The sewer arches also bear some resemblance to the train station where I The downstairs has the water element probably Living room may mean something to somebody. It doesn’t really make any sense, though the barrels in the Three screens to the right constitute the living room, a bedroom, andĭownstairs. Lower right are two chairs and a sofa, in case it wasn’t obvious. Reason these screens are so sewer-centric was due to an upsettingīlocked drain incident that occurred when we were living there…Īs you can see, Holt Road is one of the screens - those blocks on the (now Marc Wilding - SP C64 coder) was a frequent guest. I shared the place with Stuart Fotheringham (SP artist), and Marc Dawson Pictures of Matthew Smith et al in the terraced house in Holt Road.]
Where I lived while working for Software Projects. This whole section is “inspired” by Holt Road. Quite easy to physically make the new maps, since Derrick had written a Though other screens may have been added for different reasons. The gap filling was a later rather than earlier addition to the game, This so that the cartography room would make sense, so it may be that Screens were added to fill “gaps” in the original. So here goes, some notes as per your map sections. The original brilliant work by Matthew Smith, so nothing here is None of our additions for “JSW2” would have been possible without Before I get into this, I want to make it clear that
Was already in the game! I am guessing that it is not in the Spectrum Shipping game, and it was funny to see various hacks on the CPC thatĪdded primitive room select modes, when all the time a really cool one Willy around the room to set his starting location. Take you to the room, and once there you again used the cursor to move Would use the cursor keys (or joystick?) to select the room, which would You could select which room to go to (all rooms were filled in). Once there, instead of controlling Willy, you had a cursor and This enabled a cheat which would take you to the cartography room at any time upon the press Quite possible that I got it wrong, it being But it is a kids counting rhyme, like:Įeny Meeny Macka Racka Air I Domi Nacka Alla Packa Rumpa Racka Rum Tum Tush. [Editor’s note: the obvious question was asked: We have a cheat code, that went: “EMMRAIDNAPRRRTT” (which isĪctually the initials to the words in a nursery rhyme), followed byĮither the ESC key or perhaps another key or two. One thing is that on the Amstrad, the Cartography room, as well as beingĪ fun little screen in the game, was actually used by Derrick and I as aĭebug mode. I will take a look at the map again and see what other notes I can share. It was meant to be just a fun little bonus - I am not even certain that the powers that be Software Projects knew about the ending. I believe we considered making it playable, but there was some issue with the way the data worked that made it a bit tricky and then we were under a lot of pressure to finish the game. So really, it was just a variation on Hero Worship, which is another large sprite.Īnd another question about why Willy can’t be played in the Oh $#!+!The Central Cavern!:Īs I recall, the idea we had was that Willy was in some sort of recurring nightmare, which is why the Central Cavern is in there. The camel, and various other enemies, were taken from the demo that I sent to Software Projects when I was applying for the job there the year before. It is a large version of a camel sprite that appears in some of the lower rooms. Steve Wetherill, who is contactable via, answered a Thanks for the trip down memory lane - certainly a blast from the
I left Software Projects to go and work at Odin Computer Graphics, and Derrick ported the Amstrad code back to the Spectrum after I left, whereupon it was released as JSW2. JSW was the second game I coded professionally, having done the Manic Miner port to CPC again with Derrick previously.ĭerrick and I added all those additional screens (when compared to the original JSW) mainly because we were having a blast doing it. The Jet Set Willy 2 game originated from the Amstrad CPC version of JSW, which I developed with Derrick Rowson while Software Projects all those years ago. Hello - I came across your JSW2 game pages today, quite a nostalgia trip. Steve Wetherill contacted the author in February 2006: