This file describes "j4.z80", a redesign of the game "Jet Set Willy" for use with Sinclair Spectrum emulators such as xzx, z80 and vgaspect. About j4 ======== j4 is an imaginatively titled version of "Jet Set Willy" by Geoff Eddy, Iain Eddy and Alasdair Swanson. The name signifies that this version is the 4th "remix" of the game, i.e the fourth (and most successful) time the designers attempted to redesign the game for their own satisfaction. For what it's worth, the previous remixes were the following. Remix 0: This was essentially a few designs on squared paper by Geoff and Iain back in 1985 in the wake of _that_ article in _Your Spectrum_. Without any knowledge of how the sprites or objects worked, this never progressed beyond the design stage. One room, "The Particle Accelerator", regrettably failed to get beyond a title; this was mostly because neither Geoff nor Iain knew what a particle accelerator looked like, but also because mere mention of the title rendered them helpless with laughter for several minutes afterwards. Any takers out there? Remix 1: Designed during the summer of 1988 by Geoff and Alasdair, incorporating some of the rooms designed by Iain for the 0th remix. The top 24 rooms were ultimately lost forever due to a tape glitch; not such a bad thing since most of them weren't much good. It was with this remix that the practice began (started ultimately by Alasdair) of naming rooms after songs. In the absence of a room editor (first used for the third remix), the rooms had to be entered in hex bytes in a BASIC program. Eugh. Remix 2: Designed by Geoff and Alasdair, time unknown. Each had 4 blocks of 8 rooms each; within each block all rooms had the same border colour and took their titles from the same album (at least, that was the original plan). It was never finished. Remix 3: Designed by Geoff, Iain and Alasdair in summer/autumn 1990. The original plan was for each designer to have 20 rooms, with the remaining four "special" rooms being designed jointly. All but one of Iain's rooms were finished, as were most of Geoff's, but only a few of Alasdair's were. Remix 4 is essentially remix 3 with several of Geoff's rooms redesigned, some of Alasdair's rooms from earlier remixes included, and considerable editing to tidy up the entrances and exits. And some surprises too... General observation =================== Whether because of the personalities of the designers, or for some other reason, designing JSW rooms became to be regarded as an artform in itself, a kind of aesthetic challenge to produce interesting results within a limited environment, as well as producing a working, playable and enjoyable game. It is hoped that players of j4 will regard the game with this in mind: it isn't as difficult as some of the other JSW redesigns out there, nor is it as coherent in concept, but it's hopefully at least as interesting for other reasons. It should be apparent that each designer has his own tastes and preferences regarding the design of the rooms; it was once said that Geoff's rooms were meant to be passed through, Iain's to be looked at, and Alasdair's to die in. To enhance the interested reader's enjoyment of j4, some comments follow about the rooms. "Geoff mode" refers to the fact that j4 was substantially hacked to be more flexible; the reader is referred to Geoff's "jclop" JSW room editor (downloadable from http://www.cix.co.uk/~morven/jsw.html) for further details. The Rooms ========= Out In The Fields ----------------- The starting room, which inadvertently also shows off some of the features of Geoff mode: watch those sprites move! This was the first "special" room and was designed by Geoff, Iain and Alasdair. Geoff's influence is obvious from the two-block platforms, Alasdair's from the design of the killer blocks, and Iain's from the other blocks. Look At Me ---------- The starting point for Geoff's section. Islands ------- Geoff's "Soft Solid" room. One More Red Nightmare ---------------------- Formerly known as "Going Dotty" and "Blobby Blobby". Unusually difficult for one of Geoff's rooms. Outside the Wall ---------------- Together with the room above it, the only remnants of a strikingly original concept for the game. Now a home for retired sprites. The Quirky Room --------------- No sprites, but fun to play around in all the same. Finest Hour? ------------ A link room, which marked the first appearance of a sprite known as the "Van Der Graaf Generator", despite not looking in the least like one. The Honey Tangle ---------------- One of Geoff's more effective and difficult rooms; it can be done, but not quickly. The White Room -------------- No comment is felt to be necessary. Willy's Powder Room ------------------- The title, suggested by Roslyn, inspired the design of the blocks. The room is a portal to the other two designers' zones. Willy's Blast Furnace --------------------- The reader does not expect to receive an explanation about what a blast furnace is doing in the game, does he or she? A psychedelic nightmare ----------------------- Exactly as it says... notice Willy walking backwards, another of the benefits of Geoff mode. Paths and Angles ---------------- Dating from as far back as the first remix; a collabaration between Geoff and Alasdair deemed good enough to replace one of the several unfinished rooms in the third. Betcha don't know where the title comes from! Secret Journey -------------- Another nice atmospheric room by Geoff. Going Underground ----------------- Watch out for the arrows! Nobody has yet explained what the 'E' stands for. Carpet Factory -------------- Another of Geoff's interestingly textured rooms, and a bit of a challenge too. Willy's Inner Sanctum --------------------- The flashing sprite is controlled by the Patch Vector; another benefit of Geoff mode. Another link room. Alasdair's Room --------------- Designed by Geoff as a pastiche after Alasdair refused to let him have any rooms with black borders. The Extension ------------- Another remnant of that rather promising original concept. Garden of Worm -------------- A pretty, and thoroughly vicious, room by Geoff, designed to show off his new sprites. It *is* possible to get along the bottom, in both directions; you need to know the secret. The Swordbane of Runetroll -------------------------- Inspired by Dave Barry and designed to hold as many of the "weapon" sprites as would fit. Non, Je Ne Regrette Rien ------------------------ Iain's starting room; the plasma blocks were intended to suggest tins of baked beans. Rather a difficult one to solve. Here Comes the Rain Again ------------------------- Visually effective, and also very tricky to get right. Lovers' Leap ------------ Iain had a thing about taking his titles literally. SPOILER: you have to jump off at the correct place if you don't want to get repeatedly killed. Wuthering Heights ----------------- While this room certainly has a point, it has been lost somewhere in the mists of time. I'm Mandy Fly Me ---------------- Amazingly, the first room to feature a rope. I'm Not In Love --------------- Extremely nasty if you don't know how the invisible platforms work. Nights in White Satin --------------------- Watch the arrows! The only way out of this Iain zone. Ice House --------- A room in which all is definitely not as it seems, and unusually with black sprites. Stairway to Heaven ------------------ The second "special" room, and another three-way collabaration. Those are supposed to be angels, and that's Ursa Major up there (Iain's influence again). Tired of Sleeping & The Kick Inside ----------------------------------- A pair of rooms by Iain, riddled with arrows. Pilgrimage ---------- Marking the first appearance of the rather nice double-headed eagle designed by Iain. Leaving Home Ain't Easy ----------------------- The third "special" room, designed by Geoff and Iain as a gateway to their respective zones. Jacob's Ladder -------------- Probably one of the nicest rooms ever designed for the game, conceived by Iain in a moment of divine lucidity. Heartbreaker ------------ The fourth "special" room. This is, of course, the Master Bedroom, later redesigned by Alasdair as a gateway to his zone. Night Scented Stock ------------------- A pleasing, but difficult, room of Iain's, featuring some vertical sprites which are more usually used horizontally. Symphony in Blue ---------------- Eye, eye... The Infant Kiss --------------- A companion room to "Night Scented Stock". Egypt ----- Another literally-taken title from Iain, with a twist. Byzantine Cistern ----------------- By Iain, inspired by a visit to Turkey; visually stunning and very difficult. Burning Bridge -------------- Another eyecatching room from Iain, in which the rope was intended as a hinderance rather than a help. It definitely succeeded in this. This Must Be Thursday --------------------- Ok, who _doesn't_ know what the title is about? The first of several Alasdair rooms originally from the first remix. Eternal Flame ------------- By Iain, and in its original incarnation almost impossible. It's now a bit easier, now that the "water" or "liquid" blocks aren't also conveyors. Passing the Time ---------------- A classic Alasdair room - dark, seemingly innocuous (sp?), but actually deadly. Abbey of Thelema ---------------- Originally one of Alasdair's from the second remix, but far too good a room to leave behind. Note the jerky white monk; it's speed is an odd multiple of 16. Willy Ponders Perpetual Motion ------------------------------ Designed by Geoff at the last minute to fill an unused room. Found a Job ----------- One of Alasdair's early rooms, left pretty much as it was in the first remix. The Waiting Room ---------------- Just that, and no more. By Alasdair, originally from the first remix. No Compassion ------------- See "Found a Job"; the sprites are slightly different. The Supernatural Anaesthetist ----------------------------- And why not! Also by Alasdair from the first remix. Take Me to the River -------------------- Another Alasdair room from the first remix. The sprite-that-changes as it changes direction was a mistake on Geoff's part. Boris the Spider ---------------- Another classic Alasdair room from the first remix, marking the debut appearence of Boris (who is, of course, an amoebatron from Manic Miner). Nice and deadly. Swamp ----- A lot of sprites for an Alasdair room, but typically tricky despite that. From the first remix. Book of Saturday ---------------- Probably Alasdair's most-respected room, originally from the first remix. Now rather easier than it was originally, but just as nice-looking. Three of a Perfect Pair ----------------------- Alasdair's "metallic" room from the first remix. Planet Caravan -------------- One of the rooms Alasdair designed for the third remix with the same block designs, four others of which survive. Fade Away and Radiate --------------------- Heptaparaparsinokh ------------------ The Ups And Downs ----------------- No Thugs in Our House --------------------- The other four, which have had sprites and objects added and had their exits rationalised. My Ethereal SubGarage of a Skull -------------------------------- Alasdair's first-ever room. Geoff's first room was called "Something Out of my Brain" and inspired, for the first remix, various other rooms with head-related names (e.g. "Right Eye", "Bald Dome"). This room replaced "The Forehead". [There's a game in there somewhere. Hmmm... Ed.] Brain Damage ------------ By Alasdair, from the first remix. Title says it all. Terminus -------- Originally by Iain for the 0th remix; the last in a series of rooms which also included "Tube Stop", "Leatherhead" and "Blackout", some of which ended up in the first. This room was redesigned by Alasdair for the first remix, and imported into the fourth with new sprites by Geoff. It is thus a three-way "collabaration at a distance". And that's it! Email to geoff@morven.compulink.co.uk... and enjoy. ====================================================================