2.GOODNITE LUDDITE (C) 2002 BROADSOFT
==================

For the Sinclair ZX Spectrum

Written by Andrew Broad
http://www.cs.man.ac.uk/~broada/


The Plot (in a nutshell)
--------

Just when you thought it was safe, Kari Krisnkov comes back up the S-bend for
a sequel to We Pretty!

Goodnite Luddite is set in the distant future, when Selesianity (the worship of
Monica Seles) is an established religion. It is set in the Holy Land Monastery
of Selesia.

The spirit of Kari Krisnkov has been summoned up and has entered the
monastery, so she has the power to haunt the brethren in their dreams. Whatever
she does to them in their dreams KARIes 'OV to reality!

To exorcise the spirit of Kari Krisnkov, you must collect all 256 of the
colour-cycling items from around the monastery before the end of the world - at
midnight. Then, only then, will you be able to sleep safely - or else meet your
date with the garderobe! ;-)


Background Information
----------------------

See the file DIARY.TXT if you're interested in the storyline that underlies this
game. It's not really essential that you understand it completely, as you can
always play the rooms autonomously, just as Jet Set Willy rooms!

My inspiration for Goodnite Luddite comes from many diverse sources, ranging
from personal experiences, dreams, television, computers, tennis (particularly
that of Monica Seles), religion (Selesianity is strongly influenced by
Christianity, and also by the Jedi religion from Star Wars), and music -
particularly the works of David Bowie. It was his album 1.OUTSIDE that gave me
the idea of writing Goodnite Luddite as a concept game, based on an underlying
plot (documented in a diary) and characters. The plot was partly influenced by
the movie A Nightmare On Elm Street. The prequel, We Pretty, provides a
foundation on which to build Goodnite Luddite, which has a more coherent plot
on top of the We Pretty concepts. I have taken my life's experiences and
refracted them into surreality! ;-)


The Game
--------

Goodnite Luddite is basically a redefinition of the rooms, items, guardians and
graphics in Matthew Smith's classic Jet Set Willy, which I acknowledge as being
the copyright of Software Projects (1984) - owned by Jester Interactive since
2001. Unlike most previous games based on the Manic Miner and Jet Set Willy
game-engines, however, Goodnite Luddite is not based on the world of Willy, but
has its own plot and characters (it extends the concepts of We Pretty).

I developed the game on a Spectrum +2, using my own Jet Set Willy Construction
Kit (at the time of writing, JSW CK 1.0 has yet to be released). Goodnite
Luddite has been in the pipeline since 1998, but the bulk of the work was
KARIed out in 2002.

Goodnite Luddite is written for advanced JSW players, and the rooms are intended
to be outstandingly difficult, as a challenge to the experts. It presupposes
that you can play Jet Set Willy - the controls are exactly the same, but the
gameplay is much tougher, requiring both manual dexterity (a need for pixel-
perfect and time-frame-perfect accuracy of movement) and lateral thinking.
Goodnite Luddite liberally exploits all the quirky features in the game-engine -
you need to know all the tricks if you want to get at all far!

I have tried to be fair, though, by keeping multiple-death scenarios to a
minimum. You shouldn't encounter infinite death unless you do something really
stupid, such as jumping into an unfamiliar room when you should be walking into
it.

Whereas many players couldn't get past the first room in We Pretty, I have tried
to make Goodnite Luddite relatively easy to explore, but very difficult to
collect the items!

I have thoroughly play-tested the final version, and I certify that it /is/
possible to complete (i.e. to run into the toilet "REREDORTER (WITH
GARDEROBE)"). However, you do have to sacrifice a life to collect one of the
items in "SELEBBATH WORSHIP", as I didn't want to spoil the aesthetics of the
screen by providing an escape-route. Several other items throughout the game are
amenable to a kamikaze approach, but they are all possible to collect without
losing a life.

You can consider yourself to have passed Goodnite Luddite if you finish the game
using infinite lives (POKE 35899,0) on a real Spectrum, or saving and loading
snapshots on an emulator. If you cheat by using any other POKEs, or by using
WRITETYPER, you should consider yourself disqualified. ;-)

A blow-by-blow description of each room is not included here - some of the
meanings can be inferred from the diary, the rest of it is open to personal
interpretation!

Members of the Manic Miner and Jet Set Willy Yahoo! Group
[http://groups.yahoo.com/group/manicminerandjetsetwilly/] can view exclusive
screenshots and playing-tips in the Photos section.


Acknowledgements
----------------

* Matthew Smith, for writing the original Jet Set Willy, and in particular for
deciding on an unencrypted, perspicuous room-format! ;-) Goodnite Luddite reuses
some 8x8 graphics and room-fragments from the original Manic Miner and Jet Set
Willy, most notably in "MUTANT ECLECTICISM".

* Monica Seles and David Bowie, for being the single biggest sources of
inspiration for We Pretty and Goodnite Luddite. There are many others, but they
are too many to enumerate here, and I also feel that to do so would detract from
the audience's personal interpretations.

* My fellow MM/JSW authors, for general inspiration, and some specific tricks
(sometimes unintended on their part, but deliberately exploited by me! ;-) ).

* Philip Bee, for sharing his experiences of monastic life (albeit not Selesian
;-) ), for the intriguing discussions about Selesianity and Goodnite Luddite,
and for introducing me to The Rainbow Children (a spiritual concept-album by
Prince Rogers Nelson, which has had its influence on the Goodnite Luddite
diary).

* John Elliott, for his disassembly of JSW
[http://www.seasip.demon.co.uk/Jsw/jsw.mac], which was an invaluable aid to me
in hacking the game-engine (see TECHNICA.TXT).

* Richard Hallas's document "A Miner Triad" was an invaluable aid to redefining
the music. However, I deviate from his advice by /not/ having 255 as the last
note in the in-game tune (in order to terminate the super-long combined melody),
because (a) bottom C is the wrong note to have at that point in the in-game
tune, and (b) I actually like the way it plays the data following the tune until
it hits a 255, because of my interest in random sound. ;-)

* The in-game tune comes from Doctor Spin's "Tetris", a single from 1993. It was
composed by Steve McCutcheon, Robin Sellars and Nigel Wright, based on a Russian
piece called Korobushka.

* The title-screen tune is a super-long combined melody of "Frosti" by Bjrk
Gumundsdttir (from her 2001 album Vespertine) and "Tetris".

* The font is from Part 1 of the Spectrum game Journey's End (Mastertronic,
1985) - which I recommend as it is atmospheric, fun to play, and has good sound-
effects. :-)

* The sprite for the horizontal guardians in "THE LAND OF SWEET DEMISE" that
look like fire-breathing trolls was `discovered' in John Elliott's JSW128:
"ROOMS.JS2": Sprite-Page 196: Sprite 5. It's amazing what you can find by
looking at non-graphics data in a graphics editor (namely the one in my Jet Set
Willy Construction Kit), and I expect I shall use much more of this technique in
the future! :-)

* I used Leonardo (Thorn EMI Computer Software, 1984), a Spectrum program
written by Mark Stoll, Clive Thomas and Peter Chandler, to draw the loading-
screen.


Loading Instructions
--------------------

To play Goodnite Luddite, you need a Spectrum emulator that is capable of
loading TAP files (I hope I'm right in thinking that the emulators you all use
are capable of loading TAP files, as I don't want to complicate matters by also
releasing snapshot files). To find an emulator for your particular computer, see
the Emulators section of the comp.sys.sinclair FAQ
[http://www.srcf.ucam.org/~pak21/cssfaq/emulator.html].

A TAP file is an encoding of the files on a Spectrum tape (as opposed to a
snapshot file, which is an encoding of the complete state of a Spectrum at the
moment it was created). To load from a TAP file, you have to issue a load-
command to the emulated Spectrum (i.e. select Tape Loader or type LOAD "" (in
48K mode, press J for LOAD and SYMBOL-SHIFT+P for ")). You also have to open the
TAP file in the emulator (either before or after issuing the loading
instruction). I speak only from experience with MacSpectacle, but I expect the
procedure is similar for other emulators.


New Quirky Features!
--------------------

The game has a few quirky features which have not, to my knowledge, been seen in
any previous Manic Miner or Jet Set Willy game before:

* Items which appear only when you enter a room from /some/ directions. For
example, the items in Room 5 ("CYGNET COMMITTEE") only appear when you enter the
room from the right, because the down-exit of Room 4 is 133 (5+128). I
discovered this feature when playing some JSW128 rooms using the 48K JSW engine.

* Some but not all of the wall-blocks in Room 40 ("OBLATE OBLUTION OBLIGATION")
behave as conveyors because of the rope - an unintended but interesting effect!
;-)

* The guardians in Room 63 ("PICTURE PRODUCERS") take their sprites from video
RAM (16384-23295), so that they change their appearance as other things move
around the screen!

* Goodnite Luddite is the first game to deliberately exploit /distributed/ ILBs
(innocent-looking blocks). These are like the regular ILBs that dump you under
the platform when you jump through them, but when you jump through them
precisely on a left/right screen-boundary, they work even if they are `blocked'.
I stumbled across this feature when playing Nick Aldridge's JSW Stupid.

* There's a new type of ILB in Rooms 16 ("THE UPSTACK POINTER") and 44 ("THE
CELLS (AKA BEDROOMS!)") which allows access to the bottom-left of those screens.

The game also features a wide range of quirky features originating from We
Pretty, and from sendy's game strangel (Goodnite Luddite is the first Broadsoft
game to feature an invalid ramp, and more intelligent use of invalid arrows).


Internet
--------

I currently have a website at http://www.cs.man.ac.uk/~broada/ (though it will
disappear in the future when I leave university). Some relevant pages within
this website are:

* http://www.cs.man.ac.uk/~broada/spectrum/
Top-level index of my Spectrum pages.

* http://www.cs.man.ac.uk/~broada/spectrum/willy/
My Manic Miner/Jet Set Willy pages, including a list of Spectrum MM/JSW games
(which I try to maintain as complete and up-to-date as possible - please inform
me of any I have missed), various other MM/JSW documents, and links to other
MM/JSW websites.

* http://www.cs.man.ac.uk/~broada/spectrum/download/
My download page. Currently contains my other games, my Manic Miner Screen
Editor, and my Java toolkit SPECSAISIE. Also has previews of forthcoming
software (mostly MM/JSW games).

* http://www.cs.man.ac.uk/~broada/tennis/seles/
My Monica Seles pages, including information about Selesianity.

* http://www.cs.man.ac.uk/~broada/spectrum/download/goodnite_luddite.zip
The original source of Goodnite Luddite!

I founded a Yahoo! Group for Manic Miner and Jet Set Willy. Its URL is:-
http://groups.yahoo.com/group/manicminerandjetsetwilly/
It includes a message-board for discussing MM/JSW, picture galleries which
members can upload to, a bookmarks page and a calendar. Anyone can visit the
Group and look around its public areas, but for full privileges you have to join
the Group as a member. This prerequires signing up for a Yahoo! account, which
you can do, free of charge, over the Web. I encourage all members of the MM/JSW
community to join the Group.

I recommend the comp.sys.sinclair USENET newsgroup as a place for discussing
MM/JSW and other Spectrum-related topics. It's worth at least browsing through
the headers each day (says he who has long since lost touch with USENET :-o ).
The newsgroup is archived at http://groups.google.com/ for those who don't have
access to a news-server - in fact, it's worth surfing there even if you do, as
not all news-servers receive all newsgroup postings! http://www.mailandnews.com/
(a free Web-based email service) also provides access to newsgroups over the
Web.


Disclaimer
----------

I cannot accept responsibility for any mental damage caused either by playing
the game or by reading the diary. I cannot accept responsibility for any real-
world murders KARIed out by other people inspired by the fictitious murders
described in the diary. I cannot accept responsibility for the actions of any
religious cults inspired by Goodnite Luddite. ;-)

This game was not written under the influence of drugs, nor was its prequel We
Pretty (as some people accused). It is merely the product of my bizarre
imagination! :-)

The views expressed in this work are my own, and should not be construed as
representing the views of, or being endorsed by, my Internet service-providers
at the University of Manchester.


Copyright Notice
----------------

Goodnite Luddite is, of course, my copyright, but I don't mind you putting it on
your own website or redistributing it otherwise, provided that no money is
charged, and that you acknowledge that it is the copyright of Broadsoft (2002).
This document must be included with all copies of the game. Modifications are
discouraged but not forbidden, and you should state specifically what you have
modified.

I don't mind you reusing some of the rooms, graphics, &c. in your own games, or
converting the game to another computer (e.g. for JSW-PC). However, the
accompanying documentation must state that the reused material is the copyright
of Broadsoft - failure to do so may be construed as plagiarism. I would like the
documentation to be quite specific about this, e.g. "Graphic X in Room Y was
taken from Goodnite Luddite", or whatever.

Please let me know if you do rerelease Goodnite Luddite or reuse bits of it -
it's not that I'd be likely to object, I'd just be very interested to know what
follows from my releasing it!

If by any chance you're thinking of writing a book, movie (David Lynch,
perhaps?), TV series, music album or other adaptation of Goodnite Luddite,
please email me to discuss it, as I am the only one to judge whether your ideas
are faithful to the plot!


Version History
---------------

2nd December 2002: Initial release of Goodnite Luddite on the Internet, to
celebrate Selesmas Day (Monica Seles's birthday).
