Mighty Jill Off

Last updated

Mighty Jill Off
Mighty Jill Off.png
Title screen for Mighty Jill Off
Developer(s) Anna Anthropy
Designer(s) Anna Anthropy
Artist(s) James Harvey
Composer(s) Andrew Toups
Platform(s) Windows, Mac OS X
Release2008
Genre(s) Platform
Mode(s) Single-player

Mighty Jill Off is a 2008 independently developed freeware platform video game designed by Anna Anthropy, with art by James Harvey and music by Andrew Toups. It stars a submissive named Jill, who has a boot fetish and is forced to climb up a tower after her Queen kicks her down it as punishment. Jill does this by jumping and slowly descending over obstacles. Jill can be defeated in one hit by these obstacles, but will return to the last check point. The game serves as an homage to the 1984 arcade game Bomb Jack and its console and computer sequel, Mighty Bomb Jack . It had follow-ups, such as Mighty Jill Off - Jill Off Harder Edition and Jill Off With One Hand. Jill made a cameo appearance in the 2010 video game Super Meat Boy as a playable character.

Contents

The game's BDSM and lesbian themes were implemented by Anthropy, a BDSM practitioner, for the purpose of providing legitimate "dykes" in video games. She also made the game difficult, to fit in with its BDSM theme. James Harvey attempted to make this game appealing for the BDSM community. Mighty Jill Off has received praise for its BDSM themes from critics of websites such as Rock, Paper, Shotgun and Game Set Watch. It was also praised for its high level of difficulty by editors of GamesRadar and Bitmob. 1UP.com included it in its list of favourite free PC games of 2009.

Gameplay and scenario

In Mighty Jill Off, Jill can be defeated in one hit by several obstacles, including spikes as shown here. She is able to slow her descent mid-air to hover over spikes, which allows her to get through tight, spiked passageways. Mighty Jill Off Gameplay.png
In Mighty Jill Off, Jill can be defeated in one hit by several obstacles, including spikes as shown here. She is able to slow her descent mid-air to hover over spikes, which allows her to get through tight, spiked passageways.

Mighty Jill Off incorporates several BDSM themes. It stars a submissive lesbian named Jill who has a boot fetish. [1] She is kicked to the bottom of her Queen's tower for acting like a "greedy slut". Jill attempts to climb back up the tower and return to her Queen; once there, she is given affection, constricted and gagged, and made to do it again.

Some of Mighty Jill Off's gameplay is borrowed from the 1986 arcade game Mighty Bomb Jack as a tribute. [2] Players control Jill in only three ways: moving, jumping, and slowly descending. In the air, players may cause Jill to slowly descend by rapidly pushing the jump button while pointing in the direction that they want her to go. Players can switch direction while they do this. [2] There are three types of obstacles: spikes, fire, and spiders; the latter can move to attack Jill when she comes close. [3] Coming into contact with these obstacles kills Jill instantly, forcing her to start at the most recent checkpoint—typically located at a change in room. There is only one level in the game, but with several rooms in it. The screen scrolls vertically with Jill as she ascends up the tower. Each room transition is demonstrated by a change in the room's background colour. Jill has infinite lives, allowing players to play as long as they like without having to start the game over. [2]

Development

Mighty Jill Off was designed and developed by American video game designer and critic Anna Anthropy, also known as Auntie Pixelante, in 2008. James Harvey provided the artwork for the game, while Andrew Toups created the music. [4] Anthropy designed Mighty Jill Off to feature "dykes and perverts" to make up for "the distinct lack of real dyke characters and dyke desire in games". She argued that while "supposed dykes" are seen in commercials, these characters are "written and drawn by men". She said that "they don't look like us, they don't express themselves like us, they don't lust like us." [5] Anthropy compared the challenge of players who lead Jill through the game as similar to the challenges of a top who leads the bottom through a scene. [6]

Art design

Concept art for Jill, drawn by James Harvey, showing the multiple concepts for Jill that he created before deciding on the final one. Mighty Jill Off concept art.png
Concept art for Jill, drawn by James Harvey, showing the multiple concepts for Jill that he created before deciding on the final one.

While the character artwork for Mighty Jill Off was created by James Harvey, Anthropy first designed Jill in sprite form. Harvey was initially wary of doing work that was BDSM-themed; he felt that it was easy for something that is both cartoony and sexual to make viewers feel uncomfortable and used the Japanese harem anime genre as an example. He added that in humorous, sexually-oriented cartoons, there is a "fine line" between "cute and funny" and "repulsive". He wanted to design the relationship between the Queen and Jill in a way that people in the BDSM community could identify with it, while also avoiding putting people off who were not into BDSM. He used European comics as a model for his art work, which he admired for the "permissive attitude they have to sex in cartoons". He also cited as inspiration specific Japanese cartoonists who he felt had successfully portrayed sex in animation such as Monkey Punch, the creator of Lupin III . [7]

Harvey designed the Queen based on a loose description by Anthropy. He wanted to make her "sexy and authoritative" and to look like a "fully grown human with relatively realistic proportions". [7] He designed her to be an "amalgamation of every lesbian friend" he had "secretly been attracted to". [8] He initially designed her with a veil, but felt that this was too superfluous and girly; he decided to adorn her with spikes instead. [9] He attempted to design the title screen's background to "emphasise the drama of [the] situation, or to expressionistically[sic] symbolise the characters in the scene". However, there were some hurdles; he originally envisioned the Queen's tower to be a smooth, straight one, but felt that it would be too phallic, which would be meaningless symbolism given the game's content. [9] Anthropy and Harvey held a contest for people to contribute fan art for the game; the five winners won hand-made Mighty Jill Off activity books, which included activities such as creating make-out partners for a group of "repulsive, tongue-waggling oafs", as well as writing a poem for the game's Queen. He scanned one of the books and posted it online, allowing others to contribute and send in their drawings. The book features several BDSM-related themes. [10]

Harvey was split between two designs for Jill. He either wanted to depict her as a "funny little megaman character" or a grown woman; however, both approaches had their own pitfalls. He felt that the former could come off as too much like Japanese lolicon-styled art, while the latter could make the story seem too serious. The Queen's more realistic design made him question whether a child-like Jill would be appropriate. [7] He designed several versions of Jill with different proportions and sent them to Anthropy so she could pick her favourite. He compared two of the designs to Nintendo characters Mario and Link; the Mario-like design he called a "standard video game design", while the Link-like design he called "slightly realistic". The Link-like design was the most realistic design that he did because he felt that making it too realistic could make it too difficult for players to identify with, and could diminish the humorous elements of the game. [7] He also intended to design her as "dumpy and podgy" to make her more "lovable". [7]

Anthropy told Harvey that she preferred characters with more realistic proportions; as a result, he ended up with a design that was three and a half heads tall. Due to her submissive position, he designed her to be an "innocent" who looked "eager-to-please", with "benign, wide eyed facial expressions". [8] The evolution of her design resulted in Harvey having to redesign her appearance on the title screen. [9] He employed different colors to demonstrate Jill's feelings for the Queen; he used a rose tint to demonstrate her "blissful display of affection" while using a grey wash to demonstrate her sadness. [9] Harvey intended to add some red to her rubber body suit order to make her stand out from the background; however, he felt that this made the suit look more like a "crazy wrestler costume". [7] He later thought to include grey in the design or to put her initials on her chest, but decided on using an all black design. One of the difficulties of designing the suit was to make it look shiny without resembling "gross lolicon manga porn". [8]

Follow-ups

A harder version called Mighty Jill Off - Jill Off Harder Edition, was released in October 2008, 8 months after the original version. [11] Anthropy compared it to the Nintendo game Super Mario Bros.: The Lost Levels which was noticeably more difficult than its predecessor, Super Mario Bros. She made it with the intention of reusing assets from the original game such as sprites and backgrounds but making sure that none of the challenges were recycled. [3] She also made a follow-up called Jill Off with One Hand, which features "OneSwitch" gameplay, a type of gameplay which requires only one button to play. [12] It was created over the course of Buy Nothing Day and was created with the intent of making it playable on mobile phones. [12] The protagonist Jill was featured in the 2010 platform game Super Meat Boy along with several characters from other games. [13]

Reception and promotion

Mighty Jill Off has received generally positive reception. Retronauts ' Jess Ragan praised Anthropy for her understanding of what made Mighty Bomb Jack good. [14] 1UP.com 's Scott Sharkey listed Mighty Jill Off as one of his favourite independently-developed freeware games in 2009. [15] Gamasutra listed it as one of their runners-up for the top five best indie games of 2008. [16] On two separate occasions, IndieGames' Tim W. listed Mighty Jill Off as "game picks"; first for the original version, and second for Mighty Jill Off - Jill Off Harder Edition. [11] [17] GamesRadar 's Nathan Meuiner listed the game as one of the "most ruthlessly punishing indie games" and wrote that the difficulty level may make players question whether the "pain of a million deaths is worth the pleasure awaiting" players. [18] Bitmob's James DeRosa called it "tough-as-s***" and gave credit to Anthropy for coining the genre "masocore". [19]

The game has also received praise for its insight into BDSM and the dom/sub relationship. Rock, Paper, Shotgun 's Kieron Gillen called it an "interesting examination of the master/slave relationship". [2] Rock Paper Shotgun's Alec Meer described it as a "wry, subversive examination of why video game protagonists put themselves through a torturous amount of struggle to reach their objectives". [20] James DeRosa praised Anthropy for her implementation of elements and ideas that most games do not cover and called it a "hypersexualized, bondage-themed platformer" with which Anthropy "explores the power dynamics of sexuality and disassembles essentialist male and female sex roles as portrayed in video games -- as well as the significance of difficulty and reward as a design method". [19]

Related Research Articles

<i>Ico</i> 2001 Japanese action-adventure video game

Ico is an action-adventure game developed by Japan Studio and Team Ico and published by Sony Computer Entertainment for the PlayStation 2. It was released in North America and Japan in 2001 and Europe in 2002 in various regions. It was designed and directed by Fumito Ueda, who wanted to create a minimalist game around a "boy meets girl" concept. Originally planned for the PlayStation, Ico took approximately four years to develop. The team employed a "subtracting design" approach to reduce elements of gameplay that interfered with the game's setting and story in order to create a high level of immersion.

<span class="mw-page-title-main">Parker Posey</span> American actress and musician (born 1968)

Parker Christian Posey is an American actress and musician. Posey is the recipient of a Golden Globe Award nomination, a Satellite Award nomination and two Independent Spirit Award nominations.

<span class="mw-page-title-main">Keiji Inafune</span> Japanese video game producer, illustrator, and businessman

Keiji Inafune is a Japanese video game producer, illustrator and businessman. Starting his career at Capcom in the late 1980s, his job was as an artist and illustrator. The first two games he worked on were the original Street Fighter and Mega Man in 1987. He was then an illustrator and artist of the Mega Man series during the NES and Super NES era. For Mega Man X, he created and designed the character Zero.

Chris Redfield is a character in Resident Evil, a survival horror video game series created by the Japanese company Capcom. Chris debuted as one of the two playable characters of the original Resident Evil (1996), alongside his partner Jill Valentine, as a member of the Raccoon Police Department's Special Tactics And Rescue Service (STARS) unit. Vowing to never let any tragedies like Raccoon City happen again, Chris becomes a founding member of the United Nations' Bioterrorism Security Assessment Alliance (BSAA).

<span class="mw-page-title-main">Nina Williams</span> Fictional character in Tekken fighting game series

Nina Williams is a fictional character from Namco's Tekken fighting game series. A cold-blooded Irish professional assassin, Nina made her first appearance in Tekken, the original game in the series. in the series. Notably, Nina is one of the three playable characters and the sole female character to appear in all main installments in the series. She also starred in her own spin-off game, Death by Degrees. Nina has a summer version named Summer Nina who's introduced in Tekken Mobile. Summer Nina has the same fighting style and the same Rage Art like Nina.

<i>Saw</i> (franchise) American horror media franchise

Saw is an American horror media franchise created by James Wan and Leigh Whannell, which began with the eponymous 2004 film and quickly became a worldwide pop culture phenomenon. The franchise has expanded into various films and other media, including video games, comic books, music, theme park attractions, and merchandising including toys, masks, and clothing; with a television series in development. Saw is one of the highest-grossing horror franchises of all time.

<i>Clean Asia!</i> 2007 video game

Clean Asia! is a freeware vertically scrolling shooter video game. It was developed by Jonatan "Cactus" Söderström and released for Windows on February 1, 2007.

<span class="mw-page-title-main">Edmund McMillen</span> American video game designer and artist

Edmund Charles McMillen is an American video game designer and artist. He is known for his Adobe Flash games with unconventional visual styles. His works include 2010's side-scroller Super Meat Boy, 2011's roguelike game The Binding of Isaac, and its 2014 remake, The Binding of Isaac: Rebirth.

VVVVVV is a 2010 puzzle-platform game created by Terry Cavanagh. In the game, the player controls Captain Viridian, who must rescue their spacecrew after a teleporter malfunction caused them to be separated in Dimension VVVVVV. The gameplay is characterized by the inability of the player to jump, instead opting on controlling the direction of gravity, causing the player to fall upwards or downwards. The game consists of more than 400 individual rooms, and also supports the creation of user-created levels.

<span class="mw-page-title-main">Gregory Avery-Weir</span> American game designer and writer

Gregory Avery-Weir is an American game designer and writer, best known for the 2009 browser game The Majesty of Colors. Avery-Weir lives in Charlotte, North Carolina, United States.

<span class="mw-page-title-main">Anna Anthropy</span> American video game designer

Anna Anthropy is an American video game designer, role-playing game designer, and interactive fiction author whose works include Mighty Jill Off and Dys4ia. She is the game designer in residence at the DePaul University College of Computing and Digital Media.

<i>The Room Tribute</i> 2010 flash video game

The Room Tribute is a point-and-click adventure game released on September 3, 2010, that serves as an unofficial adaptation of the 2003 film The Room directed by Tommy Wiseau. It was programmed by Newgrounds founder Tom Fulp, with artwork by Newgrounds staff member Jeff "JohnnyUtah" Bandelin, and music by animator Chris "OneyNG" O'Neill. The game was designed in the style of 16-bit graphics, much like similar games based on the films Tremors and The Hunger Games for Newgrounds' own 2010 and 2012 April Fools jokes.

<i>Sissys Magical Ponycorn Adventure</i> 2011 video game

Sissy's Magical Ponycorn Adventure is a 2011 indie graphic adventure game developed by Untold Entertainment Inc. founder Ryan Creighton and illustrated and voiced by his then-five-year-old daughter Cassie Creighton. It was released as a browser game on computers, and later released on the iPad and BlackBerry PlayBook. The game follows the titular character Sissy, voiced by Cassie, as she searches for fictional creatures called Ponycorns, a portmanteau of the words pony and unicorn. Cassie drew the artwork at the Toronto Game Jam. Ryan then integrated the art into the Untold Graphic Adventure Game System (UGAGS) that the game uses. The game received positive reception for its cute appearance, Cassie's ambitious design, and her voice acting.

<i>Encyclopedia Fuckme and the Case of the Vanishing Entree</i> 2011 video game

Encyclopedia Fuckme and the Case of the Vanishing Entree is an independently developed freeware dating sim developed and written by Anna Anthropy. The game stars a submissive who eagerly goes to Anni, her dominant partner, only to find that Anni plans on eating her for dinner in her house. The player is forced to make branching choices which affect the game's outcome.

<i>Dys4ia</i> 2012 video game

Dys4ia is an abstract, autobiographical Adobe Flash video game that Anna Anthropy, also known as Auntie Pixelante, developed to recount her experiences of gender dysphoria and hormone replacement therapy. The game was originally published in Newgrounds but was later removed by Anthropy.

Mattie Brice is an independent video game designer, critic, educator, and industry activist. Her games and writing focus on diversity initiatives in the games industry, discussing the perspective of marginalized minority voices to publications like Paste, Kotaku, and The Border House. Her games are freeware and do not require programming to create.

merritt k, formerly Merritt Kopas, is a Canadian video game designer and developer, as well as an author and a zine creator.

<i>Achievement Unlocked</i> 2008 video game

Achievement Unlocked is a 2008 Adobe Flash platform video game developed by John Cooney and published by Armor Games. It was developed in four days. The player controls an elephant who moves and jumps around a level with the goal of completing every achievement. Such achievements include finding all numbers, dying, or even doing nothing for enough time.

Masocore is a video game subgenre with a focus on intense difficulty, often featuring complex or unfair mechanics. The name is a portmanteau of "masochism" and "hardcore", suggesting that players of the genre are hardcore gamers who find pleasure in the aggravation required to beat the games and the feeling of reward afterwards for having surpassed a seemingly insurmountable challenge. Masocore games are mostly 2D sidescrollers, harkening back to retro Nintendo hard platformers, although the definition can also be taken to encompass fully 3D games of high difficulty such as soulslikes.

References

  1. Alexander, Leigh (30 March 2012). "Anna Anthropy turns a personal struggle into a heartfelt game". www.gamasutra.com. Retrieved 2021-01-24.
  2. 1 2 3 4 Gillen, Kieron (2008-09-17). "Whip It: Mighty Jill Off". Rock, Paper, Shotgun . Archived from the original on 2010-11-09. Retrieved 2010-12-08.
  3. 1 2 Anthropy, Anna (2008-10-15). "jill off harder". Auntie Pixelante. Anna Anthropy. Archived from the original on 2011-06-13. Retrieved 2011-04-25.
  4. "Mighty Jill Off". Anna Anthropy. Archived from the original on 2011-02-09. Retrieved 2010-12-08.
  5. "Anna Anthropy interview – Auntie Pixelante is in the house!". Lesbian Gamers. 2008-12-19. Archived from the original on 2010-11-28. Retrieved 2010-12-08.
  6. Alexander, Patrick (2008-09-23). "Interview: Anna 'Dessgeega' Anthropy". Eegra. Archived from the original on 2011-07-10. Retrieved 2010-12-08.
  7. 1 2 3 4 5 6 Harvey, James (2008-03-15). "Mighty Jill Off". James Harvey. Archived from the original on 2011-08-17. Retrieved 2010-12-08 via LiveJournal.
  8. 1 2 3 Harvey, James (2008-03-17). "Unseen Jill Off - Part 2". James Harvey. Archived from the original on 2011-08-17. Retrieved 2010-12-08 via LiveJournal.
  9. 1 2 3 4 Harvey, James (2008-03-22). "Mighty Jill Off - PART 3". James Harvey. Archived from the original on 2011-08-17. Retrieved 2010-12-08 via LiveJournal.
  10. Caoili, Eric (2009-04-29). "Mighty Jill Off Activity Books". GameSetWatch. Archived from the original on 2011-09-09. Retrieved 2010-12-08.
  11. 1 2 Tim W. (2008-10-25). "Best Of Indie Games: Ready, Set, Jill Off". GameSetWatch. Archived from the original on 2010-01-22. Retrieved 2010-12-08.
  12. 1 2 Anthropy, Anna (2008-11-29). "jill off with one hand". Auntie Pixelante. Anna Anthropy. Archived from the original on 2011-06-13. Retrieved 2010-12-08.
  13. Caoili, Eric (2010-10-20). "Fetus Juice, Indie Cameos In Super Meat Boy Launch Trailer". GameSetWatch. Archived from the original on 2010-10-31. Retrieved 2010-12-08.
  14. Ragan, Jess (2010-07-11). "Spectrum Analyzer: Bomb Jack". 1UP.com . Archived from the original on 2012-07-31. Retrieved 2010-12-08.
  15. Sharkey, Scott. "101 Free Games 2009: The Best Free Games on the Web from". 1UP.com . Archived from the original on 2011-08-05. Retrieved 2010-12-08.
  16. "Gamasutra's Best Of 2008: Top 5 Indie Games". Gamasutra . 2008-12-12. Archived from the original on 2010-11-09. Retrieved 2010-12-08.
  17. Tim W. (2008-03-01). "The Weblog - Freeware Game Pick: Mighty Jill Off (dessgeega)". IndieGames. Archived from the original on 2012-03-14. Retrieved 2010-12-08.
  18. Meuiner, Nathan (2009-07-15). "Most ruthlessly punishing indie games". GamesRadar . Archived from the original on 2012-10-10. Retrieved 2010-12-08.
  19. 1 2 DeRosa, James (2010-12-02). "5 Tough-As-S*** Indie Games Referenced in Super Meat Boy". Bitmob.com. Archived from the original on 2011-08-15. Retrieved 2010-12-08.
  20. Meer, Alec (2009-08-04). "Don't Squeal, Piggy: When Pigs Fly". Rock, Paper, Shotgun . Archived from the original on 2010-11-09. Retrieved 2010-12-08.