![]() ![]() Smith seemed to design Jet Set Willy with mere mortals like myself in mind. ![]() It was the opposite in fact, with brilliantly clever screens like The Warehouse and Solar Power Generator appearing near the end. Amazingly, Smith hadn't stacked all of the best caverns at the beginning. It was only years later, watching a play-through video on the web that I actually saw the entire game. It was intense the difference between safety and certain death was often nothing more than the width of a pixel.Īfter playing Manic Miner for months I don't think I ever got past the fifth cavern, Eugene's Lair, with its killer toilets. ![]() In each one you had to collect the keys while avoiding the nasties and unlock the exit before your air supply ran out. There were 20 underground caverns to explore, but like a lot of early games they had to be completed in turn. It's certainly the one I have the fondest memories of playing as a child.įor me Manic Miner was just too difficult. I'm a fan of both, but if I was forced to choose my favourite then it would be Jet Set Willy every time. The games, programmed by 8-bit whiz kid Matthew Smith, are both brilliant platformers that have captivated gamers ever since they debuted on the ZX Spectrum in the early eighties. Asking a Miner Willy fan to choose between Manic Miner and its sequel, Jet Set Willy, is like asking a parent to pick their favourite child. ![]()
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