"WiLLY iN ThE MiRRoRVeRSE" - Credits The game is a redesign of Matthew Smith's "Jet Set Willy". It uses its game engine (somewhat modified) and some of the original rooms and sprites were the starting point for the new designs. The game was created using John Elliott's excellent JSW Editor (JSWED, http://www.seasip.info/Jsw/jswed.html). John's adjacent ropes patch (new) and no-auto-pause fix were applied in the game. All of the new rooms and new sprites were created by Carl Patterson of CnP Projectz, who should always be listed as the sole author of "WiLLY iN ThE MiRRoRVeRSE". Technical modifications to the game, such as a custom-made title screen, were applied by Daniel Gromann (jetsetdanny). Richard Dymond (SkoolKid)'s complete JSW disassembly (https://skoolkid.github.io/jetsetwilly/) was instrumental in applying technical modifications to the original game code. The font was copied from "20 Character Set Fonts" (also known as "Character Set Collection") by K. Maddocks (Sigmasoft, 1985). Andrew Broad's "Technical Notes" on his 2002 game "Goodnite Luddite" were helpful in implementing the new font in "WiLLY iN ThE MiRRoRVeRSE". All of the in-game tunes were coded by Daniel Gromann, who also created the technical solution for the tunes to be played in various modes and from various memory locations (developing some earlier solutions he had created together with Ian Rushforth [IRF]). None of these tunes have ever been used in a ZX Spectrum JSW game before, with the following exceptions: - The tune which plays in rooms 37, 41, 42 and 48, based on a Russian piece called "Korobeiniki" (also known as "Korobushka"), was used by Andrew Broad in "Goodnite Luddite" (2002). However, there it was used in a shorter (64-byte-long rather than 128-byte-long) version, coded in a different key, in a way reflecting Doctor Spin's 1993 single "Tetris", while the version used in "WiLLY iN ThE MiRRoRVeRSE" was coded reflecting The Chad Mitchell Trio's 1960 song "Hey Nanine". - The tune which plays in room 07 (an excerpt from Frédéric Chopin's "Marche funèbre" from his Piano Sonata No. 2 in B♭ minor, Op. 35) was used in Carl Paterson's "AmAZiNG WiLLY" (2022). Richard Hallas's document "A Miner Triad. Music in Jet-Set Willy and both versions of Manic Miner" (https://hallas.net/Software/music.htm) was instrumental (no pun intended) in managing and coding the music. Ian Rushforth (IRF)'s innovations related to in-game music allowed the introduction of 128-byte-long tunes (https://jswmm.co.uk/topic/186-playing-around-with-the-in-game-tune-in-jsw/). His help in applying in earlier projects some of the code changes and bug fixes mentioned below was also helpful for modifying the code. Ian's fix for the first missing note of the in-game tune was applied in the game. Norman Sword's solution to fix the "Jagged Finger" and "Delayed Attribute" flaws in the Jet Set Willy game engine as well as his optimisation of the Game Over sequence were applied in the game. Stuart Brady (Zub)'s Cell Graphics Bug Fix was applied in the game. The Binary Hex Converter (https://www.binaryhexconverter.com/) was the standard tool used to convert values back and forth between the decimal and hexadecimal systems while introducing changes to the game's code. Claus Jahn's ZX-Modules (formerly at http://www.zx-modules.de) were very helpful in creating the game, especially his ZX-Paintbrush in creating the loading screen, his ZX-Editor in creating the BASIC loader and his ZX-Blockeditor in producing the final TAP and TZX game files. Andy Ford (Spider)'s Screen Compressor (https://jswmm.co.uk/files/file/77-screen-compress/) was used to compress the loading screen. The ZX Spin emulator (https://www.zophar.net/sinclair/zx-spin.html) was used to copy and paste blocks of code and also to playtest the game. Jonathan Needle's Spectaculator (https://www.spectaculator.com/) was used to playtest the game.