GhoST oF WiLLY
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GhoST oF WiLLY is the fourth JSW game created by Carl Paterson. It was designed using JSWED 2.3.7. The game was released in June 2025 (v. 2; v. 1 was an unreleased development file) after some "postproduction" by Daniel Gromann. |
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GAME PREMISE: Jet Set Willy, the legendary adventurer, must come out of retirement after a curse originally meant for his descendant, Jet Set Junior, falls upon him. Stripped of his physical body and trapped in spirit form, Willy must return to his old mansion — now transformed into a surreal reflection of his own subconscious — to collect sacred relics and break the curse at Queen Maria’s altar. As he navigates twisted echoes of his past, the fate of the entire Jet Set family line hangs in the balance. The player must collect all the sacred relics — the Spirit Itemz — needed to reunite Willy’s mind with his body and lift the curse once and for all. |
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GhoST oF WiLLY features: |
- 61 newly designed rooms; |
- Mostly new and some modified guardian sprites; |
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- 256 items to collect; |
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- A significant difficulty level - the use of some 'assistive tools' |
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such as saving/reloading snapshots, Rollback or the infinite lives POKE |
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is highly recommended; |
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- A new title-screen tune and a superlong in-game tune, 1,536 bytes long, |
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i.e. 24 times as long as the tune in the original JSW, composed of a series of shorter tunes, |
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never before used in a JSW game for the Spectrum, all in ternary time signatures, |
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which is a first for JSW48 games; |
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- A custom-made title screen, custom font ("Dead Forest" by Damien Guard) and other enhancements; |
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- Something extra at the completion of the game. |
GhoST oF WiLLY is FREEWARE. |
Download, enjoy and share! |
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(53 Kb) |
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(The ZIP package includes the game [v. 2] in TAP and TZX formats, the Readme and info about the game's credits.) |
Please visit also the game's page on JSW Central. |
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Please, let Carl and me know you have played GhoST oF WiLLY! |
Share any comments you may have, or just drop us an e-mail to let us know you have played the |
game, without any specific observations. The biggest gratification and encouragement |
for anyone designing free games is to know that someone else has played them! |