Jet Set Willy
Author: Matthew Smith
Platforms: Sinclair ZX Spectrum 48/+/128/+/2/A/3
, Commodore C64/C128
What's it all about, then?
After the massive success of Manic Miner, Matthew Smith locked himself away, once more, in his Liverpool bedroom and started churning out Z80 code. Rumours abounded for many months in 8-bit magazines and playgrounds regarding the nature of Manic Miner's sequel. It had already become legendary
before it had even been released.
When expectant Spectrum-fans finally got their hands on a copy -- the C64 version didn't come till later -- they were not disappointed. Gone was the room-by-room layout of its predecessor; now you had a full 60 (sixty!) rooms you could explore at your leisure. In its expansion, though, it had lost none of its gameplay. The controls were still as simple (left, right & jump), the platforms still so finely tuned, the constant need for just-one-more-game ever present, and the in-game music still so bloody annoying.
I remember it for being the first game where just roaming was a pleasure. Sure, you were meant to be getting all these items, but I couldn't be bothered; besides, there was one you actually couldn't get -- under the conservatory roof, an item above a conveyor belt was to close to two nasties. Then there was the 'attic bug': if you went into the Kitchen after being in the Attic then you lost all your lives for no reason. This led to Software Projects releasing a patch (for a fee), possibly the first patch released for a commercial game in this way (but see the POKEs section for an easier fix).
Playing Jet Set Willy for the first time was like playing Mario 64 or The Legend of Zelda: Ocarina of Time for the first time. Your stared at the screen and thought: "I didn't know computer games could do that". It was the first game to become part of your life. Go get an emulator.
Yeah, but what's it actually about?
Well, here's what the inlay said:
Miner Willy, intrepid explorer and nouveau-riche socialite,
has been reaping the benefits of his fortunate discovery in
surbiton. He has a yacht, a cliff-top mansion, an Italian
housekeeper and a French cook, and hundreds of new found
friends who REALLY know how to enjoy themselves a a party.
His housekeeper Maria, however, takes a very dim view of all
his revellry, and finally after a particularly boisterous
thrash she puts her foot down. When the last of the louts
disappears down the drive in his Aston Martin, all Willy can
think about is crashing out in his four-poster. But Maria
won't let him into his room until ALL the discarded glasses
and bottles have been cleared away.
Can you help Willy out of his dilemma? He hasn't explored
his mansion properly yet(it IS a large place and he HAS been
VERY busy) and there are some very strange things going on
in the further recesses of the house (I wonder what the last
owner WAS doing in his laboratory the night he disappeared).
You should manage O.K. though you will probably find some
loonies have been up on the roof and I would check down the
road and on the beach if I was you. Good luck and don't
worry, all you can lose in this game is sleep.
...and lose sleep we did.
I need some help with this
This is a map of Willy's Mansion which I have translated into ASCII from Sinclair User magazine and I've split it
into two so it doesn't make the whole node really wide.
It shows all the rooms and connections between them; you start the game in the bathroom.
To Off Licence
Nomen = On the = On the = Quirka- = Seen this = Rescue = On top of
Luni Roof Battlements fleeg before Esmerelda the House
|| ---------------------------------------- _________________/ /
|| / _________________/
Conserva- = Under = The = Dr Jones = Emergency = Priest's
tory Roof Roof Attic Generator Hole
|| || |------------------------------------| ||
Above West A bit | | ||
The West = Wing = Orangery = of a | Master = Top = The | Half
Bedroom Roof tree | Bedroom Landing Bathroom | Way up
|| || ---^^---- || |------------- || --------------| ||
West West = Swimming = Banyan = Nightmare = First = The | East Wall
Bedroom = Wing Pool Tree Room Landing Chapel | Base
|| || ---------------^^----------------- || || ||
Back = Back = Cold = West of = Kitchen = Main = Ballroom = Ballroom = The = Front => To the
Door Stairway Store Kitchen Stairway West East Hall Door Drive
|| -------------------------------------------------------------------------------------- ||
Bow = Yacht = The = Tool = Wine = Forgotten =================================================================> Security
Beach Shed Cellar Abbey Guard
On A Limb = Treetop ########################
|| || # #
Branch Inside Cuckoo's # || Vertical link #
over = Megatrunk = Nest # = Horizontal link #
Drive || # ^^ Up-only link #
|| # | Wall #
The Foot Under # -- Ceiling #
To the = The = of the = the = The = Off # #
<=Front Door Drive Megatree Megatree Bridge Licence ########################
Under == Tree
Jet Set Willy was one of the most POKEd games in history. For those who aren't familiar with the idea of
POKEing, it's basically a simply form of hacking into and patching a game for cheating purposes. Jet Set Willy
was not a tough game to hack. Later games had things like speedlock or other protection routines, but JSW was
The first step to POKEing the game is to get the game code in memory but without it running, so you have access
to the BASIC editor. Spectrum games, when loading, usually followed the following process
(and JSW was no exception).
- Load a autorunning BASIC program, which then,
- Optionally loads a loading screen
- Loads the game code
- Executes the game code
Basically, you need to get access to BASIC between steps 3 and 4. Usually this could be achieved by BREAKing
into the program after step 1 and adding a STOP command before the USR function in the BASIC. JSW is clever
enough to stop you here, though. The program includes a
POKE 23613,0. This sets the System Variable counting the number of keyboard-owned screen lines to 0. When you attempt a BREAK the computer will try to print an error error message to this non-space, get confused and reset. Fortunately, there are two alternatives.
- SAVE the following BASIC program to tape and use that to load the game instead of the included one:
10 CLEAR 25000
20 LOAD "" CODE
30 REM Insert your POKEs here
40 RANDOMIZE USR 33792
- MERGE the program with
MERGE "" instead of
LOAD "". The program will not autorun, so you can add
your POKEs between lines 30 and 40
It may be usefull to note, that an edited version of the first method (along with a header-reader for the code location) could
let you save JSW to Microdrive more efficiently than with a Multiface One. On the subject of multifaces, if you have one
you don't need all this; simply load, press your red button and use the Multiface's memory editor to edit the relevant addresses.
Now follows a list of POKEs you may find useful when playing JSW:
- Infinite Lives: 35899,0
- x lives: 34785,x-1 (up to 32)
- Change start room: 34795,x
- Change no of objects: 41983,256-x (normally, x=83)
- Fix 'attic bug': 59900,255
- No nasties: 35123,0
- Don't die from a fall: 36477,1
- Bigger jumps: 36358,0
Lovely cheat this. Type in WRITETYPER when standing on the floor of the First Landing. This allows you to flick between rooms by holding down various combinations of numbers. Use key 9 and combinations of
1 to 5, which actually correspond to the binary code of the room number.
Crash Magazine (available online at http://www.crashonline.org.uk/)
Your Spectrum Magazine (later Your Sinclair - online at http://www.users.globalnet.co.uk/~jg27paw4/index.html)
The game itself and its inlay.
Permission has been given for JSW to be freely redistributable, you may find it online at http://www.worldofspectrum.org/infoseek.cgi?regexp=^Jet+Set+Willy