Just really for a bit of fun
Three files are provided. They all have the 'four official bug fixes' applied correctly with the small exception of the First Landing vs Hall object. This is still moved to The Hall but it is placed directly in the arrow's path, thus ensuring that if M.W should be jumping he cannot miss it.
The only other real change aside from the complete removal of the keycode routines and associated data as well as the redundant code after the last valid room was to reduce The Beach object to one item instead of two, the Swimming Pool 'auto collect' was left alone as this is not really a bug fixing exercise!
All variants have infinite lives and safe falling enabled by default as well as 'writetyper' switched on as it is possible to get stuck otherwise, either in a solid object or in a falling loop! The almost original loader is retained minus the embedding colour control codes. The other major differences are indicated in the text next to each:
1: JSW_QF As indicated above with 'quirky falls' enabled. It is possible under certain circumstances depending on where the 'airbourne counter is afaik) for M.W to drop through the floor. To test this make a couple of jumps through the ramp in The Bathroom at different heights:
1_JSW_QF.tap 32.38KB 34 downloads
2: JSW_QF_FI_TW This expands on the above file by providing full immunity to guardians, arrows and fire cells as well as allowing M.W the ability to pass through solid walls (earth cells)
2_JSW_QF_FI_TW.tap 32.38KB 34 downloads
3: JSW_QF_FI_TW_SJ This final file expands on the second by adding the 'Super Jump' ability. In effect (within reason) on the same screen M.W will continue to climb until you release the jump control. Some odd quirky effects can be seen with this in some screens due to the nature of the game engine itself.
3_JSW_QF_FI_TW_SJ.tap 32.31KB 32 downloads