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

<Caps> - <Space>  - 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

"Very good... but not much progress." 61% (CRASH #19, August

1985)



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!



JSW2 also plays "Moonlight Sonata" in attract mode, (for want of

a better phrase) and plays Edward Grieg's (1843-1907) "The Hall 

of the mountain king" as in-game music.



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...

