Random Game Interpretations

Hi All

Just some random thoughts I'd been having around what it is about the (specifically the example of JSW / MM) games that so appeals to me:

When I first discovered Jet-Set Willy, I just assumed it was a mansion / room layout full of wondrous creatures / sprites - that were a mix of inanimate objects that came alive (somehow magically, or alcoholically-induced, due to the game being set at night, thus weird things that went bump in the night were afoot!), as well as various creatures that generally (and domestically) typically inhabited homes (with maybe some exceptions).

Overall - I find JSW predominantly draws on a domestic realm, of household appliances and terrestrial creatures - with nothing too 'alien' or otherworldly. For me, this is one of the main strengths of JSW in general: the sprites which are all-too recognisable as familiar objects in a home, or familiar animals / creatures - and as a game, there aren't too many unusual sprites which fail to be of interest, or of a reference that isn't recognisable.

Its interesting to read how others described the sprites in JSW as 'aliens', and 'guardians' - words which suggested other motivations to the array of creatures you encounter throughout the game. 'Aliens' suggests beings not from earth, which seemed a little at odds with the whole realm of Willy's quest: to clean up all the bottles / objects left over from his party (ie: why would the inhabitants of his mansion be aliens?) or 'guardians', which begged the question of what was being guarded (which makes sense if the objects needing to be collected were being guarded, I guess). Overall though, I have always felt that the creatures Willy encounters are either simply utilitarian sprites or animals which have taken on nightmarish qualities, due to the effects of Willy's 'hangover' from his raging party - hence, domestic objects with otherwise nothing sinister about them, have sudden become menacing, scary, and dangerous to Willy, in his post-party state of inebriation - or animals which otherwise would pose no threat to life and limb, have transformed into things of danger.

Granted, mine is not a a watertight analysis of the sprites of JSW - rather, just batting round semantics and the meaning I imbued them with, when discovering the game, all those years ago.


(In the chronologically reverse order), when I later discovered JSWs predecessor: Manic Miner, it was then that the history / landscape of it's sprites being remnant leftovers of a 'lost civilisation' is more defined, and of them being more than simply utilitarian objects, or animals (cast in a foggy, drunken party hue), instead bringing in an element of the mysterious, the otherworldly, and possibly 'alien' into the game. Manic Mining robots, automatons, Kong Beasts, Eugene, etc... far less domestic, more industrial, and quasi science-fiction, if you will...

So yeah - apologies for a rather rambly, stream-of-consciousness post (and forgive me if I've gone over aspects of the JSW / MM games that has previously been analysed / discussed time and again, ad nauseum...)

Despite my example being about JSW / MM, has anyone found they've imbued games with their own meanings or interpretations, or put their own slants on a game?

Thoughts (random or otherwise) :P
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Comments

  • I thought they were well thought-out platform games :)
  • Absolutely! :) prolly among the best platform n ladders games ever made (for the spectrum and otherwise)!

    Another thing I also loved about JSW: the detailed, intricate, yet simply designed objects! I love the tap, the beer mug and the hammer objects, as well as the broken glasses, etc - and the fact that man of the objects were room specific (ie: hammer in the tool shed, for example; tap in the bathroom, etc)
  • If I were a rich man.. La-da-da-da da-da dum.. All day long I'd zubba-zubba zum, if I were a wealthy man...
  • It always helps with a game where there is a theme, so each room from JSW was taken from the idea of being in a house, and each room themed. So penguins in the ice store, priests in the, er, priest hole etc. Other platformers like Dynamite Dan might be more polished, but just not as much fun to explore cos each screen looks like the last.
  • Absolutely agree! Thematically and room wise, JSW shows restraint, in a manner of speaking - and it pays off IMO.
  • I sometimes smile at some of the baddies in JSW1 & 2 but the big head that appears in the Priest Hole and i think also in a few other locations used to scare me!
    The trouble with tribbles is.......
  • zx1 wrote: »
    I sometimes smile at some of the baddies in JSW1 & 2 but the big head that appears in the Priest Hole and i think also in a few other locations used to scare me!

    It's a lion! ;)
    The comp.sys.sinclair crap games competition 2015
    "Let's not be childish. Let's play Spectrum games."
  • there was a big head in entrance to hades. That was a pretty terrifying room. The first time you go in there it's like "WTF dude, I totally just went in a room that frickin' killed me and ended my gad dang game, but I'm totally gonna have to go back in there a few more times just cause it looked so frickin' raaaad, even though I know I'm gonna frickin' die again?!?!?". iirc that was my exact words. obviously a metaphor for...something.
  • def chris wrote: »
    "WTF dude, I totally just went in a room that frickin' killed me and ended my gad dang game, but I'm totally gonna have to go back in there a few more times just cause it looked so frickin' raaaad, even though I know I'm gonna frickin' die again?!?!?". iirc that was my exact words. obviously a metaphor for...something.

    I'm now trying to imagine that sentence uttered in a Somerset accent. Loike, totally awesome, babber!
    The comp.sys.sinclair crap games competition 2015
    "Let's not be childish. Let's play Spectrum games."
  • oo-aaarr! at the foot of the mega tree, my darlin'

    a west country JSW clone would be good. Jet Set Wurzel...
  • edited February 2016
    That's a crap game idea! (as opposed to a crap game idea). Get to it!
    Post edited by leespoons on
    The comp.sys.sinclair crap games competition 2015
    "Let's not be childish. Let's play Spectrum games."
  • Entrance to Hades blew my mind - it was just pure evil.
  • def chris wrote: »
    there was a big head in entrance to hades. That was a pretty terrifying room. The first time you go in there it's like "WTF dude, I totally just went in a room that frickin' killed me [...]"
    Bad Horsey wrote: »
    Entrance to Hades blew my mind - it was just pure evil.
    Absolutely agree. The first time I got there is one of those moments of Spectrum gaming I am unable to forget.
  • leespoons wrote: »
    That's a crap game idea! (as opposed to a crap game idea). Get to it!

    *paging boozy* who better than the resident Geordie to do it...

  • Nah I've already done Jet Set Bulimic as a CGC entry :))
    Every night is curry night!
  • lol... based on the front cover of the original tape?
  • edited February 2016
    Well the title screen is something similar :))

    Although a little closer to the bone really...
    Post edited by dm_boozefreek on
    Every night is curry night!
  • I always found the priests hole area to be fairly exciting - as much for the giant horned skull - but also for the fact that it really felt like a hidden secret passageway up the side of the mansion.

    The tantalyzing prospect of where it led kept me attempting it over and over again! :P
  • I used to like jumping off there :))
    Every night is curry night!
  • edited February 2016
    I remember the first time I saw a screenshotted monotone map of JSW2 in (I think it was a YS mag) it absolutely blew my mind - and made me realise just how little of the mansion I had actually explored...

    The final room (back where it all began / central cavern) was the first time I laid eyes upon a manic miner screenshot (ironically never having played the game).

    So in effect, I discovered Manic Miner via a JSW2 map! :D

    I then spent my time trying to obtain a copy of manic miner, to make up for lost time!
    Post edited by saddestmoon on
  • I always found the priests hole... to be fairly exciting....

    The tantalyzing prospect of where it led kept me attempting it over and over again! :P

    vizcha10_zpsl4vaum0w.jpg



    (sorry, couldn't resist...)
  • Ha! well played! =D>
  • edited February 2016
    More random game thoughts:

    While on the topic of platformers: one thing I always liked about the Wanted: Monty Mole sprites was the red squirrel sprite on the first screen, the sheet ghost sprite, and the devil / imp sprites in the lava filled 'hell' cavern.

    Of course, Monty himself is a magnificent sprite - admittedly, when I first saw Monty, I was unsure whether he actually looked like a mole (the monocular detailing initially confused me, as I thought it was Monty's ear!).

    Like JSW, many of the sprites are of 'enlivened' domestic objects / items, as well actual creatures and animals - which is also another key reason I loved Gremlin Graphics Monty Mole games.

    One thing I have wondered about Auf Wedsehen Monty: there is a sprite with a long pointed hat / cap, that appears (to my eyes) to be the Gremlin Graphics gremlin mascot character... ???

    I could be wrong about this, but it would be cool if this was the case (doesn't really matter either way).

    I loved the fact that the gremlin mascot turns the handle on the high scores table in Monty on The Run. It's a nice little detail.

    Dazman's Monty's Last Strike is a brilliant W:MM spinoff game - one well worth playing. I'm desperately hoping Dazman produces the hinted at sequel to this mod!

    :)
    Post edited by saddestmoon on
  • do you like nintendo games?
    I dont. for me, jsw/manicminer is better than any nintendo games
  • Speaking of games set in a domestic environment, I think Pyjamarama is another one where it's based on a regular world but where the dream/nightmare setting allows the creator to mess about a bit with the layout and enemies. As a nipper, the roast chickens always used to bother me a bit. Maybe it's something connected to the raw chicken dance video that is just wrong? Lots of surreal moments like sliding down the banister (and avoiding the bowling ball in other situations), going to the moon,the creepy 'clacking' venus fly traps, hands that come out of the floor (and the toilet!), boxing gloves that (randomly?) knock you down, angels with blank faces, bouncing axes, the 'upside-down' room (shades of The Twits?). It really gave a good feeling of a self-contained world and with the lift in there it somehow felt bigger than it actually was. The space invaders game was a great bonus and I often went in there for quite a while and 'forgot' about the main game.

    I spent a lot of time just exploring (like I do with these type of games) and that was fun in itself. I never even got the 'spend a penny' gag until much, much later.

    It's one of my favourite speccy games and I think that, as well as having a really good solid game at its heart, it has a typically 8-bit wacky sense of humour and one of those atmospheres that really works. The idea that Wally was stuck in a dream world and had to complete tasks to wake himself up is a well-used theme in games, books and films.
    Post edited by Maroc's Other Projection on
    Cheeky Funster (53)
  • I love the fact he was slightly smaller in his dream too. Added to the nightmare scenario of everything being too big.
    Sod it!

    @luny@mstdn.games
    https://www.luny.co.uk
  • Luny wrote: »
    I love the fact he was slightly smaller in his dream too. Added to the nightmare scenario of everything being too big.
    Yes, good point. The whole 'out of proportion' style works well and adds a surreal edge.

    Cheeky Funster (53)
  • I must confess: collecting objects never really enthralled me in a game, unless they allowed me to explore more of a game / map.

    As a result, exploration and room discovery was the main activity I undertook playing JSW - and most games for that matter.

  • Was thinking about a Monty Mole spinoff game, where you play the miner sprite / character that chases Monty into the Mine entrance, after Monty lifts his coal bucket.

    As the Miner, perhaps the game could be split between going down underground into the mine to bring coal back to the surface - and above ground, perhaps inside the house, as seen in the first screen of Wanted: Monty Mole...
  • I must confess: collecting objects never really enthralled me in a game, unless they allowed me to explore more of a game / map.

    As a result, exploration and room discovery was the main activity I undertook playing JSW - and most games for that matter.

    This does tend to be the more exciting part of those games. Seeing different rooms with different graphics was even better. It was always disheartening when you got through a tricky bit only to see the same old graphics. This should have been something that improved with the 128k micros, which I guess did for some games.
    Sod it!

    @luny@mstdn.games
    https://www.luny.co.uk
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