				Jet Set Willy
			Willy - The man who sold the world!
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				Contents
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1: Usual Crap
2: A warning again
3: Some lingo about the game
4: Story
5: New rooms and changes
6: Legal stuff and thanx
7: Deleted rooms
8: Final thoughts
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1:Usual crap

Jet Set Willy: Willy - The man who sold the world!
By the DrUnKeN mAsTeR!!! BaSe1 PrOdUcTiOnZ 2005,2006,2007,2008
Based on the original concept by Matthew Smith.
Game from software projects 1984
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2: A warning again

This game will contain elements so strange your brain may melt, it
may also contain swearing and adult themes (but I'm trying not to
include these things nowadays).
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3: Some lingo about the game

I came up with the idea for this game on 04/03/05 after being well
oiled after a rather heavy nightshift at work and sadly enough at
9.13am I was absolutely bladdered. It is now 9.45am on the 12/10/05 and
I know for most of this year my main JSW project has been Maria on Tour
but I really can't believe it's been over 7 months since I've added to
this readme. I have only drawn the first room since yesterday and am
going to remove the JSW64 version V from the game folder as I am now
using version ]. Anyway I've started adding to this as I like to start
an announced game even if I'm never going to finish it. At this moment
I have struck yet another problem with Maria on Tour and have an idea
of how to fix it, have no go ahead right now as it will take many
fiddly hours and I just want to relax for the time being. I have many
strange ideas for this game and figured why not just start it.

UPDATE 14/02/2007: Maria on Tour was finished fuckin' ages ago this game is
takin' a long time. Look at that as well I update my readme on Valentines day
hey Whoopee fuckin' shit, I wasn't married when I started making this game.
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4:Story

In the year 2037 and a half, the item collecting superstar Willy is on
his death bed. His son......Willy is by his side.
Willys' fortune had amassed to the point of nowhere to put it at all,
everytime he accessed it online it would crash every computer hooked
to his balance as they were unable to generate the amount of digits
fast enough. Over the years he had been on so many journeys and
adventures. He remnisced with his son as he lay dying, "This will not
be the first time I've died son". "I've been all over the world
numerous times, I even discovered a few places". "I've been into space,
in fact all over the universe, and I've died and came back". "That is
why I'm not afraid that my time has finally come, I know what it is to
live and die.....and die......and die again". "Do not fear my son many
adventures await you, you are my only son, therefore you get everything
I ever begged, stole borrowed and earned". "However there is one thing
I sold to somebody about 20 years ago that I could never buy back".
"What is it father?" replied Willy Jnr. "You may not believe this son,
but I sold the world". "Father you're sick! It's the drugs....how could
you have owned the world?". Willy looked at his son for a moment and
said "Son fetch me my wallet". Willy Jnr did as he was told, and handed
his dying father his wallet. "inside this wallet is a contract I made
with the man I sold it to, if you read it you will see that I am
permitted to buy it back at any time, but I thought I would see what
he would do with it". "He was a curious man one day I passed him on
the stairs, as I was making my way back home, and even though I didn't
really know him that well I said I was his friend". "Time passed and
eventually we negotiated a deal and drew up this contract, I remember
it like it was yesterday! He said to me as the deal was done "hmmm I'm
face to face with the man who sold the world". "Son, I intended to buy
it back before I died, to give to you. But he will no longer accept
money he wants an abundance of priceless artifacts I own". "I am no
longer well enough to gather these myself, My son I leave this task to
you and I shall give you the world......Literally". At that moment
willy coughed his chest racked and his nurse stepped forward with a
bowl. Willy spat a large clotted lump of blood and mucus into the bowl.
"As you can see my son, I don't have long get me back the world so I
can give it to you as a passing gift". "But father" replied Willy Jnr.
"No buts this is the one thing I ask of you son PLEASE! Maria will take
care of you and help you prepare". "Oh great" said Willy Jnr. Maria
not looking a day over 60 passed Willy Jnr an evil stare. "Now go son,
go and claim your legacy". Willy jnr decided through respect for his
father he would do this, albeit the thoughts "I don't even want the
stupid world anyway" went through his head. He prepared himself for the
journey and went to tell his father he was ready. Maria barred the
door and with a malicious sneer said "Don't return until you have done
what Willy has told you boy".
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5: New rooms and changes

For a start I know I say this every time but I really am going to try
and keep this game as original as possible, HOWEVER it will contain
heavily modified versions of the bathroom the master bedroom, and
maybe not top but some form of landing.

Here goes:

1: Rustic Bathroom of the Future!

The bathroom with exactly the same layout but a lot of cosmetic
changes, at present it's still not what I would call amazing but it's
heavily modified and uses nearly all available block types version ]
offers typed 12/10/05. There are some static guards in there for effect
and I've bunged blank earth blocks underneath them (suicidal quirky
features lovers feel free to kill yourself using these static guards).

2: Tortelini Jed 20th Century Relic

Basically the Macaroni Ted that comes with JSW128 corrected to how it
should be in JSW2. The colours are slightly different just to avoid
clash in the room as I wanted Ted (Jed LOL) in bright white, that's why
the stairs are yellow. Now my Piece de Resistance nearly every authors
head swaps (or just the heads of the sprites that looked completely
different) are present like a portrait gallery. Unfortunately I could
not fit Eugene (Erix 1) or Mr Top Hat (Nick Aldridge) in this screen,
but I am planning on making my Top Landing variant an original room
with the same effect. I'm toying with the idea of using the massive 32
available sprites per room of version ] to redraw the title screen for
JSW2 as a centerpiece for Top Landing (typed 10.30am 13/10/05), and I
will include Mr Top Hat and Eugene as smaller side portraits in this
room as well as willy in his new hat and Jet Set Emily. I added a cruel
joke which would have warranted the room name how did that get there?
the final pic in the guardian table is a red pic with Technician Ted on
it. As of 2.14pm 13/10/05 I decided to scrap the JSW2 screen after
sorting the whole thing into grids, I opted for a landscape of Surbiton
way instead. Everything else remains the same.

3: Willys Gallery

Well I opted for the above plan and did the landscape, I have also
fitted Eugene, Mr Top Hat, Emily and Willy in his new hat variant
complete with animating hat. I added a big red question mark over the
picture of New Hat Willy due to the authors anonimity since nobody but
him knows who he is. This room as planned has the effect of Top Landing
without being top landing in fact it's completely harmless and contains
no platforms or moving baddies. It took me quite a while as well. The
only way you'll come to any harm is if you jump into the smaller
portraits, The global block system I have set up doesn't permit me
enough earth blocks.
UPDATE: I remedied the earth block problem with the room guards which
I realised I hadn't really been using for this game until I started
making "You-Robot!". So I decided I'd make a simple picture frame so
I can free up the earth block I needed, now the room is harmless.

4: Master bedroom

It's the same just different colours and graphics, however Maria is not
the end game Maria portal and you've got a sprite of willy lying on the
bed. I have plans for the ending and it is still going to end in the
bathroom (which interestingly enough I have kept as room 33 this time
so Willy won't freeze before hitting the toilet, which although
annoying to purists is now my traditional method for ending the game,
with 48K anyway as this problem seems fixed in any higher versions of
the JSW engine) you just don't have to visit the Master bedroom once
you've collected everything. I have plans for the ending which I may
not put in this readme at all for those who can't help peeking through
these things for clues or spoilers (which my readmes are normally
loaded with).

5: The Stairs

Just first landing with different colours, I may add more to this
screen at a later date just to make it look a little nicer. I changed
the generic JSW priest to my weird looking priest from "Still Stealin'"
(This game may not be related but I don't see why I can't re-use my
sprites every now and then).

6: happy Chappy Chaplain

Wouldn't be here in JSW 1, would be "The Study" in JSW2. It's 5 pillars
containing a slightly modified version of the big skull sprite on top
of them. Between the pillars are 4 priests with quite short moving
distances, they can be quite awkward to jump over but all in all the
room is not that hard at all.

7: The Chapel

Mainly aesthetic changes here, but a little added challenge with a
slightly modified devil sprite. I had 2 of these between the candles
but passing them both ways was impossible, you could get the items but
it wasn't possible go back without killing yourself. So I shifted the
second devil over the ramp instead. The burning devil head skull type
thing from "Still stealin" (funnily enough from the same room I took
the priest for this game from) replaces the big skull on the right of
the screen. The ramp is no longer an escalator, I wasn't particularly
fond of these when I was younger anyway. I thought it worked quite well
in this rooms original guise, but the one in "Halfway up the East
Wall" was quite badly placed in my opinion, and I notice it had been
removed in JSW2 (I know MS didn't do JSW2 but it was Software Projects
endorsed, and released as an official sequel).

8: Uncertainty in droves of 1.7.

The title itself sort of holds a meaning about the uncertainty of the
room itself, the number well it was the first one that came to my head.
This room took me quite a while and as of 11.55am 24/11/05 I'm not sure
if it's finished yet I'm going to post the pic on the yahoo group with
some questions about the room. Basically if I should ditch the closed
off type shape of the room and open it up with a few platforms, or
weither I should add or take away anything from the room as it is.
Originally the entire floor was a conveyor but this made it impossible
from the right hand side, which unfortunately is the side most would
enter from. So it would be a rather slow and annoying IDS (Infinite
Death Scenario: for the Jet Set Willy freshman so to speak). I now have
the conveyor at the rightmost extreme possible without you being able
to turn back, so those players who keep their finger on the keys while
flicking between rooms will get caught out at least once by this room.
The part that took the most time was the giant maria in there, which is
4 high and 8 wide. It took me an hour or so even though it is pretty
basic so far, this could be one of the factors in the rooms possible
unfinishedness. The question should I round off Marias blockiness and
add some actual details to the sprite, or leave it as it is as a
comical retro reference.
UPDATE: (typed 26/03/06) 
I changed the conveyor back you'll just have to hold jump down, you'll
still die if that's all you try. Those who don't know don't feel
ashamed to ask, I would've put it here as a spoiler but after the QF
flamewar I've decided that I'm not unveiling any QF solutions in my
readmes from now on. I'll mention them but no solutions, I'm a bastard
simple as!

9: Cheap, Cheaper, Cheapest

This room took me a long time to make, and it's not that special
really. There are 4 of my giant burning head monsters and 2 of my
priests in here, which is part of what the title covers. However
there's a rigor mortis patch in place which prevents you going left
until the items are collected. But the only way to get the items is to 
enter the room from the bottom entrance. Oh I'm evil, especially since
the under rooms of this area are but shells at the moment (27/11/05),
but enough to test that this room works. It works :)

10: Take me down six overground

The title is sneaker-pimp-esque, I bought their album when I was 18,
loaned it out when I was 19 (I don't particularly like them now but I
want the album back anyway), and I've never seen it since. Anyway other
than the title this room is a closed off version of "To the Kitchens
    Main Stairway". I wanted unpredictable sprites along the bottom to
throw players off or confuse them. So I actually took the time to add
the gene splitting sprites from Nick Aldridges "Mr TopHat" game. In his
readmes he constantly seems to mention that his sprites are crap, but I
completely disagree. His simple sprites make up for it in the quality
of the way they are animated. His more detailed sprites are weird
enough to make me smile I especially like the fish for some insane
reason (I said this on the JSW yahoo group ages ago and he replied that
he thought they looked like spanners LOL). However I was wowed by the
gene splitting sprites (especially for someone who thinks their sprites
are crap), partially because they actually do look good before they
split. I was going to shamelessly steal this idea with a sprite of my
own a long time ago but I didn't (for some reason).

11: Don't make Andre angry

A single kitchen screen as adversed to the usual 2 screener, I'm trying
to once again detach from traditional JSW whilst keeping a similar
theme. This screen recycles the new version of the vertical chef which 
I included in my recently released "Maria on Tour" (Typed 28/11/05) and a
new horizontal variation, which has the cleaver visible as he walks
right and the spoon visible as he moves left. I say this sprite is new
because this game will be released long before "7 Days in the Sun"
which is where I originally used this sprite for Day 1 (but obviously I
haven't released it yet). Anyway there's a switch in here which needs
to be flicked before you can get the last item. I did have a trigger
set up which made "Andre" (the horizontal chef sprite) make the
transition from regular speed to fast, but I removed it because it made
completion of the room based more on fluke than skill (I don't really
like doing this too often). Anyway the crumbler in here can make the
room a little awkward but like most of my games which contain rooms
like this there's more than 1 way of doing it (which is something I do
like doing as it allows the less seasoned player a margin for error).

12: Decisions, decisions?

This room although not particularly impressive in the way it's layed
out or presented took me about 6 hours to get right (2 sittings, I'd
have torn my hair out strand by strand with tweezers if I'd done it
all at once). Partially because I knew I wanted a still rope on the
left but I wanted it to be a hassle to get to. originally you could
just jump straight up it and the right hand playing area was much
wider. But I opted for the narrower version so I could add some items,
a switch and some guards. Anyway once I closed the rope off I had
nothing but problems I wanted the rope and the fire blocks white. As
per usual with Willy white the rope auto collected the items so I
changed the rope to light blue but with the fire block bright white on
blue air with a rope IDS occured, so I bit the bullet and changed
willy's sprite to blue. Then it took me about an hour and a half to add
the guards partially because I had to draw them from my past games from
scratch (everytime I try importing sprites something goes wrong), then
to top it all off (it's a good job I saved first too) the guardian
editor crashed as I was selecting the sprites (I thought 2.2.8. was
supposed to fix this little problem), then the switch effect just
decides to undo itself. Anyway annoyance aside this room borrows fire
blocks from "The Oubliette" screen in "JSW: The DrUnKeN mAsTeR!!!"
(also used for the items). The head type vertical guards are taken from
"Still Stealin" and the fat man at the bottom is a modified version of
the fat man sprite from "Willy the Rogue".
UPDATE 14/05/06: I actually went and added some more things to the
right side of the room. I felt that the room itself had a very
unfinished look to it, if you want a rough idea of how unfinished
imagine the right side of the room with no items or fire blocks.
That's how it was in it's "finished" state before I playtested section
1 and 2. I decided to playtest the game so far after I posted the
55-60% message on the MM/JSW yahoo group, out of interest and paranoia.
For the simple fact that some of the rooms that appeared finished
still could use a little polish basically. Also since moving to a
higher version of JSWED since I started this game I've no longer had
any issues with importing/exporting sprites......Happy times.

13: FREEZIMAJIGGA!!!

This room took quite a while to make and the main torture was I had a
crystal clear mental image of it in my head about 3 days before I
started making it. However in it's original guise the yeti on the left
was a big snowman on the right, but I've seen giant snowmen in other
peoples games. So that idea went out the window instantly replaced by
the yeti, which worked out much better. The room itself took me a few
hours to make, I'm not sure exactly how many but it was worth it. For
once I've made a room that presents me almost no doubts, I say almost
because I may touch the penguin sprites up. I'm trying to keep the
sprites as original as possible (I always try this but some of the
originals sneak in there). I would've used Erix 1s penguins but I've
already stolen enough of his sprites for now I think. So I think
modifications may be necessary as I notice Igor Makovsky is using the
MM penguins in his yet Unreleased (typed 01/12/05) UMM game (which I
hopefully will have played before this is finished).

14: Party never ends even if you die

This room took me 3 days to make (only cos' I was playing retro
remakes of various turkeys from the 80's), and I became lazy when it
came to drawing the big ghost (which is meant to be female but I don't
really think you can tell). Anyway those are not ropes that it is
hanging by they are canes, and the skylabs are meant to be plates that
the ghost is trying to spin. However she's crap at it and keeps
dropping them. Anyway this room can be a bastard the way I've set the
skylabs up especially if you're not used to dealing with this type of
guard, but with a little patience it will become apparent that this
room is not actually hard at all. It is kind of eye candy-ish but that
was kind of intended, however the plates turned out kind of how they
were supposed to but the ghost didn't really. The ghost was supposed to
be so much more detailed but in it's simple state is how I fell in love
with it, it was kinda supposed to look like the first boss from
"Legend of the Mystical Ninja" on the SNES (also known as the first
"Ganbare Goeman" game in Japan). Anyway the room is simple but
effective.

15: The Backdoor (Locked)

A pretty simple room for the time it took me to make, it uses room
sprites as well as universal sprites. They're pretty naff but I wanted
heads for the guards and they were meant to be reasonably crap by
intention. They were also meant to be room exclusive like a few of the
guards and background scenery in this game is, but at present I'm
having slight problems distinguishing between the 2. Just incase I
make something really good for a room that warrants a re-use and I
have to copy it over from room sprites to regular. Which the way things
seem at the min will take about half an hour. I know that sounds a bit
crap but still, this room has more than meets the eye to it. Of course
it's much later on in the game that you will find that one out, as the
surprise hasn't been made yet. But you can probably guess from the
title that there's something not quite as it seems with this room. If
you play the game on the prefered path which may end up slightly linear
by the time I've finished but who knows.

16: The Computer Room

I tried something new here which is a step in a slightly different
direction that I usually take, There's a room I haven't finished before
I started this one. Which in some cases is fair enough but I rarely
have skeleton rooms clogging up my map before I finish them. The way
I'm building this game however does rely for some rooms to contain room
exclusive sprites actually made with room only sprites. Anyway The
unfinished room has a large Guardian that will be reused in at least 3
more rooms so I haven't drawn it yet as it comes into use later in the
game. Anyway this room since I seem to have strayed from the beaten
path, has been a skeleton of the "Megaron" room for approximately 2
weeks (typed 09/12/05 D/M/Y) which I don't like doing. But although it
kind of maintains the "Megaron" shape is nothing like it, and actually
took me quite a while to make. The left table is supposed to have a
vectrex on it, the centre table a spectrum with TV, and finally the
right table is supposed to be a C64 with TV. This effect is somewhat
limited due to the the rooms colour attributes. But since I have basic
blue and red scenery I needed a black background to try and give an
almost "Tron" like effect. Anyway I really fell in love with my smiley
even though it's a borderline generic sprite which I don't think in
it's first frame of animation anybody could truly take credit for, I
wonder how many games over the last 25-30 years have had this exact
(or similar) sprite in them. But the reason I like it is the way I've
animated it although simple it uses all 8 frames in a perfect loop, no
jumping from any frames or back to the start just smooth flawless
animation. Now if I could animate all my sprites like this I'd be king
LOL.

17: The Broom Cupboard

The room mentioned above that I hadn't finished, spoiler alert the
massive guardian in this room is a big ass teleporter. This room took
me quite a while to make but strangely I never wrote it up until now
(08/01/06 it must've been cos' I've been cramming the SE of JSW: The
DrUnKeN mAsTeR!!!). The room has brooms to jump over and a room
exclusive guard, remniscent of my lightbulb with moths buzzing round
it from Bizarre, however this one is in the style of an energy
efficient one. This rooms sole purpose is the teleporter, but you have
to solve a few of the puzzles in the earlier rooms before you can
reach it.

18: The Hall

A relatively confusing room layout wise although there aren't any
platforms to jump around on. The item has to be collected by entering
from the top left, there's a lot of chandeliers and some arrows on the
bottom. There's a teleporter on the top right of the screen which at
present is seemingly impossible to get to. The room is unfinished at
present (02/01/06) but I didn't want to add it to the readme later on,
anyway the only thing holding this room back is it has no guards I've
drawn a blank as to what they will look like.
UPDATE: (typed 13/03/06) Removed the arrows cos' for some insane
reason they seemed to undo and invalidate themselves, maybe it's cos
I've since patched the game code since I last added to it properly and
somethings gone screwy. I added some super simple guards I'd drawn for
this room about a month or so ago to the lower right of the screen
(it's just a triangle with smoothed points), I left the head guard I'd
originally drawn for the room on the sprite page even though I'll
never use it now. To the lower left I added Nick Aldridges "gene
splitter" sprite because I wanted the 2 guards to cross each others
path, and I couldn't be bothered to draw something new. I was
originally going to remove the "gene splitter" sprite from the game
but now it looks like he's staying.

19: The Front Door (Locked?)

A room split in 2 and apparently a dead end? The top of the room like
the room before it has a teleporter which is seemingly impossible to
reach, but by now you should know that it has to be cos' there's an
item up there as well. The Bottom half of the screen isn't finished at
present, much like the screen before it (03/02/01) but I've added it
here for the same reasons. Basically I don't want to add it to the
readme at a later date and the only thing holding it back is some
guards. I've had this room and the previous one sitting as skeleton
rooms on my computer for weeks, and I decided to start the next
section of the game before I draw the guards just incase I lose
interest in it. After all we're into the second month of 2006 and
this game is due a release this year. But since I started this game
I've finished 2 others and started another (You-Robot!) which has been
hogging the limelight so to speak.
UPDATE: (typed 13/03/06) I've finished the room simply by adding a
high speed bollocks sprite to the top and bottom parts of the room,
I've also added an arrow to the bottom half just above the bollocks
sprite. It turns out that gibber up above about me screwing the arrows
up doesn't stand after all.


20: New, New, New York?

My America section begins with a comical twist, I'm parodying
something that has already been parodied. New New York in Futurama, I
found it appropriate since I wanted an America section in the game and
it's set in the future. I suppose the title is a pretty thin idea, but
I needed something to break the ice for my America section. The fact I
added an America section actually has nothing to do with my personal
life though (I just thought I'd clear that up for anyone who knows a
little about me). Anyway the room is just a looker that leads you
somewhere else. I botched together a ropey looking Statue of Liberty
(lets just call it weathered hahaha!) for the background and repeated
my cityscape type look from the start-up of "Still Stealin". The room
is unfinished at present 10/02/06 D/M/Y because I've been having
trouble getting the upward skylabs to work (again). But once again I
wanted to put this room here before I started another (too late
technically as the following room is practically finished as well, I
was just waiting on this one).
UPDATE: 02/06/07
I finally finished this room well over a year later, I finally got round to 
doing it which means my New, New, New York section is finally 
finished......Thank fuck for that!

21: Strolling the moonlit big city

Another cityscape type screen with a recycled but modified coke banner,
saying enjoy Jesus Juice instead of coke. Following the Wacko Jacko
trial and the whole Jesus Juice thing being wine in coke cans I
thought I'd give a dark yet comical twist on the whole thing. I came
up with the idea a long time ago, I think the Jacko trial was still
going on at the time but I could be wrong (the room may not have even
been intended for this game). I may add guards to this room, horizontal
fast or maybe skylabs not sure if any at all.

22: The fruit Machine

This room is a main offender for being a block a day job it's 04/04/06
and I think I started it in February. I finally finished it and it
looks quite like my original vision if not slightly more accurate than
I thought. Lots of single column skylabs, and a dirty trick when
passing the actual machine (which takes up most of the screen).

23: Greedy Slots

A room in the casino with lots of slot machines built from single
guards and switches with earth blocks underneath them. Here's the
clincher I've resisted for so long putting this sprite into any of my
games but I've finally folded as it looks so good in this room. I've
added the goofy face from Monty on the Run. I didn't want to use this
as I know it has at least appeared in Soa and Sendys past projects, not
sure about anyone elses games though. Basically because this game was
once again based on the principles of originality.

24: Oh what a feeling!

A room that has been planned from early on, I've finally got round to
doing it at last. It's a simple room layout wise with a tricky
situation, involving a diagonal guard and a ramp you can't jump
properly on. It's easy enough to avoid if you know what to look for.
Graphically the room is unfinished at present, I'm going to add a few
things in the non playable areas of the room just to make it a little
better to look at (typed: 14/04/06). I added an underground style strip
lamp with some mildly illuminated brickwork surrounding it. The piece
de reistance is a graffiti dub that says BASE 1.

25: Somebodies Basement?

A linker with the lines under it, with a few tags on the walls. These
tags are actually real tags however 2 of them are no-longer being
sprayed by anybody (if they are it's nobody I ever knew) and one of
them was never sprayed anywhere just written on paper. I don't know
any graffitti artists now, and haven't seen any of the ones I did know
for about 7 years. Infact all the graffitti I see these days is
totally new to me and I don't recognise any of it. I never did
graffitti when I was younger.....ahem! Anyway totally off topic but
still this room contains 2 teleporters, which I suppose I should call
this games signature teleporter. Only the teleporter on the left
works, I was going to use 2 screens for this screen at first so you
could use the right teleporter to go back to an earlier stage of the
game but after much thought I decided against it. This room was pretty
much planned from the start of the game, and turned out closer to the
original idea than expected. Which is always a good thing in the long
run, it lowers chances of having to go back later and tweak.

26: Sinister?

The conclusion to the underground area I made and I've stuck a train
on the bottom, there's no coaches/carriages attached as I'd have to
use all the sprites available to do this and more. I was originally
going to have moving trains going through all 3 screens but this
would've been massively taxing on resources and would've slowed the
game down to a snails pace. The idea for this and the 2 screens
previous was a tube system since the Americans have the subway in New
York. I was since this is New, New, New York going to add details of
New, New York from Futurama underground. But I didn't.

27: A Warehouse of some kind?

A room that took a little while to make, it's full of pallets with
crates on them. Unfortunately I had to make them 4 cells long, as 2
didn't look good (IMHO) and I couldn't center the crates on 3. The
crates are recycled from believe it or not "The old warehouse" screen
from "Still Stealin' ". The guards are the spiders from "Maria on
Tour" but animated. There is a droplet patched...well droplet of green
slime from the yet unreleased "You-Robot!". This is another room that
has been planned from very near the start, and turned out quite
similar to the original idea.

28: The Jesus Juice Factory

The evil and risky screen, the name says it all. Nothing apparently
ropey in this screen but it's only a starter. I took quite a while
making this screen about 2 days maybe, either way it's once again
not too taxing on the player. But maybe not as simple as it may seem
to the lay-player, there's a few things that may catch you out. There's
crates and ropes the straight rope has a vertical guard moving up and
down it, but it's likely that he won't get you. The screen name is
derived from Micheal Jacksons deranged behaviour where he supposedly
fed youngsters wine in coke cans and said it was called Jesus juice.
Since it's an America section in the game I thought I would
distastefully parody this whole sorry situation, sick as it may seem.

29: The T.W.I.

The room name is based on a company that make semi and fully automatic
industrial conveyor belts, they're a German company I think (not that
it's really important). Anyway for all that's going on in this screen
you only have to get past 3 steam jets which requires almost pixel
perfect timing (but it's not that hard as I did it without losing a
life). There's a lot going on in this room from the giant bottle of
cheap wine in the right hand corner to Micheal Jackson making a cameo
appearance shouting his trademarked HEE HEE!! and CHUMON! (A cheap
shot I know). The sprite for Jacko is cut and pasted from F.I.R.3. and
modified appropriately. There's staff for the Jesus juice factory at
the bottom running back and forth, although this is meant to represent
them working on the conveyor. This is the second screen of the Jesus
Juice factory.

30: The Jesus Juice Factory

The third and final Jesus juice factory screen and technically the
final real America section screen. I think I may have gone too far on
many levels with this screen, but I'll let the player be the judge of
that. In principal of some of my dodgier rooms in my past games this
has got to be the sickest room I've ever made. It's once again a stab
at Jacko, basically aimed at the time the stupid sod hung his newborn
son over a hotel balcony. This in a way and as a bit of a disclaimer
represents what could have happened if Jackos act of sheer stupidity
had've went wrong. Also it's loosely based on the funny but very
distasteful flash games that came out around about the time Jacko
dangled his son over a balcony. Jacko is supposed to be throwing
babies up into the air from the basket next to him, and the skylabs in
this room are supposed to be them coming back down. With a splat!

31: Jackos Police Dodging System!!!

Another teleporter screen, and the literal final of the New, New, New
York section. It's full of slime drips again which are pretty easy to
get past nothing special really it's quite similar to "Somebodies
Basement except there's things to kill you in there.

32: Oh Dear! Used one time too many times I think!

The Teleporter out in this field has blown up due to overuse. Nothing
to kill you apart from fire which doesn't move anywhere.

33: Beneath a harvest moon

3 Scarecrows, a key, a trap?

34: Peg it! You're almost home!

Do as it says carefully and you'll be fine, this the final linker
screen that loops sections 1 and 2 together.

35: Oh Yes! Another Teleporter!!!

Another section linker, this being the one that takes you to the
3rd section of the game.

36: WELCOME TO NEO-TOKIO

Yes I know Tokyo is spelled wrong, but this is Neo-Tokio, anyway 
this screen and about 3 after it are about 8 months in the making and 
at present still not finished. there is a big billboard in the background 
of this screen that has (to the best of my ability with the Speccy) 
Japanese Kanjis' on it. I'm sketchily trying to learn Japanese since it's 
something I've wanted to do for years, so the sign says as far as I 
know "What are you planning to do on this weekend". The Japanese 
way to say it would be "Kon shu wa nani o su ru tu mo ri de su ka", it's 
textbook stuff I know but I wanted the Japanese signs in the 
background to be something I could say, read, and understand, instead 
of just googling for Kanjis' and copying them.

37: NEO-TOKIO By Night

The second NEO-TOKIO screen and I actually made this screen 
different to what I originally intended, I'm not sure I can even remember 
the original screen idea accurately at all now as it came to me about 2 
years ago and I only made sketchy notes about it. The guards in there 
are supposed to represent something from an anime series I got hooked 
on here in the states. The big round thing is a little fox demon called 
Shippo, who can inflate himself like a hot air balloon. The little 
mushroom things are well what they are mushrooms, Shippo uses these 
mushrooms as markers so his friends can track him if he's in trouble.
However in this game they kill you :)

38: (Japanese Symbol, technical room name >)

The reason I don't list this room as a named room is cos' it's titled with 
a Japanese symbol that is not available via a USA keyboard setup.
The room kind of takes influences from a lost screen of yesteryear, 
called the head swappers, from my first version of Skint Willy (or 
maybe the first SE I started working on?). This room was supposed to
be a big elaborate affair with stoppers and loads of changing sprites, but 
I just don't have to go ahead to even attempt it anymore. By the time this 
game is finished maybe I will, if not I apologise for my cheap cut scene 
(14/08/07 d/m/y brit style).

39: Un-named screen: technical number screen 40

Used for a cut scene, which took a bloody long time to make!

40: A Hotel room in NEO-TOKIO

A harmless screen again just looks pretty, and delivers a minor twist in 
the games story :)

41: A Hotel Reception in NEO-TOKIO

Technician Ted mopping the floor and blocking access to the left, this 
screen is more a conclusion to the cut scene screen I added. It's a bonus 
room which means an extra life for you. Once again pretty harmless, 
and I know this will start to annoy certain players :p

42 NEO-TOKIO by Day!!!

Mass carnage in stereotypical Japanese fashion, took a long time to 
make and it's really once again just for show. However this screen has a 
fire sprite that looks OK and it isn't Erix 1s' fire sprite, I did it myself for a 
change. However a modified version of Erix 1s' still made it in here.

43: A Hotel Reception in NEO-TOKIO

Technician Ted mopping the floor and blocking access to the left, this 
screen is more a conclusion to the cut scene screen I added. It's a bonus 
room which means an extra life for you. This time you can go down 
though opening up the game again. Still pretty harmless though :)

44: A Hotel Basement in NEO-TOKIO

Transport to the final section of the game, I bet you're thinking 
about bloody time too!

45: What is this place?

Final area is Thailand, of course Willy Jnr doesn't know where he is
and you're not really supposed to either, but I did warn about spoilers
earlier up the page. This is the entrance to the final section of the game
"The Temple of the 9th Cloud", a place of bizarre behaviour and apparent 
cultism, the man who bought the world is here somewhere. There will be 
a chance to teleport back to England somewhere in this building 
(basically meaning so you can go back to "The Bathroom" if you've missed 
an item).

46: The Temple of the 9th Cloud

A 4 way linker and main hub for the final section of the game.
Some priests some devils and a flaming head, platforms, a few 
fire blocks and some tricky jumps. You can do this room very 
easily with some careful timing in certain spots.

47: Your last friendly service

This is the games go back to the start if you think you've missed anything 
room, the good thing is you will be able to visit all the temple rooms then 
know if you haven't got all the items. I did however put a few items in this 
room so you have to visit it weither you want to go back to the start or not.
It's full of priests moving at different speeds on various platforms, 5 items, 
some tricky timing but nothing too taxing on an experienced player.

48: The Rainbow Room

Dedicated to one of the best yet buggy Speccy Beat em' ups ever Ninja by 
USA software, I loved this game when I was a kid, and I'm pretty sure I 
finished it. But apparently it was so wrought with bugs it wasn't possible to 
finish. I'm absolutely convinced I did finish it though and am sure you could 
providing non of the idols were in any screens 3-5 past the start room Toroi 
on Sea I believe. However playing this game again emulated revealed that the 
very room I based this screen on also crashes the game, which is strange 
because I "KNOW" I visited this screen without it crashing when I was younger.
Anyway that aside the main baddie in Ninja was called Akuma so I made the 
guards in this room look roughly (and I MEAN roughly) like Akuma from 
SF II/Alpha/III/SNK vs Capcom/etc. Anyway there is some close quarter 
stuff in this screen and it's a bit of a bitch to get back down again, but it can 
be done, skylabs ahoy :)

49: Lessons from Kung-lao

This is one of the screens that has been in my mind and in text for almost the 
whole time I was making this game, and now finally here it is. I'm happy with the 
way it turned out to a certain extent but also a little sad as I wanted slightly more 
mayhem going on. After a lot of experimenting I decided that this version of the 
room would have to stay either that or remove the room form the game altogether. 
My original vision was to have 8 flying hats onscreen at once but this became a 
slight problem (In otherwords the original idea was over ambitious and the screen 
would be impossible if I'd somehow been able to do it).

50: Tratitional Toweriness

This room took a little trial and error to set up and that's before I even added the 
guards. Basically one of the drips of slime had to be moved over to the right because 
I forgot that you can't put a fire block on top of the screen and have a downward 
exit on the same column, because for some wacky reason JSW thinks you step on 
it when you exit. There's a green slime droplet guard, and 4 vertical graphical
modifications of "The Paranoid Skull Brothers" from Lee Tatlocks JSW vs the 
vampire lord, these don't look alike but their animation is super similar. 
The horizontal guard moves to block the right hand exit. This however will present 
the seasoned player with no problems at all.

51: Pig in a Poke

I was sorely tempted to add some kind of wacky patch to this room to justify the 
word Poke, but I decided against it. I actually made this room easier than it originally 
was, it was a little too random at first for my enjoyment. Anyway it's a typical up and 
down the levels type of things with a tricky bit at the end but not too tricky. Willys 
sprite is changed to a Pig, hence the title to a certain extent.

52: Shrine

A shrine to what I'm not exactly sure, there's a big skull in there, on a plinth and 4 of my 
evil monkey faces. The monkey faces are all eugenes, but there's a Rigor Mortis patch in 
play so they won't drop from the ceiling til' you collect the items. The room is not hard 
more eye candy and even then it's not that much to look at really.

53: Left Stomp, One Time!!!

Sorry for the title, everybody will probably know the awful, awful travesty of a tune I used 
for the title. However this room has nothing to do with that stupid crap tune, and the only 
reason I used it is cos' if you actually look at the foot it's a left foot. There's a load of switches 
and jumps and fire blocks in this room, it can be easier and trickier than it looks, rushing will 
kill you in this room. Taking a few seconds to check your surroundings will guarentee your 
success. This is officially the final room of  this game, I had to add it in the end I just couldn't 
leave the map how it was :D

54-59 End sequence screens

I won't give away the titles of the screens or what's in them, you'll have to play the game to 
find that out :D
_____________________________________________________________________________

6: Legal stuff and thanx

"Willy: The Man Who Sold the World" By the DrUnKeN mAsTeR!!!
BaSe 1 PrOdUcTiOnZ 2005,2006,2007.
Based on Jet Set Willy by Matthew Smith.
Software Projects 1984.

Thanks to Matthew Smith for All things Miner Willy.

Thanks to John Elliot for JSWED and JSW64

Thanks to Nick Aldridge whose gene splitting sprite from Mr Top Hat I
pinched. See Nick I told you your sprites weren't crap.

Thanks once again to Erix 1 whos' fire sprite I've nobbled once again!

Thanks to Igor Makovsky whose bomb and explosion sprites I pinched.
...and another to Igor whos Werebear sprite I used as a laughing statue in 
the end sequence of the game.

Finally thanks to Daniel Gromann for playtesting this game for me at such 
short notice :)
_______________________________________________________________________________

7: Deleted Rooms

I deleted a whole section called Bay Be Ruit, I figured with the whole
mess the world is in at the minute it was in bad taste. I was going to
use chopped graphics from the Manic Muslim game that was kicking 
about, but I decided that even though it was submitted as a crap game
it is madly racist. So I decided against it, I wouldn't be so against
it but the loader on Manic Muslim says "Bytes: Baconbutty" which
although funny is pretty offensive. Therefore My Bay Be Ruit section
will never see the light of day.

NEO-TOKIO has 2 rooms missing which I could have actually added, 
but I didn't want to as part 2 of this series is mainly set in NEO-TOKIO, 
so any rooms from that section missing in this game can be added to it's sequel.
The 2 missing rooms were SU-DO-KU!!! and Kuchinawa, which how the room 
was planned out could be interpreted as dragon, although as far as I know the 
literal Japanese meaning of the word "Kuchinawa" is in fact rotten rope, and is 
often used to describe a snake.
____________________________________________________________________________

8: Final Thoughts

Well I thought since this game is finished just 8 days short of 3 years 26/02/08 (D/M/Y),
 I should at least say something, anything really haha! Anyway this game caused me more 
stress than any other JSW I've worked on, and that's why it took so long. I seriously 
think if I'd had the time, and no real life hassles I could have done this game in about 
6 months (maybe less).

I'd like to say regarding the "Cutscenes" (if indeed they can really be called that), 
ended up a mixed bag. A couple of them were not as good as I would have liked them to 
be, but I just did not have the time or the energy to make them better, a couple of little 
things did however end up better in the end.

The final screen in the temple was based roughly on a screen that didn't make it into the 
game, it has "Curry bag mad bastard" on the left plinth, and Igor Makovskys' giant 
Were-Bear on the right. The Were-Bear was originally going to be on a plinth in a room 
of it's own called the Makovsky Shrine, the idea for this room came about when Igor 
sadly announced he was indefinitely backing out from JSW authorship. The reason this 
room was not made was because not long after announcing taking an indefinite break he 
released Leno vs Margo and the Fire (or is it flame?) Quest. So was still active if only 
for a little while after his announcement, if you're still out there Igor I hope you play and 
enjoy this game matey, there's a big hole in the JSW universe without a touch of 
Makovsky magic.
____________________________________________________________________________

DrUnKeN mAsTeR!!! 2005, 06, 07, 08

dm_boozefreek@yahoo.co.uk
I go by the same handle on Groups.yahoo.com/manicminerandjetsetwilly.
...and also by the same handle on the www.worldofspectrum.org forums.

Thanks for playing!

Hope you enjoyed the game :)