THE SPECTRUM GAME DATABASE JET SET WILLY 2 - THE FINAL FRONTIER PUBLISHER Software Projects AUTHOR Derrick Rowson YEAR 1985 DESCRIPTION A multi screen platform game. Jet Set Willy 2 is a near identical copy of Jet Set Willy 1, but with more rooms and slightly different colours. CONTROLS Q E T U O - Left W R Y I P - Right - - Jump INSTRUCTIONS Using the keys, the aim is to collect all of the flashing objects and then make your way back to The Master Bedroom. CHEATS The poke is: 7543,FF or 7A16,C3 (does the same). In JSW2 the player has in the beginning 8 lives. The lives are stored in a interesting way I have seen that somewhere before (may be too a M.Smith game). As a byte has 8 bits, it's used here. When you fill a memory address with 11111110b and then everytime when loosing a life you shift the byte left through CARRY, the 8th time you get in CARRY flag 0. 1111110b = FEh, if you write FFh instead, you never get 0 in CY. The second way is to make the conditional jump unconditional, instead of JP C,XX can be used JP XX. That's the second poke. Poke 31254,195 lives 30019,255 Infinite lives. 31224,201 Invulnerability 32261,201 Monsters harmless 34686,n Objects to collect (1-174) 30027,n Start room number (0-134) 31657,n Max monsters per room (1-15) SEQUELS/PREQUELS Jet Set Willy 2 is the sequal to Jet Set Willy 1, and is basically just a bigger version. There are many other versions floating about, most of them hacked versions of this game and the original. INLAY CARD TEXT SCORES RECEIVED URL ftp.dcc.uchile.cl/pub/OS/sinclair/snapshots/j/jetset2.zip GENERAL FACTS JetSet Willy was converted to the Amstrad CPC range of computers in 1985. During the translation, it gained a few new rooms, (a mere 76!) and Software Projects deemed it worthy to translate *back* to the Spectrum. This they did... The story this time is that Willy fell down the stairs, and whilst recovering in hospital, called in the builders to take off all the sharp edges on the stairway. They did far more than this... Willy thought it odd that they had green skin, but needed the work done quickly, so thought no more about it. The NASA guide to easy Space travel is recommended for playing this game! JSW2 has 131 rooms, which fill out the gaps in the original map, a room which is supposed to be only accessable by cheating, a real deserted isle, 175 objects (don't panic - you only need to collect 150 of them!) and no Attic Bug. To find out why Willy needs a Space suit, you'd better take a look at the Watch Tower, and there's a surprise new ending too! There's also the final room - "Oh $#!+ - The Central Cavern!" which is a playable room, but inaccessable. What's the function of "Trip Switch"? Go into the room Trip Switch and jump at the switch in the top left-hand corner. A message will appear at the top of the screen saying 'Trip Switch On'. It will remain on until you lose a life (and you will, you will). The idea is to navigate all thirty-odd rooms between there and the Yacht (or maybe the Bow); when you get there, the yacht should start moving and dump you on the Deserted Isle. Here, you collect the object and walk/jump about a bit (I can't remember exactly what) until a counter appears saying 'Time to rescue 999'. When this reaches 000, the right-hand tree will fall. Walk to the right; before you reach the water you will be teleported to the Teleport room (the one with four platforms in an X). The reason for this was a hoax in Your Spectrum issue 7 claiming that you could do this with the boat in the original Jet Set Willy. (Deserted Isle came about from a joke letter being printed in CRASH, stating that if you waited on "The Bow" until Midnight, a raft floated on-screen, and took you to a screen called "Secret Isle" The catch [apart from it not existing!] was that JSW paused after a minute if you didn't press a key. I got round this by leaving a book pressed on a jump key! The room 'cheat' can only be reached by cheating, hence the name; it lies between the Bow and the Deserted Isle, and if you cheat to walk on water, you don't need to go through the rigmarole described above. It's not only possible to enter the room "Secret Passage", it's necessary to go there to get the objects in the Hole With No Name. Jump against the top right-hand part of the wall in "The Hole With No Name". This should let you enter the Secret Passage from the left-hand side. Walk through it; you will appear on the left-hand side on the HWNN (honestly) and can collect the objects there. I think you then have to go back the other way. Is it possible to get into " Star Drive - The Early Brick Version " WITHOUT killing yourself walking across a machine in " Banned "? Yes - But only just... You need to be pixel-perfect! Stand on the very edge of the furthermost right section of the funny "S" shaped walk-through blocks. As the periscope comes towards you, jump at and over it. You only have two pixels of free space to play with - so you need to be damn sharp on the keyboard! NOTES 'Dumb waiter' and 'Macaroni Ted'; Those two were in-jokes at the time. Just as in Manic Miner, MS had a go at Eugene Evans with 'Eugenes Lair', Derrick had another go at him with Dumb Waiter. Eugene also wrote a game called 'Wacky Waiters' for the Vic20. (In 1983!) It was dire, to say the least... And Macaroni Ted was a go at the two blokes who wrote Technician Ted. They worked for the electronics firm Marconi...