket wearin' twats, blastin' around city 
streets lookin' for 15 yr old school girls to impress with their shite 
Mini Metros, Blastin' that kids Casio made crap from speakers bigger 
than the engine. PHEW!!! well now that I've got that off my chest, the 
main reason I called the room this at first was simply because it 
rhymed. The earthy parts of the ground like the previous screen are 
lethal, I got that idea partially from the Black marks on the ground 
and the smoke or gas risin' from the grave on the evil dead game on the
playstation, and also a scene in the pet semitary movie when the 
native american tells the main character that the ground is sour 
(dunno why it just popped into my head). Man I talk shite when I've had
some beer.

30: The Nutbar Tree

Yet another Evil Dead 2 inspired screen. This screen kind of turned out
how I wanted it to, I would've liked to have made the tree 8 sprites 
high, but I decided to try and give the mist a little bit of character 
rather than just a flat wall. The tree itself isn't quite as detailed 
as I would've liked it but I feel if I tweak it anymore I'll ruin what 
I do have (and that itself took me about an hour and a half to do). 
One thing that wound me up a little here is I realised I've stuck a 
few tree's with faces in other games e.g. The Happy Tree in Willy the 
Rogue.

31: Climbed t' Mist you must be pissed

Well if you're here you jumped up the mist in "The Nutbar Tree", I 
only put this room here to compensate for that ever happening, since I 
built the mist in the screen below with the water block.

32: Oh no, no...Down you go!

A dead end to the right of the above screen The mist is built with the 
water block again with a ramp hidden in there to take you down again, 
The mist to the right of the screen cheaply is built with the earth 
block so you can't go right. Map tying ahoy!

33: Pea soup

Below the above screen (duh!), and the blandest screen I ever made to 
date. White air and the same floor as "The Nutbar Tree". The title is 
derived from the term for heavy fog (I put that there solely for the 
benefit of those who've never heard that before).

34: Out of the fog and into the clouded

No real explanation for the title it just sounded potentially 
philosophical, I was going to try and give it more meaning but then I 
thought fuck it what you see is what you get. From here on you leave 
the forest behind and the boredom of it, I'll be the first to admit the
forest area is boring. I made it like this on purpose though, and 
partially for story setting even though there's hardly even a story to 
this game. Call the forest level 1 of a multi-level game ha dee fuckin'
ha.

35: Cowies, Charlie, Blueys and Whizz

Just what Willy has pumping through his bloodstream, so I made all the 
guardians pills. The bricks on the floor are a sign of the next part of
the game. From here on in the game will believe it or not contain more 
colours than blue or red hahahaha.

36: Up the fucked up viaduct

I intended to do an extremely over the top scene from here on using 
teleporters and a lot of sprites but the way I've been using sprites 
for graphics instead of guardians previously may jeapordize this now. 
I've used many sprites for my reasonably boring first leg of the game. 
I usually count my available sprites to every 8 frames, I mean You and 
I know not every guardian needs 8 frames but that's how I count em'. 
So I'll speak of my original plan here, after all it may not happen. I 
was gonna have another drawn out situation (A cut scene if you like) 
of Willy being chased by an extremely angry train with an extremely 
evil looking skull at the front. Kind of an anti-Thomas the tank 
engine, but I may scrap this idea now. As a lot of my other ideas may 
be just as costly on sprites be it for room effects or guardians. Any 
way since I've totally skipped the point of this room, should I 
incorporate my original Idea this room will lead to it. If not this 
room will lead to a similar or watered down version of the above (or 
somethin' completely different but taking a slight resemblance to the 
above ramblings). No need for me to add one of my confusing UPDATE: 
pointers here because the following screen descriptions will tell all.

37: The Old Signal Box

An easy room and not particularly spectacular to look at, but there's 
more than meets the eye here. Once you climb up to the floor you can't 
go back down and you can't go right. Better go push the switch to the 
left then..........Well you'll find out. It's nothin' amazing but I 
didn't strap 8 rooms together just to make 1 for nothin'.

38: The thick white line

As adversed to the thin red line you never cross, this is the thick 
white line you have to cross weither you like it or not. The line I'm 
refering to is a train track, and there's an unusual lookin' man 
guardin' it. I call him the guardian of the train. This room is 12 
rooms stuck together with teleporters, it's a bit over the top and 
looks a little bit ropey. But it kinda tells a story. It took me quite 
a while to do this and I would like to tidy it up a little maybe before
I finish this game off. Since all the effects are made with teleporters 
they don't look too smooth. I even tried to make them a little more 
interestin' by swappin' the border colours at certain points during the
effects, but I'm kinda worried people will just think I haven't 
bothered to take the time to make them all the same colour. 
UPDATE: I've trimmed my pseudo cutscene down by about 4 or 5 
teleporters it was just looking too shoddy and over the top, although 
it's still not amazing now it's a little less confusing.

39: The 666 to Skullsville Avenue

The title is derived by from 2 sources, Firstly the announcement that 
comes over the speaker in the train station level of the first Blood 
game (still one of the best first person shooters to date if you ask 
me). Something like the 666 to green town, and since these levels 
include an evil train it kinda works for me. The second source is 
based on something somebody I used to know did, he took his door 
numbers off his front door and wrote 666 Skullsville Avenue on it. 
Which I thought was pretty amusin' at the time. Once again this screen 
is just like a cutscene, the train can't catch you unless you hold the 
jump button down.

40: To the Train Yards

This is the final screen of the train chase scene and as soon as you 
hit the switch you regain full control of willy again. This is the real
start of the second leg of Willys journey home, I don't think I'll do 
any more cut scene/intermission/story teller screens call em' what you 
like. Partially because I think with the start up and this there's 
more than enough, and any more will probably start to really get in 
the way of playin' the actual game.

41: Train Yard on the Quarter Mile

Based on an actual train yard near where I live. So far there's no 
guardians, had I have had more resorces I may have put a train in the 
background with some graffiti on it. But it's just a borin' screen with
a large fence with a hole in it, which is also based on reality. I used
to go through this hole in the fence to hang around there when I was 
younger. There was a lot of stuff to smash down there hahaha.

42: The Quarter Mile

Once again based on a real road near where I live, just the other side 
of the fence really. 

43: OOOOOOO Fire

2 Reasons for this screen 1 to kind of make up for the train from 
earlier, and I think I'll keep the second reason to myself. So the 
train one will have to stay.

44: Under the Quarter mile! So smile 

I just did an up and down the levels type screen for this, pretty 
straightforward and no items. The sprites are just the turkeys or 
mallards or whatever they're meant to be from MM, with some 
modifications and only 4 frames of animation as adversed to 8. The 
room is pretty easy and has 3 exits unlike most of the previous rooms 
which only have 2. I think I might be a shit and add some fire blocks 
hahahaha. Then it won't be so fuckin' easy. This screen was deleted by
accident along with the 2 after it, but in a way I'm glad this 
happened. 

The new version of this screen has the same name and better sprites 
(still not that good really), and is a little more awkward than the 
original layout. with a little trick in there, which will only catch 
you out once really. It also bares some un-sewerlike drug related 
references after all Willy has gone over the top and been spiked with 
more than he took.

45: Sewer Creeps

This room took me quite a while to make, mostly with much playtesting 
for the jumps and the horizontal sprites, also the vertical guardian 
although not as detailed as I may have liked to make it at first looks 
mostly how it was meant to and it took me ages. I had to keep 
switchin' the rooms blocks around so it didn't turn out impossible. 
After I had made this room hopin' it would be a bit of a shit, it's 
actually pretty straight-forward. There are a few tricky bits but 
nothin' really taxing.

46: C.H.U.D

Well since there's an underground sewer type thing goin' on at this 
stage of the game I figured I'd make a reference to a really obscure 
horror film actually called CHUD. I put the stops between the letters 
because the actual film makes a reference to this as an abreviation. 
It's one of my fave horror flicks to date I don't actually own it but 
would if it wasn't so hard to get a hold of. The CHUD like the film 
offers 2 explanations Cannibalistic. Humanoid. Underground. Dwellers or 
Contamination. Hazard. Urban. Disposal, and in this instance just like 
the film make your mind up as to which one suits you. If you've seen 
the film you may actually appreciate the bug eyed big headed freaks I 
put here. On another note if anyone readin' this does like horror 
flicks don't confuse this room with CHUD 2 which is very easy to get a 
hold of and is a crap comedy horror which isn't worth the steam off 
your piss.

47: Old Age mutant Zero Turtles

I never really went mad over the turtles when I was younger, the 
cartoon was cheesy, the toys were crap, and the films, which brain dead 
arsehole thought it would be a good idea to make sequels. The arcade 
game was the best thing about it and even that wasn't very good, the 
SNES and Megadrive versions were passable but still pretty poo. So the 
inspiration for this room didn't exactly come from any of the 
aforementioned bits and pieces, but it did glean some inspiration from 
the NES version of turtles. That heap of shit the one that Nintendo 
duped millions of people into buying it thinkin' it was the arcade 
version. It was pure shite fortunately I never owned a NES because they
also were pure shite. But for some reason the sewer level from the NES 
turtles game stuck in my head so here is a tribute to something that 
really doesn't deserve one.

48: Romantic Hallucinations

This room looked almost 200% different in my head at first, But I 
decided to do this room kind of in the style of Eugenes Lair. There's a
Maria which is 4 times the size of the regular bint and 2 drunken Willy
sprites in place of the toilets plus the platforms are lower and layed 
out slightly differently. The exit is up not down or right which is 
where most people would probably put it in a room of this style, but 
not this time.

49: The (dot) Matrix

This room is mudged together from about 3 million influences, firstly 
The Matrix just for the name really although I did think the effects 
used in this room are somewhat unconventional for JSW just like 
everything in The Matrix. Another influence was also derived from the 
word Matrix but as in the original gameboys dot matrix screen hence the
(dot) part of the title. The idea for the room layout was mine as far 
as the layout is concerned. I was originally going to have just the 
platforms as chequered blocks and have the sprites able to move through
them. But chequered sprites look pretty goofy on single coloured 
backgrounds. Another and possibly the most important influence and 
partially what made me think of the colour scheme and block shapes, and
sprites moving through the dotted areas in the first place was "Alien 
Priory" from Andrew Broads "Goodnite Luddite". The room isn't 
particularly hard but it will catch people out the first time they 
visit it. It's just a little bit awkward really the sprites are just 
Willy but chequered, and would've looked really shit on a single 
coloured background.

50: Four Seasons

This room has been in my head since day 1 of making this game and I 
finally got round to putting it here, it started off with a different 
name at first. I won't mention the name I was goin' to originally call 
it because I'm goin' to put a room in later on with that name. The name
Four Seasons came about after I really thought of the room itself, as 
this room is actually four rooms mascerading as 1. I was goin' to call 
it Four seasons in one day, but that sounds like a Crowded House tune 
and I don't particularly like Crowded House, so I don't want people 
thinking I do. Another worry was that people would think I nicked the 
idea from Dan Richardsons "Megatree" game, which is not the case. I'd 
thought of it before he released his unfortunately unfinished games. 
The room itself bares only the concept and title I originally intended,
and looks in parts nothin' like I originally intended. But it turned 
out similar enough for me to actuallly leave it here.

51: AAAAAARGH! What's Happening?

This room was a spontaneous type room that I never had planned but 
after finally completing the four seasons room which gave me a lot of 
grief and took me 2 sittings to finish, I was on a roll. So I concocted
a plan for a really weird room with weird shapes and weird colours, 
the twist was with the drugs in the plot to make things a little 
surreal so I had Willys' sprite set so he was Technician Ted when he 
walked right and Odd Job Eddie when he walked left. After reusing the 
earth block from "The Hideout or what's left of it" screen from Still 
Stealin' and making the conveyor a weird colour, I tested the room just 
to see what the sprite was like. It kind of worked well and after much 
pacing I quit playing and added some platforms. I used the earth block 
shape for the water block but with red instead of light blue. I then 
decided to change the sprite, so in the end I had a TechTed with 8 
frames and an OJ Eddie with 8 frames, but I scrapped the Eddie sprite. 
I decided to fill the room with Teds as guardians and with a little 
twist I decided to make a ted 4 times the size just like my Maria from 
the "Romantic Hallucinations" screen. However I animated this one, only
4 frames to save sprites and it took me fuckin' ages to get it right. 
But it was worth it and I'm glad I put this room here. The items are 
meant to be light bulbs and the fire blocks I added are quite awkward 
to jump over since Ted is animated differently from Willy. I almost 
didn't make this room since I swamped Still Stealin' with rival 
platformer related jokes such as "The Cloning Room" Which featured Odd 
Job Eddie and Spike, and "Remember this Bastard!" which was a forgotten
Abbey clone full of yours truly. So I was weary of actually putting Ted
in here.

52: Kongs Lair 2003

I took this room straight from Willys' New hat, changed the graphics 
slightly and added another quadruple sized guardian. I chose the Kong 
beast from Manic Miner for this, just so it ties in with the title and 
I was too lazy to draw a big monkey. I think this will be my last 
quadruple sized guardian, because since I'm just blowing up original 
sprites they look pretty chunky and a bit crap the maria and the Ted 
from the earlier screens don't look too bad, but this one isn't much to 
write home about. If by the time I've finished this game I can be 
bothered I'll maybe have smoothed the edges of these guardians so they
don't look like somethin' from Rapscallion (anyone remember that? 
hahaha). I wasn't goin' to put this here but I needed a decent room 
with a highish exit (mines slightly higher than the original version of
this room, but not to worry), and I thought of this, cos' it's quite 
tricky and it's from a very original JSW, which is always a good thing
when you think about it.

53: Mean Trolls Secret Warehouse

This room is a one of those spontanious things that happen, it turned 
out slightly better than I thought it would but it's all been done 
before. If anyone was wondering what happened to Mean Troll, well here 
he is overseeing his familiar looking gimps while they wander aimlessly
back and forth. Who knows what the warehouse stocks, drugs, illegal 
immigrants, human meat, who knows in fact who cares.

54: Feels like a JSW Sunday

This room isn't finished at present, which isn't normal because I 
usually finish the rooms first before I write up the bullshit about 
them. This room however has been a very special part of this game. I 
promised myself I'd only work on it on Sundays. It's not a religious 
thing or anything like that I'm a bit of an athiest really, but it does
have a significance to this game for me. That is, that whilst I was 
making "The down and out trilogy" I spent most of my time doing all 
three games on a Sunday afternoon, evening, and night. The room is 
supposed to be a mock up of my bedroom but with the limitations I can't
do it exactly how I'd like it, but I'm trying to get it as close as 
possible. The room itself is just something to look at really because 
you just walk from left to right without any contact with my room. On 
sunday Nov 30th 2003 I've finally added the 2 tier sprite (it still 
needs a few details added) I did this differently than planned I was 
going to draw it from scratch, but instead I enlarged Willys' sprite by
2. just drawing it the same but vertically making every pixel 2 high so
I got a stretched Willy (OW! haha). Then I added eyebrows a jumper 
(which I intend to make a hooded top), pants, and trainers. it looks OK
but still needs a tweak. I have to work out how to fit the rest of the 
stuff in there, so I'm going to work on some of the rooms that come 
after this I may come back to it at the night-time otherwise it'll be 
next Sunday. 

55: On the outside.........Almost

I think I've made a room with this name before (not 100% sure though), 
but even if I have so what. This room has practically nothing to it 
It's just a brick wall with psuedo shading near the left side of the 
screen and a moon sprite. There's no guardians to kill you and no fire 
blocks either it's just a screen breaker, to take you from the 
sewer/warehouse area back outside again. That's about it really.

56: In the alley.....alley?...scally?

Just a straightforward left to right jobby, with 2 modified versions of
my crackhead sprite from still stealin' (I don't think I'll ever manage
to make another JSW without mentioning the down and out trilogy, I just
can't help myself). Other than that there's a moon sprite erm.....well 
that's it. UPDATE: Whoops I completely forgot that this room was meant 
to link up with the following one before I typed the last bit of lingo.
The Alley now has some platforms and some bottles of turbo strength 
cider to collect.

57: Humpty Dumpty!...Flumpty Numpty? 

Once a long time ago I was going to put a room into a JSW that had 
Dizzy in it. But I never did, until now. I finished the down and out 
trilogy roughly about this time last year (it's 11th december 2003 at 
the minute), and instantly started working on this game even though I 
told the Yahoo group I was taking a break after the trilogy was 
finished. Igor Makovsky released ZX Heroes not long after I released 
the final part of the trilogy, and his "CODEMASTERS DIZZY" room kind of 
discouraged me from putting this room here at the time. However it's 
almost a year later now and I decided to bite the bullet and add this 
room now. I actually used Igors vertical Dizzy sprite, and a horizontal
version of my own. It's just Dizzy as he would look whilst 
somersaulting but I removed his feet and he's a little rougher than he 
would be in his own game (Thanks Igor, you've saved me a little bit of 
sprite conversion here, not that I mind converting sprites but all 
those screen captures and grids can start to bamboozle you sometimes. 
Especially if you have a lot of ideas in your head at the time). I 
don't know why I'm in such a good mood but you can thank a particularly
nasty viral infection which has had me on my arse for almost 2 weeks 
now (11/12/2003). It's this virus that has made me come back to and 
start working on this game regularly again. If I hadn't have gotten ill
I'd probably still just be thinking about this room and the 2 before it
rather than having made them. I've missed a third of my December 
because of it, I'm gonna put a room in here devoted to the things I've 
been coughing up mmmm lovely!

58: A kick in the spinal LSD 

A rather unpleasant title I know, but relevant nontheless. Based on 
something somebody told me about LSD, not sure if it's true but it's 
pretty scary if it is. Supposedly if you take acid it takes 
approximately 9 months to leave the bloodstream, I knew this already 
and I suppose it's pretty straightforward but the next part is an eye 
opener. It may leave your blood in 9 months but it supposedly stays in 
your spinal fluid for the rest of your life, this is how people who did
acid in the 60's can still have flashbacks now. Pretty scary stuff I 
think, and the reason I called this room this after all Willy is 
supposedly under the influence of a lethal booze and drugs cocktail 
throughout this game. Although I have stated that Willy was spiked with
a lot more than he took that's how he ended up in such a mess. The room
itself anyway at present is pretty straightforward, stairs/ramps and 
water block share properties for multiple ramps they are also the same 
colour as the earth block. The fire block is blue but the same shape as
the earth block. There's 2 ways to collect the top item, 1 jump from 
the previous room onto the platform, or 2 use the quirky features and 
time your jump from the right of the platform so your head goes through
the earth block hence allowing you to collect the item (which is 
supposed to be a paper tab of acid).

59: Take 2

I had this in my mind for a long time, it's a dirty trick and I've been
meaning to put it into a game for a while, so here it is woohoo. It's 
just 3 multicolour sprites and 2 items that look the same, see what's 
goin' on. If not basically 2 of the flashing things are items and 3 are
guardians, a booby trap basically.

60: I'm NOT Akira!

This room sprung into my mind awhile before I put it here, I dedicate 
this to one of the first commercially released animes in the UK and 
still one of the best. The relation is the character Tetsuo had 
experimental drugs that unlock all kinds of destructive psychic powers 
within him. The drugs in the game and this situation relate, the 
sprites hair was not supposed to flash but I liked it so I left it. The
hair was originally blue, it would have been black but since I have a 
black background simulating nightime blue was closest, however I 
changed it to bright white to try and minimise colour clash and it sort
of worked. The rooms Akira related theme is of course the bridge, which
is based on a scene from the movie where Tetsuo uses his power to 
uproot the foundations of a bridge and send it crashing into the river,
however the room does not have this dramatic effect as such............
oh well! The title is derived from a moment when the other kids who 
have had the drugs used on them are tormenting Tetsuo while he sleeps, 
which results in him waking up and screaming I'm NOT Akira! Anyway to 
seal my fate as a nerd the anime is fucking brilliant, but you have to 
read the comic to appreciate the story.

61: Chop the cheez on a coke board

A reasonably easy room which may catch a first timer out once or twice.
The title is yet another drug related play on words, and the sprites 
are supposed to be Stanley blades. If you can't work out what this room
is pointing at just go back to sleep.

62: Roadworks it's Fuckin' Typical

A pretty harmless screen just to look at really and it finally contains
the afforementioned roadcones from the rather shallow story I cooked up
for this game. This rooms only real redeming feature is the 
porta-shitter I put here. 

63: A sewer again so sue me MoFo!

A basic screen with conveyors all over more to annoy you as there's not
actually any lethalities in here. the items are supposed to be big 
sloppy cacks and that's about it really.

64: Travel at the speed of thought

(as of 12/08/04 this game and the rest are on hold due to a crap 
computer)

This room is shit.

65:Get me out of here I'm a....

Not a brilliant room

66: The obligatory milk bottle

A crap room

67: Get out of the sewer

does what it says on tin.

68-69: the road home

2 plain screens with no danger.

70: You might have been caught.

this games master bedroom screen

71 onwards:

the ending.


These rooms never made it:

Optimus begat Rodimus (A tribute to Nick Aldridge)
The Crystal Method
3 Bouncy green headz
Whatever happened to Dubstar?
Promised you a miracle
Camp Als 8-Ball frenzee
Dis' game goes on 4 longer than........
FTWISOTSFGIWINFSI(Fuck the world I'm sick of this shit fuckin' game I 
wish I'd never fuckin' started it)
SLAM!!! Dur, Dur, Dur!
If this wasn't a Rom I'd Burn the tape
Chegwin A and Chegwin C
AC Combo action
Cecilia Ann
Trippy dressing gown action
__________________________________________________________________________________

Legal and stuff

Bizarre By the DrUnKeN mAsTeR!!!
BaSe 1 PrOdUcTiOnZ 2003/2004/2005
Based on Jet Set Willy by Matthew Smith
Software Projects 1984

Thanks to Matthew Smith for All things Miner Willy.

Thanks to the Oliver twins and Codemasters for Dizzy, Dizzy is the 
property of Codemasters (so I've been a bit naughty here really. I 
noticed that the Dizzy games had been removed from the world of 
spectrum archive earlier on this year about March I think a round about
the time I went offline GRRRRRR!!!!!). Well that was March last 
year, It's may 2004 now shows how far this game has come eh?

Thanks to John Elliot for JSWED

Thanks to Erix 1 Whose fire sprite from M vs SB I nicked, and also 
modified slightly although the original is in there as well (I hate 
drawing fire sprites they always go wrong as anyone who's played any of
my past games will see). This particular sprite solved all my problems 
and probably saved me a few hours, there's too much trial and error 
drawing things like fire sprites they can take anywhere between 10 
minutes and the rest of your life to get right.

Thanks to Andrew broad for making such rooms as "Alien Priory", which 
made my room "The (Dot) Matrix" possible.

Thanks to Whoever made Willys' New Hat, for making Willys' New Hat (No 
readme and no name in the scrolling message, and I can't get online at 
the moment to find out). So that Kongs Lair 2003 was possible, 
obviously without the original room this one wouldn't exist.

Thanks to Igor Makovsky for making his "CODEMASTERS DIZZY" screen so I 
could nick his sprite, which saved me a little bit of time....nice one!

Thanks to all the other JSW authors for inspiration, I always pick up 
something new these days.

Phewf! There's a lot more thanks here than usual either that or I've 
just went a bit more indepth, not really sure. Maybe it's because this 
game isn't finished and I've been working on it for almost a year so 
I've had a lot more time to think about all my influences. Like films, 
music, TV, and all you other JSW authors out there (11/12/2003). 

I've decided since 07/06/2004 that this game is nothing but a fucking 
burden and I wish I'd finished it months ago so if you think it's shit 
so what I'm beyond caring.

To top it off in 2005 17th of November to be precise after releasing 4
games that I started after this, I'm going to finish it or at least get
rid of it.

As of 26/11/05 This game is completable and needs a few minor tweaks
other than that it's finished and I don't care if I never see it again.
Even though it started so well I can't stand it now.

As per usual if I missed anybody out, it's not intentional gimme a 
shout and I'll give you your Kudos. 

DrUnKeN mAsTeR!!!