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Jet Set Willy - Still Stealin'
Jet Set Willy - Still Stealin'
Jet Set Willy - Still Stealin'
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Contents
1: Usual crap
2: A WARNING
3: My 15 mins
4: Story
5: Instructions
6: New rooms and changes
7: Legal stuff, Thanx and Other Stuff
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1:Usual crap
2: A WARNING
If you've played any other stuff you know my games may have offensive
stuff in them, and maybe a few hot potatoes here and there. Descretion
hmmm not suitable for little people really (I mean kids not midgets).
3: My 15 Mins
Well I haven't got much to say this time, I've pretty much said all I
need to in my last few README's. All I want to say is all those who
read about this game and worked out the Willy rip off game I was
originally converting was Fahrenheit 3000 well done. Those who didn't
know or didn't care well fuck it. I always had the down and out trilogy
planned but I had a 128k side project planned I was goin' to translate
Fahrenheit 3000 into JSW. But I scrapped the side project and decided
to use my already created rooms from it, in Still Stealin'.
4: Story
Archie Smackengrabb one of the the richest Rogues in WIlly's area has
let his guard down. Not much is really known about Archie, some say he
made his fortune selling AND stealin' antiques. Willy hears a rumour
that Archie has gone back to his roots and stashed an antique alarm
clock worth almost 3 quarters the amount of Willys' fortune in an old
garage on an estate where he lived as a child. This estate is so bad so
dodgy that it probably was the safest place for Archie to stash the
clock. Those garages have been robbed so many times nobody goes near
them now. In fact those garages are almost abandoned. Willy heard down
at his local pub about Archies clock, Willy's local these days was
practically the thieves guild of his area and full of rough sorts.
There was no real honour between these men but they were all willing to
help thieve somethin'. Willy however still never really fitted in, he
was a toff after all. Few of Willys' so called friends saw him now
after he lost his fortune, and made a beeline to avoid him after he got
it back but his real friends stuck with him. They even advised him
against his next crazy stunt, he was goin' to steal Archie
Smackengrabbs' antique alarm clock single handedly. His friends
reminded him that, he had had his fortune removed from him regained it
by very unstable means and continued to steal afterwards. They reminded
him how he'd looted a Hollywood mansion, an abondoned spaceship, and a
small settlement in the countryside. Willy didn't care, AND HE
SAID......"I'LL STEAL THAT CLOCK, AND COME BACK ALIVE, AND I SWEAR
I'LL NEVER STEAL AGAIN". If only this could be so, because Willy got
caught and had to run from the law. He ran through an old warehouse
and into a back alleyway where a crackhead shouted "YYYEEE NOT USIN'
BLING BLING TELEPORRRTTERRRRRR". Oblivious to dirty smack needles Willy
threw the crackhead to the ground stole the teleporter key and jumped
blindly into the teleporter. He arrived somewhere that seemed familier
but he'd never been there. His head buzzed had a clone of his been
here? That's ridiculous everyone knows you can only clone farm animals
thought Willy or can you? AND WITH THAT LAST THOUGHT THE FINAL PART OF
THE DOWN AND OUT TRILOGY BEGINS (and there's packs of plutonium to
steal from the place he ended up in oh dear looks like Willy's still
stealin' afterall).
5: Instructions
collect all the flashing items from the rooms before the time runs out.
Also I attempted to add a cut scene it's just Willys' sprite blanked
out with some tactically placed conveyors and teleporters. Basically
as soon as you hit the conveyor in the room called Relics from an
ancient time, sit back and watch the next 3 screens. Jumping will screw
things up a bit won't matter too much in the first 2 screens you'll
just miss the teleporters (the screens are looped anyway so you'll
just keep going until you hit the teleporters) but I made most of the
last screen out of fire blocks and these kill you even if you blank the
sprites out. Make sure you don't go right either because me being the
stupid fucker I am used the blank sprite space up.
UPDATE: I took a risk and shifted some of the memory about. I did this
in order to put the finishing touches I couldn't add to the BETA
version (Which there are now 2 of, I saved the original, then the
updated version just incase my memory twiddling resulted in something
terrible happening). I'll maybe release the BETA versions of the
trilogy with the Special editions. Although I don't think it's possible
to finish the earlier versions of Willy the rogue, but skint willy and
this are finishable.
1: STILL STEALIN'
The first room pick up the antique alarm clock and go right, jumping is
strongly advised against in this screen and the next 4 because I used a
lot of fire blocks for graphics. Note if you're just exploring it
doesn't really matter, but if you're playin' to win you must pick the
item in this room up because once you leave by the right there's no way
back.
3: STOP THIEF!!!
This screen isn't really graphically amazing but I'm pleased with my
Coke banner in the background. Observant players will also have noticed
that my moon sprite has crept back in there. Although it is a
different graphic and it's set to bright. Observant players will also
notice the trick I have used to make the policeman appear to be giving
chase from nowhere (it's a simple trick I intended to use it in skint
Willy but I was still pretty clueless when I made that after all it was
only my second game). I did use this trick in a few rooms in Willy the
Rogue, but I didn't want to overkill it. I figured the same tricks used
over and over will begin to bore people.
5: Time to escape
This room has the same effects as the screen before it. I tried to add
shading to the building Willy runs into. Some of my shading effects
work out OK but some are only really noticable on the actual editor,
some require eyestrain once you actually play the game to notice them.
I did intend to stick a 3rd police officer in this room but I didn't, I
was goin' to have it as a female officer. I may still add that near the
end if I have enough sprite spaces and guardians left. Or I may just
leave it for the Special Edition. UPDATE: I finally decided to add the
female police officer, she didn't turn out quite how she was supposed
to. But the one I ended up with is the one I kept because she looks
psychotic the way she swings that truncheon. It looks like it could
crack the very hardest of skulls hahaha.
65: B1 Office
This room has no moving guardians, 1 item and a million more of my
static computer sprites (I used these a lot because it adds to the feel
and they're bloody awkward to jump over). As like most of the rooms in
this part of the game I've recycled the computers almost as much as the
scientists and the contamination suit men. But it's supposed to be
bland like this, Level 01/00 and B1 are supposed to be clinically drab.
This room is just pure story telling, it bares a link with the "What
happens to the Rejects!" screen. Pretty sick really but in a dark
comical sort of way, kind of like the film Bad Taste. The room itself
is pretty harmless, just about everything in there will kill you but
non of it's moving and the item is centimetres from the entrance. The
only way you'll die in this room is if you do it on purpose. and now
I've tied up this part of the map too thank fuck cos' it was starting
to go nowhere fast!
74-5: The Waiting Room why not stay awhile...Why not stay FOREVER!!!
A 2 screen left to right multi death below the LOOKOUT and Clouds
rooms. Obviously they're linked left to right but since they're falling
multi death rooms you obviously can't go from left to right. I got the
idea for the title from the scroll in the waiting room on the original
Dizzy game.
95: OUCH!
Heres where you gain full control again it's just a plain screen grass
stars the moon. Perfect romantic setting if you had a chick with you
hahahahahaha.
Firstly thanks to Matthew Smith and software projects for all things
Miner Willy
Thanks to Tim Williams and Softstone Ltd/Firebird software for stolen
rooms
Harry Price. Anad/Firebird. S. Marsden, D. Cooke/Hewson and SEARCH for
stolen sprites.
This is Freeware don't sell it, or any part of it blah blah blah. Use
bits of it if you want but at least tell me about it if you're
going/want to.
Still Stealin' the final episode of "The Down and Out Trilogy" BETA
finished 8.03am December 4th 2002. All rooms finished all rooms
documented. Additional tweaks, playtesting, and tidying to follow. It's
almost over hahahahhahahahaaaaaaaaaaaaaahahahaaaaahahahaaaahaahaha
hooooo!
UPDATE: I finished the game again, this time making some of the rooms a
bit more tricky adding more guardians, and speeding up some of the
vertical guardians. But I still felt the game was lacking something.
So I saved my newly finished version again as BETA 2
(11.30am 06/12/02). Then I shifted and used up some more memory, so I
could add the things I couldn't before.
I was gonna take a very long break from JSW editing once this was
entirely finished, but the sick thing is I've mapped out at least 5 new
rooms for a new game in my head. Am I addicted to this?
If I've missed anyone out let me know and you will be credited...unless
it's something ridiculous like I invented that particular conveyor
before MS wrote MM in which case, I'll hurl verbal abuse at you.
Hope you have as much fun (and frustrating moments) playing this as I
did making it!
DrUnKeN mAsTeR!!! In the Dying days of 2002!!!
Email: drunkenmaster@radgeez.fsnet.co.uk