Jack the Nipper
Controls
Left − Right |
Z − X |
Joystick |
↔ |
|
Up − Down |
O − K |
Joystick |
↕ |
|
Jump |
O + 0 |
Joystick |
↑ |
● |
Shoot / Honk |
Z / X + 0 |
Joystick |
↔ |
● |
Pick up / Drop |
1 − 2 |
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|
Enter door |
↵ |
|
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Pause − Quit |
H − Q |
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In order to shoot, you need the pea-shooter from the starting room;
to honk you need the horn from the haunted house behind the secret
passage in the museum. Both items can be used from either of Jack’s two
pockets, but if both are present, only the one in pocket 1 takes
effect.
While on floor or street level, up means walking towards the
back of the scene, and in order to jump both up and
fire must be pressed. When standing on furniture, however,
up or fire alone both makes Jack jump. It is therefore
not possible to shoot or honk there, but that would never be useful
either. The two secret passages are entirely in the “furniture” mode,
meaning that you cannot shoot in these locations.
Being in contact with any moving sprite, some stationary ones, or hot
surfaces gives Jack (nappy) rash. Five seconds of contact requires a
nappy change, and the fifth change spells the end of the game. There is
no way to reduce the rash or gain extra changes (lives) in the game.
Map
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The fifty screens in this game are connected in a few different ways.
All left or right-leading doors or streets are two-way connections which
Jack can simply walk through. The three streets are also circular, so
that going in one direction takes you back to where you started after a
number of screens. Alleyways on the other hand are one-way and take you
to the next street simply by walking into them; but in conjunction with
the streets, these too form a loop allowing you to eventually get back
to where you came from. Doors in the middle of screens can be of both
types, but must be activated by the Enter key. Some are one-way, taking
you to another room or out onto a street, while others are paired,
taking you from the street into a building and back to the same street.
Both the entrances to and the exits from the two secret passages are
one-way. The entrances work like alleyways and are entered by moving up
into them, while the exits work like doors and require the use of the
Enter key. When exiting these, you are dropped into the connecting room
from the upper left.
Pranks
Dropping any of the twenty-two items while standing on anything above
the floor breaks the item, which yields 1 % naughtiness. Some of the items have no
other purpose than this as far as I can tell; the others must be used
for their unique purpose first, which normally gives 5 %. As the bomb and the clay both are
destroyed when used, the points for breaking these are awarded when they
are used. The pea-shooter can be used to shoot any character, and the
first twelve times this gives 1 %.
All these actions will annoy one of the characters on the screen, making
them chase Jack until he leaves the location.
Item |
Found at |
Use at |
Naughtiness |
|
Pea-shooter |
Nursery |
Any character (shoot) |
12 × 1 % + 1 % |
|
Teddy bears |
Toy shop |
Anywhere (break) |
2 × 1 % |
|
China plates |
China Shoppe; Kitchen |
Anywhere (break) |
4 × 1 % |
|
Battery |
Police station |
Just Micro (mirror) |
5 % + 1 % |
|
Weight |
Jail |
Hummo Socks (conveyor belt) |
5 % + 1 % |
|
Flower killer |
I. Bloom |
Garden right of house (drop) |
5 % + 1 % |
|
Fertiliser |
Graveyard |
Garden right of house (drop) |
5 % + 1 % |
|
Key |
Lawn |
Bank and Museum (carry or drop) |
1 % |
|
Soap powder |
Bank vault |
Launderette (all machines) |
3 × 2 % + 1 % |
|
Credit card |
Master bedroom |
Bank façade (ATM) |
5 % + 1 % |
|
Glue |
Launderette |
Gummo’s Chomping Molars (conveyor belt) |
5 % + 1 % |
|
Floppy disc |
Bank |
Technology Research (terminal) |
5 % + 1 % |
|
Bomb |
Haunted house |
Jail (drop) |
6 % |
|
Horn |
Haunted house |
All three cats (honk) |
3 × 5 % + 1 % |
|
Clay |
Playskool back room |
Playskool front room (drop) |
6 % |
|
Potty |
Playskool back room |
China Shoppe (drop) |
5 % + 1 % |
|
Bust |
Museum inner gallery |
Anywhere (break) |
1 % |
|
Pacifier |
Museum entrance |
Anywhere (break) |
1 % |
In the two inner rooms of the haunted house and the graveyard outside
it, there are ghosts that chase Jack from the outset. As these can only
be exorcised by a hit from the pea-shooter, it is necessary to visit the
haunted house twice carrying the pea-shooter in one pocket in order to
collect both items there.
The key is not itself used for any prank, but gives access to the
secret passages leading to the haunted house and to the top of the
wardrobe in the master bedroom, where the credit card is placed in order
to be out of Jack’s reach.
Rating
Depending on your final naughtyness score, Jack will give a fitting
assessment of your character:
0–10% | Goody Goody |
11–20% | Namby Pamby |
21–30% | Weedy Wimp |
31–40% | Meddlesome Wimp |
41–50% | Bothersome |
51–60% | Prankster |
61–70% | Trouble Causer |
71–80% | Messy Menace |
81–90% | Annoying Pest |
91–99% | Mischievous Brat |
100% | Little Horror! |
Walkthrough
- Pick up the pea-shooter
- Go two screens to the left and shoot the ghost twelve times (12 %)
- Go right, exit the door and drop the pea-shooter on the street
- Enter the toy shop and pick up the two teddy bears
- Stand on the counter by the door, wait until the store owner is far away, then drop the teddy bears and exit (14 %)
- Go right, enter China Shoppe and pick up the two china plates on the top shelf
- Stand on the counter by the door, wait until the store owner is far away, then drop the plates and exit (16 %)
- Go right, enter the police station and pick up the battery
- Go right and pick up the weight from the jail
- Go left and exit back to the street
- Go three screens to the left and enter Just Micro
- Stand at the mirror in front of the counter (21 %)
- Escape the owner by using the shelves and the counter, and exit
- Reenter and drop the battery close to the door and exit (22 %)
- Go right and pick up the pea-shooter
- Go left twice and up the alley
- Go left and enter Hummo Socks
- Wait until the store owner is far away and jump onto the conveyor belt (27 %)
- Jump off it as quickly as possible and exit
- Go left and enter I. Bloom
- Stand on the counter by the door, wait until the store owner is far away, then drop the weight and exit (28 %)
- Reenter and pick up the rightmost flower killer
- Go two screens to the left and up the alley to the weedy garden
- Go left and shoot the aggressive ghost
- Go left and drop the flower killer (33 %)
- Go right and shoot the aggressive ghost and the stationary ghost, then pick up the fertiliser
- Go left and drop the fertiliser (38 %)
- Exit to the right and return to the left
- Pick ut the fertiliser, drop the pea-shooter, pick up the flower killer
- Go three screens to the left and enter the bank
- Stand on the counter by the door, drop the fertiliser and the flower killer and exit (40 %)
- Go three screens to the right and pick up the pea-shooter
- Go two screens to the left and pick up the key
- Go left, drop the pea-shooter
- Enter the bank and drop the key on the floor
- Enter the secret passage behind the radiator
- Pick up the soap powder and exit the secret passage
- Pick up the credit card, go right and exit the door
- Go four screens to the right and enter the Launderette
- Stand to the right of the washing machines, wait until the owner is even further to the right, then walk past the machines and exit (46 %)
- Reenter, drop the soap powder from the leftmost machine and exit (47 %)
- Reenter, pick up the glue and exit
- Go three screens to the right and up the alley
- Enter Gummo’s Chomping Molars
- Wait until the store owner is far away and jump onto the conveyor belt (52 %)
- Jump off it as quickly as possible and exit
- Reenter and jump onto the desk to the left
- Wait until the store owner is far away, then drop the glue and exit (53 %)
- Go right and up the alley
- Go four screens to the right and jump up to the ATM (58 %)
- Enter the bank and pick up the key
- Stand on the counter by the door, drop the credit card and exit (59 %)
- Reenter, carefully pick up the floppy disc without entering the secret passage and exit the main door
- Drop the floppy disc and pick up the pea-shooter
- Go two screens to the left and up the alley
- Go two screens to the right and enter the museum
- Go left, drop the key and enter the secret passage behind the radiator
Note that the last jump in the secret passage is very difficult
- After exiting the secret passage, immediately jump off the hot fireplace
- Enter the door, go left and shoot the aggressive ghost
- Go left, shoot the aggressive ghost and pick up the bomb from the hot fireplace
- Go right and shoot the aggressive ghost
- Go right, exit the door, and shoot the aggressive ghost
- Go three screens to the right and up the alley
- Drop the bomb outside the Launderette; ensure that the pea-shooter is in pocket 1
- Go two screens to the right and enter the museum
- Go left, pick up the key and drop it again
- Enter the secret passage behind the radiator again
- Exit the passage, enter the door and pick up the horn
- Exit the door and shoot the aggressive ghost
- Go three screens to the right and up the alley
- Drop the pea-shooter outside the Launderette and pick up the bomb
- Go two screens to the left and enter the police station
- Go right and drop the bomb (65 %)
- Go left, honk the horn near the cat and exit (70 %)
- Go four screens to the left and up the alley
- Go right and up the alley
- Go four screens to the right and pick up the floppy disc
- Go two screens to the right and enter the house
- Go left into the living room, honk near the cat and exit to the right (75 %)
- Drop the horn and the floppy disc
- Go right into the kitchen and pick up the two china plates
- Go two screens left, break the china plates and exit to the right (77 %)
- Pick up the horn and the floppy disc and enter the door
- Exit the door, go two screens left and up the alley
- Go two screens to the right and enter Technology Research
- Wait until the store owner is far away, then jump onto the terminal (82 %)
- Exit, reenter, break the floppy disc and exit again (83 %)
- Go left and up the alley
- Go three screens to the right and enter the Playskool
- Enter the door to the back room and pick up the clay
- Honk the horn near the cat and exit the door (88 %)
- Go two screens to the right and up the alley
- Enter Gummo’s Chomping Molars, break the horn and exit (89 %)
- Go right and up the alley
- Go three screens to the right and enter the Playskool
- Drop the clay and enter the door (95 %)
- Pick up the potty and exit
- Go left and pick up the pea-shooter outside the Launderette
- Go three screens to the left and enter China Shoppe
- Drop the potty (100 %)
At this point, the game ends; the following describes how to compensate for up to 5 missing percentage points
- Exit, reenter, pick up the potty, break this and exit again (101 %)
- Go four screens to the left, enter the museum and drop the pea-shooter
- Go left and pick up the key and the bust
- Go right and exit the main door
- Go two screens to the right, enter Just Micro and jump onto the counter
- Drop the key and the bust and exit the door (103 %)
- Go two screens to the left and enter the museum
- Pick up the pacifier and the pea-shooter and exit the main door
- Go right and enter the alley
- Go right and enter the alley (again)
- Go left and shoot the aggressive ghost
- Go two screens to the left and enter the house
- Enter the door and go to the right
- Jump onto the bed and drop the pea-shooter and the pacifier (105 %)
The choice of final location does not matter, but the starting screen seems appropriate