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{{Short description|2008 video game}}
{{wip}}
{{good article}}
{{Infobox video game
{{Infobox video game
|title=Mighty Jill Off
|title=Mighty Jill Off
|image=[[File:Mighty Jill Off.png|center|256px]]
|image=Mighty Jill Off.png
|caption=Title screen of ''Mighty Jill Off''.
|caption=Title screen for ''Mighty Jill Off''
|developer=[[Anna Anthropy]]
|developer=[[Anna Anthropy]]
|publisher=
|publisher=[[Independent video game development|Independent]]
|designer=Anna Anthropy
|designer=Anna Anthropy
|artist=James Harvey
|platforms=[[Microsoft Windows|Windows]]
|composer=Andrew Toups
|released=2008
|platforms=[[Microsoft Windows|Windows]], [[Mac OS X]]
|released=February 29, 2008
|genre=[[Platform game|Platform]]
|genre=[[Platform game|Platform]]
|modes=[[Single-player video game|Single-player]]
|modes=[[Single-player video game|Single-player]]
|media=Free download
|requirements=
|input=[[Keyboard (computing)|Keyboard]]
}}
}}
'''''Mighty Jill Off''''' is a [[2D computer graphics|2D]] [[Platform game|platform]] [[Independent video game development|indie]] [[freeware]] [[video game]]. It was released in 2008 by video game designer [[Anna Anthropy]]. It stars a submissive named Jill, who has a [[boot fetishism|boot fetish]]. She is forced to climb up the tower after her Queen kicks her down it for, in her words, being a "greedy slut." The gameplay requires Jill to jump and glide through obstacles, and is noted for its high level of difficulty. However, Jill has infinite lives, allowing players to keep playing from the checkpoint. She was featured in the 2010 platform game, ''[[Super Meat Boy]]'', a game also noted for its high level of difficulty.
'''''Mighty Jill Off''''' is a 2008 [[Independent video game development|independently developed]] [[freeware]] [[Platform game|platform]] [[video game]] designed by [[Anna Anthropy]], with art by James Harvey and music by Andrew Toups. It stars a [[bottom (BDSM)|submissive]] named Jill, who has a [[boot fetishism|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.

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==
==Gameplay and scenario==
[[File:Mighty Jill Off Gameplay.png|left|thumb|200px|Gameplay of ''Mighty Jill Off''.]]
[[File:Mighty Jill Off Gameplay.png|left|thumb|200px|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'' has several BDSM themes in the game. It stars a submissive named Jill, who has, in particular, a [[boot fetishism|boot fetish]]. She is kicked to the bottom of her Queen's tower for acting like, in the Queen's words, a "greedy slut." Jill then attempts to climb the tower and return to her Queen. Once she reaches the top, she is given affection from her Queen, only to be be told to do it again after being constricted and have a [[ball gag]] inserted into her mouth.
''Mighty Jill Off'' incorporates several BDSM themes. It stars a [[bottom (BDSM)|submissive]] [[lesbian]] named Jill who has a [[boot fetishism|boot fetish]].<ref>{{Cite web|last=Alexander|first=Leigh|title=Anna Anthropy turns a personal struggle into a heartfelt game|url=https://www.gamasutra.com/view/news/163496/Anna_Anthropy_turns_a_personal_struggle_into_a_heartfelt_game.php|access-date=2021-01-24|website=www.gamasutra.com|date=30 March 2012|language=en}}</ref> 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 [[Gag (BDSM)#Ball|gagged]], and made to do it again.


Some of ''Mighty Jill Off''{{'}}s gameplay is lifted from the 1986 arcade game ''[[Mighty Bomb Jack]]'', such as the jumping mechanics, as a tribute to it.<ref name="rps">http://www.rockpapershotgun.com/2008/09/17/whip-it-mighty-jill-off/</ref> Players can control Jill in three ways - moving, jumping, and gliding. Jill must climb the tower, using all of these abilities to get through. For example, in a room where Jill has to leap over a series of spikes, she must glide through it slowly, accomplished by tapping the jump button quickly. There are only three types of obstacles - spikes, fire, and [[spider]]s. Touching these things will kill Jill instantly, and force her to start at the most recent checkpoint, typically defined by a change in room. Jill has infinite lives, allowing players to die as many times as they like. The game length is estimated at 10-20 minutes for a player's first time through.<ref name="playtime"/>
Some of ''Mighty Jill Off''{{'}}s gameplay is borrowed from the 1986 arcade game ''[[Mighty Bomb Jack]]'' as a tribute.<ref name="rps">{{cite web |last=Gillen |first=Kieron |url=http://www.rockpapershotgun.com/2008/09/17/whip-it-mighty-jill-off/ |title=Whip It: Mighty Jill Off |work=[[Rock, Paper, Shotgun]] |date=2008-09-17 |access-date=2010-12-08 |archive-url=https://web.archive.org/web/20101109154722/http://www.rockpapershotgun.com/2008/09/17/whip-it-mighty-jill-off/ |archive-date=2010-11-09 |url-status=live }}</ref> 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.<ref name="rps"/> There are three types of obstacles: spikes, fire, and [[spider]]s; the latter can move to attack Jill when she comes close.<ref name="AAjoh">{{cite web |last=Anthropy |first=Anna |authorlink=Anna Anthropy |url=http://www.auntiepixelante.com/?p=278 |title=jill off harder |publisher=Anna Anthropy |website=Auntie Pixelante |date=2008-10-15 |access-date=2011-04-25 |archive-url=https://web.archive.org/web/20110613143356/http://www.auntiepixelante.com/?p=278 |archive-date=2011-06-13 |url-status=live }}</ref> 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.<ref name="rps"/>


==Development==
==Development==
''Mighty Flip Champs'' was designed by [[Anna Anthropy]], also known as Auntie Pixelante, who implemented both perversion, lesbians, and [[BDSM]] themes due to her affiliation with all three of these concepts. She designed ''Mighty Jill Off'' to feature "dykes and perverts" due to a lack of "real dyke characters" and "dyke desires," arguing that while "supposed dykes" are seen in commercials, these characters are "written and drawn by men." As a result, she feels that "they don't look like us, they don’t express themselves like us, they don’t lust like us."<ref>http://lesbiangamers.com/2008/11/anna-anthropy-interview-auntie-pixelante-is-in-the-house/</ref> In implementing [[BDSM]] themes into the game, Anna describes the challenges to players who lead Jill through the game as being similar to those of a top who leads the bottom through a scene.<ref name="eegra">http://www.eegra.com/pages/show/title/22_09_2008_Interview__Anna__Dessgeega__Anthropy/</ref> One of the levels, a green room with a number of spiders in it, was suggested by artist James Harvey to change the surroundings to black and the background to red, thereby making it "spider Hell." However, she decided against it.<ref name="hj"/>
''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.<ref>{{cite web |title=Mighty Jill Off |url=http://mightyjilloff.dessgeega.com/ |publisher=Anna Anthropy |access-date=2010-12-08 |archive-url=https://web.archive.org/web/20110209063956/http://mightyjilloff.dessgeega.com/ |archive-date=2011-02-09 |url-status=live }}</ref> 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."<ref>{{cite web |url=http://lesbiangamers.com/2008/11/anna-anthropy-interview-auntie-pixelante-is-in-the-house/ |title=Anna Anthropy interview Auntie Pixelante is in the house! |work=Lesbian Gamers |date=2008-12-19 |access-date=2010-12-08 |archive-url=https://web.archive.org/web/20101128035957/http://lesbiangamers.com/2008/11/anna-anthropy-interview-auntie-pixelante-is-in-the-house/ |archive-date=2010-11-28 |url-status=dead }}</ref> 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.<ref name="eegra">{{cite web |last=Alexander |first=Patrick |url=http://www.eegra.com/pages/show/title/22_09_2008_Interview__Anna__Dessgeega__Anthropy/ |title=Interview: Anna 'Dessgeega' Anthropy |work=Eegra |date=2008-09-23 |access-date=2010-12-08 |archive-url=https://web.archive.org/web/20110710172418/http://www.eegra.com/pages/show/title/22_09_2008_Interview__Anna__Dessgeega__Anthropy/ |archive-date=2011-07-10 |url-status=dead }}</ref>

A harder version, entitled ''Mighty Jill Off - Jill Off Harder Edition'', was released some time after the original version.<ref name="jo"/> Anna described it as being similar in execution to ''[[Super Mario Bros.: The Lost Levels]]'', which was notably 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 are recycled. She also made it as a result of ''Jill Off'' being compared to the notably difficult freeware game ''[[I Wanna Be the Guy]]''.<ref name="eegra"/> She also made a follow-up called ''Jill Off with One Hand'', which features "OneSwitch" gameplay, a type of gameplay requiring only one button, often for the sake of the disabled.<ref name="ap">http://www.auntiepixelante.com/?p=334</ref><ref>http://www.oneswitch.org.uk/</ref> where players cannot move left or right, and can simply jump to stay alive as long as possible.<ref name="ap"/> It was created over the course of [[Buy Nothing Day]], where she rationalized that it made more sense to create rather than consume on this day. It was also made preceding an interview with a mobile games studio, figuring that it would work well on cell phones.<ref name="ap"/> The protagonist Jill was featured in the 2010 platform game ''[[Super Meat Boy]]'', which featured several characters from games, many of which are noted for their intense difficulty.<ref>http://www.gamesetwatch.com/2010/10/fetus_juice_indie_cameos_in_su.php</ref>


===Art design===
===Art design===
[[File:Mighty Jill Off concept art.png|right|thumb|200px|Concept art for Jill, drawn by James Harvey, showing the multiple concepts for Jill that he created before deciding on the final one.]]
The character artwork for ''Mighty Jill Off'' was created by James Harvey, though the character designs were already designed by Anna in sprite form. He was reluctant to do something that was [[BDSM]]-themed, citing how something both cartoony and sexual can make people feel creepy from watching it. He used Japanese anime in particular as an example of it, talking of young characters who "get it on." He adds that there is a fine line, in something like this, between "cute and funny" and "completely repulsive," and that if it seems like the artist was "getting off" from drawing this, he is "probably going to want to throw up." In designing the BDSM relationship between the Queen and Jill, he wanted to design it in a way that people in the BDSM community could identify with it. However, he also wanted to avoid alienating people who were not into it, which included himself. As such, he used European comics as a model for his art work, showing admiration for their permissiveness of sexual content in cartoons. He also cited specific Japanese animators who properly show sex in animation, such as [[Monkey Punch]], the animators of ''[[Lupin III]]''.<ref name="hj"/> At the time, the Queen's design was mostly finished, with Harvey wanting to have her be "sexy and authoritative," as well as a "fully grown human with relatively realistic proportions." <ref name="hj">http://harveyjames.livejournal.com/74943.html</ref> He designed her to be an "amalgamation of every lesbian friend I've ever had who I've also secretly been attracted to."<ref name="hj2"/> He initially designed her with a veil, but felt that this was too superfluous and girly, preferring to adorn her with spikes instead.<ref name="hj3"/> He attempted to design the title screen's background to "emphasise the drama of a situation, or to expressionistically symbolise the characters in the scene." However, he had difficulty accomplishing this. He originally envisioned the Queen's tower to be a smooth, straight one, but felt that it would be too [[phallic]].<ref name="hj3">http://harveyjames.livejournal.com/76939.html</ref>
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]]''.<ref name="hj"/>


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".<ref name="hj">{{cite web|last=Harvey |first=James |url=http://harveyjames.livejournal.com/74943.html |title=Mighty Jill Off |publisher=James Harvey |date=2008-03-15 |access-date=2010-12-08 |url-status=dead |archive-url=https://web.archive.org/web/20110817173014/http://harveyjames.livejournal.com/74943.html |archive-date=2011-08-17 |via=LiveJournal }}</ref> He designed her to be an "amalgamation of every lesbian friend" he had "secretly been attracted to".<ref name="hj2"/> He initially designed her with a veil, but felt that this was too superfluous and girly; he decided to adorn her with spikes instead.<ref name="hj3"/> 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 [[phallus|phallic]], which would be meaningless symbolism given the game's content.<ref name="hj3">{{cite web|last=Harvey |first=James |url=http://harveyjames.livejournal.com/76939.html |title=Mighty Jill Off - PART 3 |publisher=James Harvey |date=2008-03-22 |access-date=2010-12-08 |url-status=dead |archive-url=https://web.archive.org/web/20110817173117/http://harveyjames.livejournal.com/76939.html |archive-date=2011-08-17 |via=LiveJournal }}</ref> 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.<ref>{{cite web |last=Caoili |first=Eric |url=http://www.gamesetwatch.com/2009/04/mighty_jill_off_activity_books.php |title=Mighty Jill Off Activity Books |work=GameSetWatch |date=2009-04-29 |access-date=2010-12-08 |archive-url=https://web.archive.org/web/20110909022929/http://www.gamesetwatch.com/2009/04/mighty_jill_off_activity_books.php |archive-date=2011-09-09 |url-status=live }}</ref>
Jill's design was between two ideas - a "funny little ''[[Mega Man|megaman]]'' character" or a grown woman, both he says having faults to them. The former could come off as too much like the 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 considering.<ref name="hj"/> He designed several versions of Jill, all with different proportions, and sent them to Anna, asking her to pick her favorite, choosing to avoid "over-thinking it" by allowing Anna to use her instincts in picking the best design. One of the designs he compared the proportion to [[Mario]], described as a "standard video game design," while another he described as having "slightly realistic" proportions, which he compared to [[Link (The Legend of Zelda)|Link]]'s of ''[[The Legend of Zelda]]'' series. This is the most realistic that he went with the designs, believing that going too realistic could make it too difficult for people to identify with them and diminish the humorous elements of the game.<ref name="hj"/> He also intended to design her as "dumpy and podgy" to make her more lovable. He added that due to her submissive position, it may make more sense for her physique to be more "babyishly proportioned," commenting that she is "unable to help herself."<ref name="hj"/> Anna 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. He designed her face to have "more benign, wide eyed facial expressions," as well as an "innocent" who looks "eager-to-please."<ref name="hj2">http://harveyjames.livejournal.com/76055.html</ref> While he was able to finally properly design a close-up of Jill for the title screen, the evolution of her character resulted in him having to redraw it to fit better with the game.<ref name="hj3"/> He employed different colors to demonstrate Jill's feelings for the Queen; he used a rose tint to demonstrat her "blissful display of affection," while using a grey wash to demonstrate her sadness when she is shut out. However, Anna told him that he should limit his colors to black, white, and red for the cutscenes.<ref name="hj3"/>


Harvey was split between two designs for Jill. He either wanted to depict her as a "funny little [[Mega Man|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.<ref name="hj"/> 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 Legend of Zelda)|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.<ref name="hj"/> He also intended to design her as "dumpy and podgy" to make her more "lovable".<ref name="hj"/>
Due to her being almost entirely black in her [[Latex clothing|rubber fetish suit]], He intended on adding some red to her design in order to make her stand out from the background. However, he felt that this compromised the idea, making the fetish suit look more like a "crazy wrestler costume." Instead, he had the backgrounds changed to allow her to stand out instead.<ref name="hj"/> He decided to keep it all black, as opposed to adding grey to it, commenting that it made her look too much like [[Batman]].<ref name="hj2"/> An idea that he wanted to execute was to, similar to how the eponymous character in ''Mighty Bomb Jack'' had the initials "BJ" on his chest, Jill could have "JO," but it was never approved. In one design, he compared it to that of [[Batgirl]].<ref name="hj"/> He noted that one difficulty in designing the suit for the opening cutscenes would be that rubber latex suits are very shiny, and "gross lolicon manga porn is very shiny." He hoped to be able to strike a delicate balance, though felt that the equilibrium between the two wasn't achieved in some scenes. However, he was satisfied with it overall.<ref name="hj2"/>


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".<ref name="hj2">{{cite web|last=Harvey |first=James |url=http://harveyjames.livejournal.com/76055.html |title=Unseen Jill Off - Part 2 |publisher=James Harvey |date=2008-03-17 |access-date=2010-12-08 |url-status=dead |archive-url=https://web.archive.org/web/20110817173058/http://harveyjames.livejournal.com/76055.html |archive-date=2011-08-17 |via=LiveJournal }}</ref> The evolution of her design resulted in Harvey having to redesign her appearance on the title screen.<ref name="hj3"/> 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.<ref name="hj3"/> Harvey intended to add some red to her [[latex clothing|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".<ref name="hj"/> 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".<ref name="hj2"/>
James Harvey held a contest for people to contribute fan art for the games; the five winners won hand-made ''Mighty Jill Off'' activity books, which included creating make-out partners for "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.<ref>http://www.gamesetwatch.com/2009/04/mighty_jill_off_activity_books.php</ref>


==Reception==
===Follow-ups===
An expanded version called ''Mighty Jill Off - Jill Off Harder Edition'', was released in October 2008, 8 months after the original version.<ref name="jo"/> Upon clearing the original level in under 12 minutes, a second significantly more challenging level automatically begins. Clearing this level shows Jill being gagged and bound to a large [[X-cross (BDSM)|X-cross]] and being whipped once for each minute she took to reach the top again. 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.<ref name="AAjoh"/> 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.<ref name="ap">{{cite web |last=Anthropy |first=Anna |authorlink=Anna Anthropy |url=http://www.auntiepixelante.com/?p=334 |title=jill off with one hand |publisher=Anna Anthropy |website=Auntie Pixelante |date=2008-11-29 |access-date=2010-12-08 |archive-url=https://web.archive.org/web/20110613121200/http://www.auntiepixelante.com/?p=334 |archive-date=2011-06-13 |url-status=live }}</ref> It was created over the course of [[Buy Nothing Day]] and was created with the intent of making it playable on mobile phones.<ref name="ap"/> The protagonist Jill was featured in the 2010 platform game ''[[Super Meat Boy]]'' along with several characters from other games.<ref>{{cite web |last=Caoili |first=Eric |date=2010-10-20 |title=Fetus Juice, Indie Cameos In Super Meat Boy Launch Trailer |url=http://www.gamesetwatch.com/2010/10/fetus_juice_indie_cameos_in_su.php |url-status=dead |archive-url=https://web.archive.org/web/20101031100900/http://www.gamesetwatch.com/2010/10/fetus_juice_indie_cameos_in_su.php |archive-date=2010-10-31 |access-date=2010-12-08 |work=GameSetWatch}}</ref>
[[File:Mighty Jill Off BDSM.png|right|thumb|200px|A cutscene from ''Mighty Jill Off'', demonstrating both the Dom/sub relationship between Jill and the Queen as well as Jill's bootfetish.]]
''Mighty Jill Off'' has received positive reception, in particular for its difficult gameplay. [[Retronauts]] editor Jess Ragan gave note to Anna for understanding the quality of its inspiration, ''[[Mighty Bomb Jack]]''.<ref>http://www.1up.com/do/blogEntry?bId=9036826</ref> [[1UP.com]] listed ''Mighty Jill Off'' as one of their favorite independently-developed freeware games in 2009.<ref>http://www.1up.com/do/feature?pager.offset=3&cId=3174065</ref> [[Gamasutra]] listed it as one of their runner-ups for the top five best indie games of 2008.<ref>http://www.gamasutra.com/php-bin/news_index.php?story=21369</ref> On two separate occasions, IndieGames.com listed ''Mighty Jill Off'' as "game picks;" first for the original version, and the follow-up to it, ''Mighty Jill Off - Jill Off Harder Edition'', the latter described as a "delight."<ref name="playtime">http://www.indiegames.com/blog/2008/03/freeware_game_pick_mighty_jill.html</ref><ref name="jo">http://www.gamesetwatch.com/2008/10/best_of_indie_games_ready_set.php</ref> [[GamesRadar]]'s Nathan Meuiner listed it as one of the "most ruthlessly punishing indie games," commenting that the difficulty level may make players question whether the "pain of a million deaths is worth the pleasure awaiting" players.<ref>http://www.gamesradar.com/f/most-ruthlessly-punishing-indie-games/a-20090715101323206077/p-3</ref> James DeRosa did a similar list, though limiting it to games referenced in ''[[Super Meat Boy]]''. He included ''Mighty Jill Off'' in this list, giving credit to Anna for coining the genre "masocore."<ref name="bitmob">http://www.bitmob.com/articles/five-indie-games-referenced-in-super-meat-boy-that-will-beat-your-face-into-a-meaty-bloody-pulp</ref>


==Reception and promotion==
It 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, with her in the domme position," though he called his words "art wank." He comments that a common thing to say about people who play certain games, particularly difficult games, one has to be a masochist. However, he adds that ''Mighty Jill Off'' demonstrates that the characters are masochistic as well. He compared the Dom/sub relationship to the player/game designer relationship, pointing out how similar to how the Queen makes Jill go through these ordeals, the game designer makes a game for the player to go through.<ref name="rps"/> Another Rock Paper Shotgun editor named Alec Meer described it as a "wry, subversive examination of why videogame protagonists put themselves through a torturous amount of struggle to reach their objectives."<ref>http://www.rockpapershotgun.com/2009/08/03/dont-squeal-piggy-when-pigs-fly/</ref> Bitmob's James DeRosa praised her for implementing elements and ideas that most games do not cover, describing it as a "hypersexualized, bondage-themed platformer" which Anna uses to explore the "power dynamics of sexuality and the hegemony of male and female sex roles in video games -- as well as the significance of difficulty and reward as a design method."<ref name="bitmob"/>
''Mighty Jill Off'' has received generally positive reception. ''[[1UP Shows and Podcasts#Retronauts|Retronauts]]''{{'}} Jess Ragan praised Anthropy for her understanding of what made ''[[Mighty Bomb Jack]]'' good.<ref>{{cite web |last=Ragan |first=Jess |url=http://www.1up.com/do/blogEntry?bId=9036826 |title=Spectrum Analyzer: Bomb Jack |work=[[1UP.com]] |date=2010-07-11 |access-date=2010-12-08 |url-status=dead |archive-url=https://web.archive.org/web/20120731052405/http://www.1up.com/do/blogEntry?bId=9036826 |archive-date=2012-07-31 }}</ref> ''[[1UP.com]]''{{'s}} Scott Sharkey listed ''Mighty Jill Off'' as one of his favourite independently-developed freeware games in 2009.<ref>{{cite web |last=Sharkey |first=Scott |url=http://www.1up.com/do/feature?pager.offset=3&cId=3174065 |title=101 Free Games 2009: The Best Free Games on the Web from |work=[[1UP.com]] |access-date=2010-12-08 |url-status=dead |archive-url=https://web.archive.org/web/20110805051456/http://www.1up.com/do/feature?pager.offset=3&cId=3174065 |archive-date=2011-08-05 }}</ref> ''[[Gamasutra]]'' listed it as one of their runners-up for the top five best indie games of 2008.<ref>{{cite web |url=http://www.gamasutra.com/php-bin/news_index.php?story=21369 |title=Gamasutra's Best Of 2008: Top 5 Indie Games |work=[[Gamasutra]] |date=2008-12-12 |access-date=2010-12-08 |archive-url=https://web.archive.org/web/20101109194849/http://www.gamasutra.com/php-bin/news_index.php?story=21369 |archive-date=2010-11-09 |url-status=live }}</ref> 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''.<ref name="jo">{{cite web |author=Tim W. |url=http://www.gamesetwatch.com/2008/10/best_of_indie_games_ready_set.php |title=Best Of Indie Games: Ready, Set, Jill Off |work=GameSetWatch |date=2008-10-25 |access-date=2010-12-08 |archive-url=https://web.archive.org/web/20100122105649/http://www.gamesetwatch.com/2008/10/best_of_indie_games_ready_set.php |archive-date=2010-01-22 |url-status=live }}</ref><ref name="playtime">{{cite web |author=Tim W. |url=http://www.indiegames.com/2008/03/freeware_game_pick_mighty_jill.html |title=The Weblog - Freeware Game Pick: Mighty Jill Off (dessgeega) |work=IndieGames |date=2008-03-01 |access-date=2010-12-08 |archive-url=https://web.archive.org/web/20120314104652/http://www.indiegames.com/2008/03/freeware_game_pick_mighty_jill.html |archive-date=2012-03-14 |url-status=live }}</ref> ''[[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.<ref>{{cite web |last=Meuiner |first=Nathan |url=http://www.gamesradar.com/most-ruthlessly-punishing-indie-games/ |title=Most ruthlessly punishing indie games |work=[[GamesRadar]] |date=2009-07-15 |access-date=2010-12-08 |archive-url=https://web.archive.org/web/20121010112350/http://www.gamesradar.com/most-ruthlessly-punishing-indie-games/ |archive-date=2012-10-10 |url-status=live }}</ref> Bitmob's James DeRosa called it "tough-as-s***" and gave credit to Anthropy for coining the genre "masocore".<ref name="bitmob">{{cite web|last=DeRosa |first=James |url=http://www.bitmob.com/articles/five-indie-games-referenced-in-super-meat-boy-that-will-beat-your-face-into-a-meaty-bloody-pulp |title=5 Tough-As-S*** Indie Games Referenced in Super Meat Boy |work=Bitmob.com |date=2010-12-02 |access-date=2010-12-08 |archive-url=https://web.archive.org/web/20110815170458/http://bitmob.com/articles/five-indie-games-referenced-in-super-meat-boy-that-will-beat-your-face-into-a-meaty-bloody-pulp |archive-date=2011-08-15 }}</ref>

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".<ref name="rps"/> ''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".<ref>{{cite web |last=Meer |first=Alec |url=http://www.rockpapershotgun.com/2009/08/03/dont-squeal-piggy-when-pigs-fly/ |title=Don't Squeal, Piggy: When Pigs Fly |work=[[Rock, Paper, Shotgun]] |date=2009-08-04 |access-date=2010-12-08 |archive-url=https://web.archive.org/web/20101109154733/http://www.rockpapershotgun.com/2009/08/03/dont-squeal-piggy-when-pigs-fly/ |archive-date=2010-11-09 |url-status=live }}</ref> 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".<ref name="bitmob"/>

==See also==
* [[BDSM in culture and media]]


==References==
==References==
<references/>
{{reflist|2}}

==External links==
* [https://web.archive.org/web/20200224104832/https://mightyjilloff.dessgeega.com/ Official website]

{{Anna Anthropy}}
{{Portal bar|Video games|LGBTQ}}


[[Category:2008 video games]]
[[Category:2008 video games]]
[[Category:Mac OS games]]
[[Category:MacOS games]]
[[Category:Windows games]]
[[Category:Windows games]]
[[Category:Indie video games]]
[[Category:Indie games]]
[[Category:Platform games]]
[[Category:Platformers]]
[[Category:Freeware games]]
[[Category:Freeware games]]
[[Category:LGBTQ-related video games]]
[[Category:BDSM-related mass media]]
[[Category:Video games developed in the United States]]
[[Category:Video games designed by Anna Anthropy]]
[[Category:Single-player video games]]
[[Category:Retro-style video games]]

Latest revision as of 02:31, 23 September 2024

Mighty Jill Off
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
ReleaseFebruary 29, 2008
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.

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

[edit]
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

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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

[edit]
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

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An expanded version called Mighty Jill Off - Jill Off Harder Edition, was released in October 2008, 8 months after the original version.[11] Upon clearing the original level in under 12 minutes, a second significantly more challenging level automatically begins. Clearing this level shows Jill being gagged and bound to a large X-cross and being whipped once for each minute she took to reach the top again. 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

[edit]

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]

See also

[edit]

References

[edit]
  1. ^ Alexander, Leigh (30 March 2012). "Anna Anthropy turns a personal struggle into a heartfelt game". www.gamasutra.com. Retrieved 2021-01-24.
  2. ^ a b c d 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. ^ a b 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. ^ a b c d e f 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. ^ a b c 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. ^ a b c d 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. ^ a b 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. ^ a b 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. ^ a b 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.
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