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S.O.A.
aka: Edward Martland
Location: UK
mailto:edward@manmart.demon.co.uk
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JSW - The Time Hole (128k)

Willy was asleep. "Ah! NO! the FEET!!!" he cried out. In his dream he was in a dark place filled with feet (Willy, being a nervous child, was terrified of the foot on Monty Python, creating a permanent emotional complex). Though he tried to run away from them, he found himself pulled inexorably towards them. He kept falling lower and lower into the pit, approaching certain death at the toes of a particularly nasty white one. As he was about to be smashed, he woke up...

"What the…?" he thought. "Why am I in the bathroom?" Looking around him, he remembered a comic book he had read once when he was seven "Oh Lord! I'm in a time rift!" Keeping calm, Willy thought what to do "I've got it! That machine I bought from that strange little market seller! That will fix this problem. But how to get it working? The last time I had a party its parts got scattered all over the house, and I'm really not in the mood for MORE running around picking up little bits of stuff. Especially while I've still got all those weird whatchamacallits running around in my house. Oh why did I let that scraggly looking pot head Matthew help plan my house? Well, I guess I've got no choice, I must get out of this time rift and get those bits before the rift consumes everything."

Well, you heard the man. Off you go.

Download The Time Hole
Download The Time Hole 2.0 - Special Edition
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Erix1's Review
Jupp, a game about feet and time travel done with John Elliott's JSW-editor. As most 128Kb-games it's a bit too big for my taste, but as stated in the room "You really should save here", there's always the possibility to save and continue another day (when using an emulator). Most rooms are great both layout- and problem solving-wise although you once again, are forced to meet most of the same, old, overused starting-to-bore-me guardians (Apart from the room "Henry's Home", which is an extract from the JSW rip-off "Henry's Hoard".(Nice one!)) Fortunately the falling-into-new-rooms-from-great-heights-or-on-top-of-a-guardian-or-on-some-nasty-bricks-loosing-all-your-lives-death traps (From now on refered to as "Finrfghootoagoosnblayld-traps") are not as common as in Gawps 128-game "Willy Comes Home". The reason I find the Finrfghootoagoosnblayld-traps so annoying are that I think the Spectrum JSW-games should be playable not only on emulators but on real Spectrums as well (and they can't do snap-saves…) A couple of rooms that have annoyed me on this point are "Hell (You know it was somewhere)", a screen which utilizes this effect to condemn you Satan-style, and when moving right from "The Green Room", which puts you right on top of some nasty/fire-attributes. (This seems more like something of a mistake which the author should correct…) Apart from the Finrfghootoagoosnblayld-traps, the game is great. How I'm supposed to get past the "Loose Viral Swarm" without cheating, beats me, but I always did want to see "Willy's Trainset" and there's finally some originality added to the unavoidable "Red Room" (This time done in a more "Shining" way). VERDICT: NICEONEYEAH!

P.S. By all means, do try to activate the Trip Switch. It will trigger one of the coolest effects ever seen in a Jet Set Willy-game. (You bastard…)

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JSW vs The Beatles (128k)

The Plot...

JSW vs The Beatles is set on an island which is an immense shrine to the Beatles. He must go across the island to the pyramid, which is a mini tribute both to the Speccy/C64 shoot-em-up game, and to the KLF (who were mooted to build one but never did). From the pyramid you make your way down underground until you reach the entrance to four temples - one to each Beatle. Each temple has 31 1/2 rooms, and each one forms half of one of two figures of Willy. In each temple should be a tripswitch. These are not affected by Willy's death, and all four must be flipped so that Willy can teleport back to the shore and walk across the water to his boat, then go home with his loot.

Work in Progress
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So The Story Goes...

Willy, having grown tired of living in a huge house and constantly having to tidy up after parties while dodging various things, finally sold his house and bought a stylish American apartment. In Blackpool. For whatever reason he brought Maria along, but it's not worth going into all that right now. Now, as with all rich people, Willy felt he had done virtually everything he can do, and decided to return to his former hobby of adventuring. One day, he heard of a great treasure, and feeling bold (and craving fame), he decided to set off in search of it. If you've ever played Join The Jet Set, you'll know this is not necessarily the best way for Willy to spend his time. Still, off he went, saying to himself "This is going to make me a legend, oh yes indeedy!"

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So, here he is now on an island that is a shrine to the Beatles (but the KLF are sneaking in, as the KLF often do). He must go through the island, finding the lost treasure of Lemchast, the fourth wise man (of The Gospel of Les, from the New Pimlico Bible "Then, opening their treasures, they offered him gifts of gold and frankincense and myrrh, and then Lemchast gave him the latest Man U strip, and lo, the child Jesus was upset, for it was already out of date, and anyway, he supported Arsenal"). Then he must go home. Along the way he will encounter strawberries, Hell's Angels, chickens, happy warm guns and bad cash-in products, flip some switches and maybe even learn the secret of life itself*

*NB: "Maybe" and "Yes" do not mean the same thing

 

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From the original location of Gawp's Jet Set Willy Pages

Last updated: September 12, 2001.

Thanks to Emulation Unlimited for providing the web space.
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