JSW Soul Miner


Room guide (in numeric order)

nb: some rooms have alternative titles. They're generally more pretentious than the official titles, and uh, only here because I liked them but I'm too cowardly to actually use them anywhere. I hope they amuse you

The Third Place

A teleporter nexus for the game. Named for Playstation's insanely yet loveably pretentious adverts for the PS2. The apple and fraction are because, like the adverts themselves they make no sense whatsoever. Nice ads guys, by the way. Bet those had units just flying off the shelves

Alt. Title: +++++++Zo-Link central station 3

The Drinking Fountain

Willy's garden, basically. Willy is dropped here by one of the teleporters in the Third Place. The trees at the top right contain an off-beat secret, but you may never need know what it is, so don't worry too much. I wish I knew what that item was meant to be

Entrance To The Old Wing

Again, does what it says on the tin. A semi-mirror image of a screenshot of Jestersoft's Manic Miner for the Gameboy Advance, with a motley selection of baddies thrown in for good measure. I think the flying saucer used to be the door in their level. No doubt I'll get sued over that if they ever spot the similarities

The ugly yellow tooth here was inspired by the fact that I had tooth-ache, just so you know (I wanted to put one in Hell's Halls as well but I'd filled all the guardian slots). Pain really does create great art I guess

The Blue Welcoming Hall

I had a room directly following Entrance To The Old Wing. It seemed to make sense for it to be the Welcoming Hall, as its walls were, to my mind anyway, rather friendly and opulent in design. Obviously it's undergone some subsidence since Willy used it last, and the floor has been overtaken by what appears to be a mutant strain of grass (but we're in the Netherworld now, so maybe conveyor-grass is an everyday thing here?)

As you can see, some of the other inhabitants have decided to give Willy a welcoming of their own. If I were you, I'd politely decline and just make your way upstairs. I have no idea why all these welcomers should be blue robots, but they are. I thought about calling the room Blue Meanies at one point, but decided against as Beatles references kind of jar with the whole Netherworld thing. Especially Yellow Submarine references

Formerly A Drawing Room

Another place that has lost its way, so to speak. The huge and rather stylish green room is one of my favourites in this game, even though those books look like they could be anything (hey, you try to animate pages flapping about in 16x16 pixels, dammit!)

The House Falls In On Itself (1)

Willy finds a room (a wine cellar perhaps?) that has collapsed. Not much to do here, except use your eyes. Climb up or down the rubble, but how do you reach that one object and live?

The House Falls In On Itself (2)

Ahh, you found it then? The scene here is just an even more chaotic mess than above, like the room has been frozen in time as it collapses, whilst your Spectrum blows up. Work your way around the mess to collect the small flashing knick knacks, and then escape left

the hyper-room

I have no idea what that means so don't ask. Essentially this is me building on something I came up with for Daytime Television. The bushes (alive and dead), box, corpses and general layout have no relation (apart from having a severed head as an item) outside of I thought they looked good all together. In some ways it kind of reminds me of a relatively obscure C64 title called Arac

Incidentally, the corpses in this room initially made me think of Adban de Corcy's extremely detailed and gothic (in the classic sense of the word) games. There was a temptation for a while to subtitle it something like "For Adban de Corcy", but when the sci-fi/dadaist angle emerged I scrapped the idea, because it didn't fit anymore

Alt. Title: we'reallhappyhereinthehappyhouse

Willy's Gym

One of the many things Willy has bought himself now that he's rolling in it that he doubtless never uses. Climb the ropes to get out of the top of the room and into the Medieval wing, or go left or right into their respective rooms, When Psychedelic Design Attacks and The Hyper-Room. The concrete block is there as a silly variant on Nightmare Room (i.e. a swathe of Marias and one foot becomes a swathe of toilets and one block). The army of porcelain telephones is related to a sketch on Not The Nine O'Clock News, and has no relevance here beyond my ongoing fascination with repetition. Yah, shut up. You never complained when Matt stuck a satellite dish on wheels in The Off Licence

One of these days I'm going to collect together all the toilet euphemisms there are and all the toilet graphics I can pilfer from the Speccy and C64, and then produce the ultimate bog obsessed JSW game. But not today, no sir

Alt. Title (maybe): Going To God

When Psychedelic Design Attacks!

Sticks out like a sore thumb? Yes it does, doesn't it?

I almost called this room "Suddenly, an Acid Flashback!" but it just seemed wrong. I mean, c'mon, this is Willy here. This guy is an ex-miner, I doubt he's even seen a tab of acid, let alone likely to take one instead of a good strong pint of bitter.

In-Joke Frenzy!

We love you Nicky Chops!

The Wise One

Another intrusion from the netherworld. I was essentially looking for an excuse to apply the blob guardian in some fashion, and it struck me to use the game's inability to display the colours of two guardians in one space to my advantage and create a suitably off-beat image. Here you must climb the stairs and pilfer the offerings to the Wise One, but be careful of the spirits that protect the hoard. It is possible to return past the first guard, but it takes some careful timing and positioning

No, I don't know what the wise one knows that makes he/she/it wise. Why don't you ask?

The Remains Of The Medieval Wing

One of the wings of Willy's house is still a mess of castle roofs and ancient stonework. Here Willy finds himself faced with a fairly straightforward task - to climb up from Willy's Gym into this room and pick up the ornate crosses, dodging the slicing swords that dance across the top of the room. It's easier than grabbing the item in the lake of fire anyway

Go West

Neither a comment on 1920s America nor a Village People reference, the title is in fact a clue to this other fragment of the medieval wing of the house. Close examination of the spikes in the floor may reveal that they are in fact compasses pointing north

This room completes a small group in which the earth blocks are designed to resemble tiles. There's no real reason behind it, beyond thematic unity and because I like subtle touches like that

Where House Meets Mountain

Not deeply exciting. Either you came up through the floor, in which case you climb the mountain edge (which is pretty low, admittedly) and go right, or you came in from the left in which case go up to the sky lab

U B A T R (Roach Infestation)

One of two rooms linked by a teleporter, and the only way Willy can immediately move between the top two levels of the house. Roaches (looking awfully like space invaders, though I swear it wasn't on purpose) crawl along the floor and in the space underneath. Watch out for the roach traps hidden on the floor

If Willy finds himself below the floor, he'll find a surprise on the far left of the space. Time yourself so you won't have to jump through the floor to escape

Alt. Title: Ticks And Leeches

Lake Of Fire

All I can say is I wanted to use a mega-length rope. I couldn't let Willy scrape the edge of the room riding on a rope, as that usually dumps him in the room above, so I had the end of the rope swing through a sea of lava. To make use of this turn of events, Willy must grab the flame that burns on the lake. The other two items you'll have to work out as you play the game

No, I don't know why this should be on top of Willy's house. Probably it's part of the mountain

The Think Tank

The name of this room was only chosen because I couldn't think of anything both good and not frustratingly pretentious. This is themed vaguely on Van der Graaf Generator's "Man-Erg". The song uses a metaphorical house to represent different parts of Peter Hammill's personality and his good and bad traits. I don't know why the item is an upside-down bell, but roughly speaking the other references are:

"A killer lives inside me, I can feel him move. Sometimes he's lightly sleeping in the quiet of his room" - the man in the bed. Note that the choice of cyan was more an accident than a direct nod to Andrew Broad. I tried not to consciously rip off his schtick in this game

"Angels live inside me, yes I can feel them smile" - the angel (the cross was an afterthought, though the song mentions saviours later on). Obviously in the song the angel isn't there to kill you, but what can you do? JSW doesn't have benevolent guardians

"But stalking in my cloisters hang the acolytes of gloom" - the purple robed priest figure

"and solemn, waiting Old Man in the gables of the roof" - the man bizarrely standing in the corner and on the wall

The Terrible Waffles of Death

[This is what happens when you don't plan rooms in advance...]

Willy finds part of his house overgrown with plant-life. Worse, a terrifying mass of waffles has risen up to do him harm. Here in the netherworld _everything_ wants to put an end to our hero. This room is the end product of experimenting with various attempts to follow the undergrowth seen emerging in the Think Tank. The waffles emerged by accident and remain as a gleeful burst of the absurd, which this game badly needs to counteract the woeful pretentiousness and many, many dead bodies. Anyway, Willy has to climb the white flowers (which would be fried eggs if it was possible) and cross the dread swarm of potato products to go beyond this room

A Purple Patch

When I named this room I thought purple patch meant uninspired. Actually it means over-wordy, but it sounds cool so I'll leave it. Basically jump the big psychedelic mushrooms (which needs pixel-perfect positioning, but I swear to you it can be done in both directions) and grab the attractively arranged stash of little ones, then go back. I didn't always have that many mushies in here, but it was such a mother getting across the room that I felt I should. Also, since it's become the norm to have 255 items in a game, I figured I'd better get 255 into this game so people weren't wandering back and forth trying to find the last ones (especially frustrating in this game, which is awash with teleporters)

The grey tube at the bottom left is the feed for the Soul Meat processor. Dunno what those face things are, but they reappear in the septic tank. And yes, I am very much aware of the connotations this room has. Go re-read what I had to say about When Psychedelic Design Attacks

Skylab 1 2 3 Teleport

The sky lab above Willy's home. The numbers refer to the three square pods in the middle (watch out for telebeams), and each goes somewhere different. You may recognise the network of cubes making up most of the bay as the crashing SKYlabs from Manic Miner, turned 90 degrees and mirrored. Or you may not, I can't speak for you

The little robopods at the top (thinly veiled mutations of the egg) have GYBE flashing on them. This stands for Godspeed You Black Emperor!, who are a Canadian post-rock band and who are mentioned here largely because I wanted something flashing on the droids

The Miners' Quarters

Again, just what it says. Willy must dodge the sticks of dynamite and grab the Miners' copious amounts of beer

The Mineshaft Collapses

One of the less inspired rooms. In essence a huge mountain of rock, which Willy can descend from the Foundations above it. The title came later, so that it would look less like a shoddy mining job, and more like the roof had caved in (ripping out the remaining supports, clearly), letting Willy come down from the foundations into the underground

There are no secret teleporters in the mountain. That scorpion thing is there to help out the idiots who jump into it and can't get back out

I Dovregubbens Hall

Norwegian for "In The Hall Of The Mountain King" apparently. This is sort of a bastardisation of Central Cavern from Manic Miner, complete with a now ridiculously camp little robot, walking backwards. I have no idea what that thing you collect is. Might be a dead crab.

Thanks to Vidar Eriksen for inspiring this wilful little deconstruction by telling me what the title means on the MMJSW club

this room hasn't got a name!

Yeah, you're probably wondering why no name. Truth is, I just couldn't think of one beyond "mine exit" or something else that's dull. And I'd liked the idea of leaving the last room nameless but wanted to add that obscure MM reference. Anyway, didn't Andrew Broad have a nameless room in We Pretty? So there!

the cave of wonders

I hope you can see the shift in colour in some of the rocks in this room, because it's a valuable clue if you want to progress

A Box Room

Climb the ledges and dodge the nasties to reach a teleporter and go to the Third Place

The Basement

In which nothing happens. Go right into the box room, back up into the house, or left through the hole in the wall (hidden by Willy under a mass of boxes) to the foundations of the house. The person sleeping on the ceiling is just a dash of surrealism to keep you amused

the foundations

Again, nothing happens here. Willy can go up or down, depending on preference. The spider's web is a minor irritation in retrospect, but I still want it there to give some life to this scene

the cobwebbed cupboard

Willy turns into a spider for this room. Pass the door and climb up to grab the object, dodging the rather tricky cobwebs that fly up and down the screen. The flashing arrow is a clue to something

You know, I used to think there was a cobweb graphic in JSW II on the C64, but it seems not, so I had to produce my own for this screen. Didn't come off too bad given my rubbish drawing skills

YIPES! RETRO 70s DESIGN!

The (manic) soul brother of When Psychedelic Design Attacks!, complete with a daft looking lamp. Stuck at the bottom? Can't get back? Why not go explore that particularly webbed corner of the Cobwebbed Cupboard (the room on the right)?

The Generator

Scene of much technical confusion for me. A bug got into the original guardians, because JSWED was suffering a problem and I was too stubborn to stop editing. Anyway, the guards have been replaced now (see the Electrical Storm) and Willy can walk across to grab the objects

Toilate Blockage

It's a toilet! And it's blocking the entrance! HAW HAW HAW! Anyway, jump over it and continue your adventure, or go back immediately. There's no in between I'm afraid. And no, I dunno why there's that flooded space under the floor, or why the room is a little shonky in design. The spelling is deliberate however

RENIM LUOS CINAM GENRU

The "sacred words" themselves. Actually the first three are MANIC SOUL MINER backwards, and Genru is something I came up with playing with the ROT13 function on my Usenet software. This is where Willy comes in (inkeeping with Time Hole's strange intro, Willy starts by dropping down). Above him you can see the Soul Fountain, with half of his soul floating over it waiting to be reunited. Go do it, now!

Alt. Title: MANICSOULMINERRENIMLUOSCINAM

How Genrus

Wretched pun I know. Anyway, Willy finds himself with a lot of genru here to pick up. Yay!

Soul Mining

Here is where Willy must go to reform his soul, when he has all the Genru. The spirit gate at the top will vanish and he can go to the Soul Fountain. Until then, he can go left or up depending on personal preference

Above The Abyss

Significantly, Willy is actually above Yipes! Retro 70s Design! Initially I called this the Bungee Jump until I did some serious remodelling. I don't know why I decided to make it look the way it does. I guess I liked the grassy hill effect, but to make sure you don't think we've disappeared to some other part of the landscape outdoors, I exposed the artifice of the "hill". Well, that's the explanation I'm giving anyway. And you have to admit it's nicer than the harsh blue of the last room

In The Wall Cavity

Willy wanders into a huge space behind the walls, where he stumbles upon a hoard of cash he must have stuffed there (to avoid the taxman, perchance?). Anyway, now he finds it charged up with genru. Get down there and grab it, but be careful not to walk into anything nasty by accident. Note the currency denoted on the coins. See what I did there? Eh? Eh?

The Stagnant Water Tank

This was going to feature the head creature rising out of the water to block Willy's jump, but it looked awful and aesthetics are a big issue with me (no sniggering at the back!). Jump over the opening in the tank and try not to fall into the open pipe when on the slippery ramp

More Collapsed Landings

With a name that harks back to Time Hole, and celebrating my memory of Donkey Kong on the Atari more than the actual reality. The yellow thing in the middle started life as Kong, and became a mutant disco turkey thing when I lost patience with my ability to draw a monkey instead of pillaging other games

D M W I E (Pig Sty)

The room that forms a pair with Roach Infestation. Not much is going on here. Just jump onto the yellow plate to be beamed upstairs. God knows this room went through enough tweaking to produce a believable mess

The Room With No Aim

Variously pieces of an unfinished Beck tribute, the leftovers of an experiment into vertical guardians with odd speeds, and a grand folly. The last room I made and it shows, but fun to see nonetheless and not exactly a major hindrance to your progression through the game. Willy finds one of the rooms in his house split down the middle by a blast of pure energy. Fortunately it's no big deal for him to teleport to the room on the other side (or vice versa). Try not to think too hard about why Willy would have a teleporter between two adjacent, interlinked rooms

The items in this room aren't really anything, but feel free to use your imagination. I think they look a bit like banana peels myself

Alt. Title: All this thinking is killing me

Sprung A Leak

Willy's largely vile taste in wallpaper continues unabaited...

Directly below the Sensory Deprivation Tank. It looks simple to climb the drops of water to the top, but nothing is ever that easy in Soul Miner I'm afraid. Willy must find alternative ways to get to the top ledges. I like the title of this room, it reminds me of JSW 2

The two rather odd gentlemen rambling back and forth at the bottom and giving Willy hell when he comes up from Above The Abyss are inspired by Abandoned Uranium Workings. The platform arrangement reminded me of that room, and in turn of my youthful belief that the balls carried by the sea lions were in fact their heads (an idea I also treated in the unreleased JSV vs The Beatles). Ahh, crazy days, crazy days

The Climbing Ivy

The far edge of Willy's house, here overgrown with ivy. Willy must prune the ivy where it has broken into the rafters, but getting to it in the first place isn't as easy as it seems. One of the most challenging guardians in the game, the double wheel at the bottom is slightly taller than two squares, and it requires pixel perfect jumping to get past it and grab the ivy at the far end of the corridor. The jammed door at the top, which continually zooms down, hits a snag and goes up again, is no picnic either

Flying Saucer Death Cult

Out on a ledge on the cliff. Willy finds a priest in the act of worshipping a horde of flying saucers. No doubt here to carry him off to the mother planet. Dodge the small ones and jump the priest

Ice Age Coming

Another sudden spatial shift in the Netherworld, and the first of two rooms themed vaguely around Radiohead's "Idioteque". Willy either drops down into this room from the one above, or he walks in from the right (which is the other Idioteque room, The Bunker). Coming in from the bunker is useless because you just get a Promised Land effect from Willy standing on a platform overlooking the deadly iceberg. If you drop down meanwhile Willy can swing on the two ropes, and with precision timing he can leap from one to the next without dying, and grab the snowflake

February 1970 (The Bunker)

The bunker is from the same song as above, from the line "Who's in the bunker? Who's in the bunker?" Here Willy must go down into the bunker to collect more of the Genru, dodging the creatures down inside it, and the sliding hatch that covers it. The slightly berzerk colour scheme was an accident. I changed the earth graphic, but before I could change its colours to look like steel, I saw the way it is now and thought it looked great. So it stayed that way

The reference to February 1970 comes from a paragraph in Mojo magazine, describing Van Der Graaf Generator's album "The Least We Can Do Is Wave To Each Other". I figured it was so apocalyptic I just had to allude to it somehow (even if only I knew it was there), and here it is in full:

'February 1970 was a time of indiscriminate upheaval and merciless Inquisitions. Some citizens were burned at the stake. Others ran in panic towards uncertain futures. Eventually, everyone drowned in a huge flood. Or they did, at any rate, if you were listening to "The Least We Can Do Is Wave To Each Other" by Van Der Graaf Generator'

Cool, huh?

Attack Of The Abnormal Fractions

There's a C64 game called Abnormal Faction. It's a rip-off of the C64 version of Pit Fighter, and it's also not very good. However a misspelled file of the game did inspire the title of this room, which in turn led me off on a journey of silly proportions. The amoeba blob graphics that make up the walls are in danger of becoming a staple of my games, such is my enthusiasm for them

The Sensory Deprivation Tank

A small, dark tank filled with water. What else? The flashing object is nicked from a sequence on the Simpsons, whilst the drain (which strictly speaking I don't think Sensory Deprivation Tanks have) is a marker for a teleporter. Watch out for the continuously slamming door (all the doors in this game are possessed apparently). Don't want to get a bump on the head do you?

Soul Meat

Here Willy meets the Soul Meat Processor at the bottom of hell, which is busily sending damned souls through the mincers while the blue automaton watches over it. Watch you don't fall onto the belt

The ceiling decorations started out as light fixtures. Their present shapes were "suggested" by a glitch in the way JSW produces the design of a block on screen, and I decided to keep it that way

The Lighthouse

The "beginning" of a not-fully realised cycle of rooms relating to Van Der Graaf Generator's "Pawn Hearts" album (see also the Think Tank). Unfortunately Peter Hammill's grandiose lyrical horrors aren't easy to translate into JSW. I'm a little annoyed that I had to have a slab of fire blocks keeping Willy from jumping through the roof, but after much tweaking I'm at least satisfied with how it looks

The ship, once again, is not cyan in tribute to Andrew Broad. It's so coloured to look ghostly and suit the disaster-themed lyrics of "A Plague Of Lighthouse Keepers"

Belly Of The Beast

Here the souls in Soul Meat have been turned into sausage meat for the machine/animal at the far side, with some apples for decoration. You really have to see it to do it justice. Once again, try not to fall onto the conveyor belt, because you don't want to join those souls

Berk Straitweb

Willy finds himself standing before a rather odd house underground, with a ramp going from the roof to the world overground. I'm not sure what the flashing monument to Willy's mutant self (or is it Mr Straitweb?) or the floating mushroom represents. The name came from when I was in the early stages of producing the game and I'd replaced many of the lowercase letters with symbols. Back Stairway looked like Berk Straitweb and I remembered it for future use before reinstating the lower case text

Hell's Halls

One way into or out of Hell. It looks like you can get behind the upside down skull and the fire blocks supporting the stairs, but you can't. Meanwhile, if you entered from below you'll find a way to move forwards, so to speak

The Back Door

Needs no explanation

THE WEST WINDOW...

More than a little pretentious, this one. In the reign of Elizabeth I, her court astrologer John Dee and his assistant the medium Edouard Kelly were sent to the court of King Rudolph. Here Dee received details of the ancient book the Necronomicon, and the Enochian Keys [which will supposedly initiate the end of the world when properly invoked], from the angel of the West Window. The angel is the one you see here. Its being blue and the beam that keeps coming from its forehead are courtesy of Tool and their song "Third Eye"

Enochian is the language of angels, by the way

TECHN0FEAR

Two rooms in one, as often practised by the mighty Geoff Eddie (although my efforts are too empty to really work, in retrospect). Either Willy comes in from the right and crosses the room (and guardian) to get to the balcony, or he comes up from the back door and grabs himself an object or two in the process. The room's name is pilfered from the game Putty. The item is a chip and the guardians are a Bug and a Bluetooth (ha ha!)

Electrical Storm

Standing on a balcony, overlooking the Netherworld. The point here was for the lightning bolts to rush up and down, like a storm. I actually made the room though because another room - the Generator - apparently had a glitch, and I wanted to use the lightning bolts properly. The bolts in the Generator wouldn't move and Willy would die after about ten seconds. When I realised that the problem lay with the flashing guardians, I fixed the generator room (which had been made into a time challenge) and let Electrical Storm stand. It fits the whacked-out atmosphere of the game. Reminds me of Godspeed You Black Emperor! in fact

Daytime Television

Up until the very end of working on this game, this room was called Golgotha. Not an over-accurately biblically-themed room (as evidenced by the clockwork birds and dismembered body of Judas (?) hanging from the ceiling) as much as a great visual inspiration, I changed the name to the most banal and unconnected thing that came to mind (probably imbuing it with some mystic significance in some minds) to avoid the potential grief that religious references can cause. The fact that you can walk through some stone is important in another part of the game

Alt. Titles: Golgotha; ShutUpAndKeepServingTheCause

Sendy's House

A leftover from when Andy Noble was still making his own PC editor. This was a rather vague room I had planned that obviously was never produced. Here Willy must wander through Sendy's house, grabbing the notes and avoiding the walls of energy that are rumbling backwards and forwards across his upstairs rooms

The Shooby Shack

Sorry, I don't really know what a Shooby Shack is, or what it has to do with Sendy's house (see room on right, or entry above). If Willy jumps out of the top of the Septic Tank, he finds himself jumping through a manhole outside this building, with a broken bottle floating aimlessly back and forth. The room is named, needlessly, for an obscure scat singer called Shooby Taylor. Weird effort all round really

Alt. Title: God Knows Where...

[UNPRINTABLE]

First of three rooms that make up a teleporter-centred suite within the game. Each room has various exits to other rooms, and links between themselves to boot. The first room is named from Arsen Tobarina's JSW Room Monitor, which when dealing with rooms like the last three in JSW (which were basically a slab of code that Matt left in cause he's so lazy) would say [UNPRINTABLE] instead of trying to translate their machine code names into letters

Here, Willy finds himself in a ragged looking piece of countryside, with exits going off to completely random locations either side of him (as well as above) alongside a few teleporters (those purple platforms) that take him to different parts of these three rooms. There's a rope to keep him from hurting himself in the pool of something in the middle, and to escape through the ceiling or to grab one of the teleporters

345678ft 01234567891011in

Whilst copying the messages on the MMJSW club into files to be saved on my hard drive*, I picked up one of Yahoo's ads. This one had actual words and drop down boxes incorporated into it, and the room title was selected from two boxes relating to height as they had been transcribed into Notepad. I thought it would be a good, pretentious way to think about how dumb some people are, and themed this room around a big head in the clouds. The teleporters could do with being better defined, but I at least added in some items to lure Willy in. Top, bottom, left and right in this room ALL go to the Third Place.

The purple objects in the sky aren't really anything by the way. In JSWED they were purple circles like the eye, but one of the graphics glitches in JSW made them into these weird angular deals. I liked it

*something I've been doing for a while, for historical purposes Alt. Title: 12345678911234567892123456789312

EALLY LIKE DARK S

Finishing off the suite, this room was named from Henry's Hoard. According to John Elliot's deconstruction of the game's code, this phrase is buried in there for no logical reason. I used it once before in a game that got lost in a software crash, and here it completes the Theatre Of The Absurd humour of these rooms. The design of this room is more practical than the two that precede it, so that it can sort of network them all together

I'm just filling space here. Ignore me

NB: The dying comment "..me ov.." is an obscure in-joke, which relates to an old game called Helter Skelter and its malfunctioning colour scheme. Don't moan about it, at least I didn't write FUXX 0RED

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Still not sure what's going on with the Pig Style and the Roach Infestation? Think about it - D M W I E + U B A T R = DUMB WAITER

Yeah, it is lame isn't it?