Jet Set Willy
A miner miracle.
Asking a Miner Willy fan to choose between Manic Miner and its sequel, Jet Set Willy, is like asking a parent to pick their favourite child. The games, programmed by 8-bit whiz kid Matthew Smith, are both brilliant platformers that have captivated gamers ever since they debuted on the ZX Spectrum in the early eighties.
I'm a fan of both, but if I was forced to choose my favourite then it would be Jet Set Willy every time. It's probably my favourite game. It's certainly the one I have the fondest memories of playing as a child.
For me Manic Miner was just too difficult. There were 20 underground caverns to explore, but like a lot of early games they had to be completed in turn. In each one you had to collect the keys while avoiding the nasties and unlock the exit before your air supply ran out. It was intense; the difference between safety and certain death was often nothing more than the width of a pixel.
After playing Manic Miner for months I don't think I ever got past the fifth cavern, Eugene's Lair, with its killer toilets. It was only years later, watching a play-through video on the web that I actually saw the entire game. Amazingly, Smith hadn't stacked all of the best caverns at the beginning. It was the opposite in fact, with brilliantly clever screens like The Warehouse and Solar Power Generator appearing near the end.
Welcome to Willy's not-so-humble abode.
Smith seemed to design Jet Set Willy with mere mortals like myself in mind. Rather than having sequential screens the sequel, which took place in Willy's sprawling mansion, featured a 60-room map which you could freely explore.
There was an overall objective, of course. It involved collecting all of the flashing objects scattered around the house so Willy's housemaid Maria would allow him to retire for the evening. But the emphasis was on exploration, and discovering what lurked in the darkest recesses of the house was utterly compulsive.
I must admit that when I first played Jet Set Willy I had no idea about the size of the game. I was obviously challenged as a young gamer because I didn't suss out that you could jump through the staircases. So imagine me for a second, heading down the stairs in the First Landing, weaving through The Nightmare Room, then becoming horribly unstuck at the ridiculously difficult Banyan Tree.
The thoroughly evil Banyan Tree. One of the trickiest screens ever?
This went on for weeks, before one day – one glorious day – I accidentally jumped on the stairs in the First Landing and fell through to the other side. It was like standing in the lobby of a huge hotel and the manager handing me a skeleton key that unlocked every room.
A similar moment occurred when I discovered the secret passage in The Wine Cellar that leads to the Forgotten Abbey and beyond. I immediately assumed there were other secret screens and spent hours checking every room for possible hidden doorways. It didn't help that a friend at school claimed to have stumbled across an secret sub-basement full of weird and wonderful rooms.
But it was easy to be taken in due to the game's seemingly endless scope. Some scamp sent a letter into Your Spectrum magazine saying that if you stood on the bow of Willy's yacht at the strike of midnight (game time) you'd sail off to a mysterious desert island. I can only guess at how many readers were fooled by that rapture-like prediction.
Even publisher Software Projects added to the myths surrounding the game by announcing a secret 'feature'. Apparently, visiting The Attic would trigger a chain reaction where four screens would suddenly turn 'bad', instantly killing you if you tried to enter them.
It claimed that this was intended to make the game more difficult, yet hacking into the code unsurprisingly revealed that it was actually an unfortunate bug which corrupted those previously accessible screens.
There were other bugs too. Some messed up the placement of certain objects, making it impossible to collect all 83 of them and therefore complete the game. Software Projects issued a fix in the form of values which you 'poked' into memory before loading the game.
Willy can often be found fiddling on the roof.
For some, this required game patch (the first one ever?) took the shine off Jet Set Willy. In contrast, Manic Miner was a really tight and polished piece of code. At the very least it had been play-tested through to completion.
Bugs seemed to infest Jet Set Willy. Following its debut on the Spectrum, the game was ported to several other machines by different programmers and most of them managed to bugger up something or other. As with the Spectrum version, the Commodore 64, Dragon 32 and BBC Micro releases couldn't be finished either.
But I was never too bothered about the bugs. For me, Jet Set Willy was never about completing the game anyway. It was more about being invited to explore Willy's vast mansion, and by extension, Matthew Smith's alien brain. Bizarre screens such as The Nightmare Room, Nomen Luni and We Must Perform a Quirkafleeg were baffling and brilliant.
The desert island rumour would become reality in the sequel-cum-remake Jet Set Willy II.
As much as I love the game I don't think I'll ever try and finish it properly. Repeatedly trying (and failing) to grab objects from devious screens like The Banjan Tree or Conservatory Roof would surely drive me crazy. It would become tedious. It would become like Manic Miner.
Instead of trying to progress I'd prefer to regress; to wipe the game from my memory so that I could play it for the first time and explore afresh. From the beginning I'd head through the kitchens to the west wing, then up to the battlements on the roof before leaving the house and climbing the MegaTree. And when I'd done that, I'd probably wander over to Willy's yacht and wait until midnight. You know, just in case.
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Comments (67) Latest comment 11 months ago
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Also, they re-released JSW with at least some of the bugs fixed, and the kids moan about patches these days :-D
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Also, wasn't it one of the first games to feature intrusive DRM with that damn murky colour chart?
Not that anyone would have spent their dinner hour copying it out onto school graph paper for 'redistribution'. Ahem.
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Bloody stupid game to try and finish though, even with the fixed version, infinite lives POKEs and the 'writetyper' cheat codes, it was still impossible.
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]http://www.rzxarchive.co.uk/videos/jsw.php
[/link]
I always found this game too hard myself!
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for weeks (and an incredulous computer shop guy refusing to replace it) I had to keep guessing the four colour code till I got it on. This only added to the
mystique. Never bothered collecting the glasses usually, just nibbled about seeing how many rooms I could see. Magic stuff.
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He was in my mind the first gaming icon of home computer gaming (not counting pac man etc as they where arcade machines) , I have the 3 games mounted on my wall above the computer im typing on now as a homage to Matt Smith !
I use the name MinerWilly as my PSN name online and its turned out to have been a great way of meeting older gamers from the early days of gaming . The young kids (yup Americans) say " Ha Ha " ," MinerWilly" "you have got a small dick" ! I dont even bother to tell them that would be Minor not Miner, bah bloody whippersnappers !
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Great article- thanks for the nostalgia fix. I mean 'retro' fix!
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I got handed the copy of pirated game on C90 as a swop of another C90 in the school playground, then determined to save my pocket money and bought the game proper. The piracy code to input was part of the appeal.
Course the game required patching via poke to finish, but never see it as buggy mess, as the game started me on the powerful world of game changing and customisations of Pokes. I used to remember all the best Pokes off my heart and play the ever fanasticing world to my content.
This defining moment for me during my youth would be perhaps be akin to those who played and loved Mario's games, Super Mario Bros and later games (JSW 1984.- SMB 1985). But JSW stays with me due to the style, humour and the poking game changing abilities.
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but only with the help of two other friends (Jason and I can't remember who the other was) - we'd pile round Jases house after school and set to work on the game. It took us AGES to be honest (in 14 year old terms probably about a week), but late one night after I'd missed my tea we did it.
I don't think I hung out with Jase or the other guy after that, it was just one of those moments in your life where everything comes together briefly and is ace.
Jet Set Willy was another matter. I got to work to beat that game on my own but was thwarted by bugs and rumours that it couldn't be finished and eventually other games got in the way. Still, JSW was an undertaking and a half by Matthew and I remember at the time how impressed people were that he'd even attempted it.
The fact that he was a bit of a hippy comes through in the design. I think it was in an interview in Crash that the interviewer said that he'd turned up barefoot! (Could be wrong about what magazine it was in).
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Having said that, for us, the Atari 2600 did precede that and that also holds great memories - Clocking Space Invaders and Defender were huge moments for us at the time, though I dont think they really are in the league of the Spectrum days
It was incredible - In fact so many of the Speccy games of the time hold a massive place in my heart. Nice article. Cheers ....
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A bit like Fairlight a game I love to remember liking but if truth be told didn't like it at all. Shame
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I think they fixed for that for JSWII.
Also, Nightmare Room > Banyan Tree.
Also also Quirkifleeg.
Also also also the Hunchback rip-off around the same place. Some bad blood between Bug-Byte and Smith?
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I think as with most people it was all about exploring the mansion and just trying to reach rooms you'd never got to before.
I don't think many of us actually got close to completing it back then(even if the bug didn't allow it).
It certainly had that touch of magic that manic miner and several other classics had back then.
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Sad thing is, you show this game to a young gamer now and they turn their noses up at it but I am glad I was there when it mattered.
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Another really ace game released around the same time was Pyjamarama, which had a remarkably similar premise but was more polished if a little less whaky
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<a href="http://www.zxspectrum.net/
">http://www.zxspectrum.net/
</a>
Manic Miner in '1983' section
Jet Set Willy in '1984' section
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I'd barely got the data across into my dev system (from Matts Trash-80 into my Apple II kit) when one of the contractors finished the conversion first, and that was the one released. My version would've been slightly different, rather than a direct conversion I was planning to make Miner Willy a bit more rounded and multi-coloured like Mario and "upscale" the graphics to use full resolution of the C64.
So I went off to work with Matt to work on the MegaTree game. Ah... the olden days.
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This intrigues me. What was the typical dev environment at that time?
At the time of JSW I had no conception of a compiler, let alone a cross-compiler and although I knew that there were things such as assembly language and machine code but they were pretty much magic to me at the time. I just thought that you had to program Spectrum games with a Spectrum; anything else was witchcraft, basically.
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Love these retro articles. Hope you do one on Uninvited/Shadowgate/Deja Vu. Those were my first encounter with adventure/horror games.
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My favorites were to go up to the rocket, fly into space, then beam down to the alien planet or go to the front of the house and climb the giant tree.
I never knew there was an ending, the only ending I knew was the giant foot coming from the ceiling to squash you.
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Software Projects
Bear Brand Complex
Allerton, Woolton
Merseyside.
051-428 7990
Ive looked for it a few times to no avail is it past the 3 tower blocks when your going down Menlove Avenue then left at the junction . I often jog from my house on Penny Lane up to there and am wondering if it was demolished . In my opinion if it exists it should have some kind of plaque outside and make it a protected building ! Liverpool had such an amazing gaming scene then with yourselves and Imagine (later taken over by Ocean) and still does to this day , perhaps without you guys we never would have got Pysgnosis and later Sony Liverpool .
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However, my collection of PS trophies would mean nothing if I had something to record the fact I made it across the Banyan Tree. One of the biggest gaming moments ever
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Matt Smith used Tandy TRS-80 as his development box for Spectrum, if you look at old pictures of him on the internet he's always next to one, for C64 development we use Apple II kit at Software Projects. Over at Imagine they used Sage II and Sage IV machines (based on 68000 processors) which were marketed as "13 faster than Apple II" http://en.wikipedia.org/wiki/SAGE_Comput... and they were early machines at Denton Designs too and used for 8-bit games. The reason being that there were proper compilers and serious development tools, with floppy drives and backup, and connectivity to proper printers -- i.e. those alternate green and white paper line things, can you imagine using a Speccy thermal printer for work? -- and high resolution i.e. 80 character wide monitors.
At Odin we used BBC B for C64, Spectrum, with green screen (or amber screen) high resolution monochrome monitors for everything really because there were some excellent 6502 and Z80 compilers and code editors on ROM and one could press an F-key to switch between them. There was also lots of fast floppy disc options to aid compiling code quickly, the BBCs were really fast at compiling code.
When 16-bit Amiga and ST age dawned, we switched to development on those boxes at Denton where one was dev machine which compiled code which was downloaded to target (as per the above).
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Yep, I moved to Liverpool the day I finished school to work for Software Projects, and left the city when I left the games industry. Still got plenty of friends and family up there as Mrs StooMonster is a Scouser. Cool that you live on Penny Lane, I used to live there too, the first house I bought was in Croydon Avenue.
Anyway, Bear Brand Complex was a tights manufacturer (i.e. Bear Brand) and Software Projects rented office space in the factory. It was located in Woolton village and is now the site of the large Sainsbury's supermarket and its carpark in the village.
Odin was located in the Canning Place office blocks which was immediately opposite the Albert Dock, in our own offices at first (for Nodes and Robin) and then eventually in the old Bug Byte offices (larger space used a cubicle-farm with the warehouse at the rear), Imagine were in an office on Tithebarn Street IIRC and at Denton Designs we were in 30 Rodney Street (next to HSBC) for years. When Psygnosis started they were down in the Albert Docks.
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(Mind you, if we'd all bought games back than instead of swapping tapes, you might have had a better job. Er, sorry about that.)
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He was in my mind the first gaming icon of home computer gaming (not counting pac man etc as they where arcade machines) , I have the 3 games mounted on my wall above the computer im typing on now as a homage to Matt Smith !
I use the name MinerWilly as my PSN name online and its turned out to have been a great way of meeting older gamers from the early days of gaming . The young kids (yup Americans) say " Ha Ha " ," MinerWilly" "you have got a small dick" ! I dont even bother to tell them that would be Minor not Miner, bah bloody whippersnappers !
prior to Mario I was fond of this game on the Atari 2600. Much harder and very frustrating. I never finished it.
[link url=http://www.atarimania.com/game-atari-2600-vcs-alices-abenteuer_12282.html
]http://www.atarimania.com/game-atari-260...[/link]
as an answer to Mario there were also the much better Gianna Sisters.
""One reason not to like the Nintendo-mob...they have allowed the Sisters to be forbidden because of these two annoying, moustache-wearing overall-plumbers. Thank you for nothing, Nintendo ;o)!!!"
[link url=http://www.c64-wiki.com/index.php/The_Great_Giana_Sisters
]http://www.c64-wiki.com/index.php/The_Gr...[/link]
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http://www.darnkitty.com/jsw/
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Thankfully a quick google proved that I wasn't going round the bend for remembering playing this on the Amstrad with some screens in the shape of a starship.
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Martyn, you're becoming my favourite EG reviewer.
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April Showers
Thanks for helping me to relive the magic
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Was lucky enough to pay a visit to Odin in Canning Place and Denton Designs on Rodney Street when doing an amateur computer mag.
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They have a few weeks ago
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In hindsight I guess this must have been Jet Set Willy 2? I hadnt realised at the time and it was an amazing thing to discover!
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No, you were right the first time.
First there was JSW on Speccy, with C64 and other conversions that mirrored the original game.
Steve Wetherill and Derrick Rowson were in-house developers who did the Amstrad port of the game and for fun added lots of rooms, for example the Star Trek parody stuff (e.g. Captain's Log) and stuff about the house Steve, Marc and me shared (house on Holt Road full of beer barrels).
Matt was "working" with Marc and me on MegaTree but Software Projects was keen not to lose momentum with Miner Willy so they asked Derek to port the Amstrad game back to Speccy, which he did, and they called it "Jet Set Willy 2".
There's a 2010 interview with Steve and Derrick about it here http://www.jdawiseman.com/papers/games/j...
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The space section came as a complete suprise to me - I had owned the game for quite some time before one day randomly deciding to climb the roof. Great memories. If I remember rightly the rocket actually scrolled off the screen?
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- Finding a way through the landing stairs (You had to jump into them in a certain way).
- Simply exploring the house was a thrill, you didn't know what to expect next. Some of the descriptions were only four words but were still captivating.
- Madness like the Nightmare Room.
- The whole plot being that the landlady is refusing to let Willy to his bed until he's tidied up after his party. Walking in to her would cost you a life (and prompt a Monty Python style foot to squish Willy as the game over sequence). I later read on some modern Spectrum nostalgia website that the game-crushing bug is that the 'bed' has two kill tiles that make up the bottom part of it so it was impossible to make it to the end and win the game.
- The sheer difficulty. I find it hard to play these days but the memories are still ace.
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I played Manic Miner, JSW and JSW2, and all were brilliant. On balance, I think JSW was the best at the time, but JSW2 probably was technically more accomplished.
I recall completing Manic Miner nearly 3 times in a row. I must have been in 'the zone'! However, I was aged about 12 and probably near a peak of gaming ability. I also recall reverse engineering MM and JSW to work out how the levels were constructed so I could create my own. Nostalgia...
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Thanks for all the details! It all makes sense - I mean would you trust a microdrive with anything? Sounds like quite a career...
I remember at the time (well, 1987) somebody telling me all the bastard code mutation that Jon Ritman put into Head over Heels while it was loading. I couldn't get my head round it at the time and probably couldn't even now.
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I saw some documentary on retro gaming a few years back which featured an interview with matthew smith and he came across as quite a tragic figure :/
@Minerwilly Penny Lane winebar steaks are the best in liverpool!
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[link url=http://www.youtube.com/watch?v=zo5OMR9idyE
]http://www.youtube.com/watch?v=zo5OMR9idyE
[/link]
Matt Fox in his video games guide posited that JSW was the first genuine Platform Adventurer. I certainly can't think of any earlier. Great game, though I oddly found it a rather lonely experience playing it, just wandering around on your own on an impossible quest. Like if Samuel Beckett had made a videogame.