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"Jet Set Jason: In Roddënwald"


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Thanks for your comments on my comments, Fabi

Fabián! I read them with interest. My replies are in green.

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“The French Classroom” (094)

I guess I wanted to say that there is only an Eiffel Tower (the item) and many imitations (the Fire cells).

 

That makes sense!

 

 

“Chapel of the Ladies of Sorrow” (100)

 

Above it? A classic "Promised land" (I think that's Andrew Broad's term for it).

 

I believe it will be "The Forbidden Holy Ground" in Andrew's terminology. "The Promised Land" would be if the player couldn't reach this area, which they can see of course, at this point in the game, but could reach it later e.g. coming into the room from another direction. I don't think this is the case here, I think this area is unreachable for the player, which would make it "The Forbidden Holy Ground"   .

 

Quite a lot of religious terminology there, come to think about it. That's probably because of our devotion for JSW  .

 

Did I miss any rooms in my playtest?

 

I did load the game into JSWED to see the room numbers, but I didn't use the editor to browse through the rooms or anything like this, so I wouldn't know if I missed something.


 

 
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Hello there:
 
No, I don't think you missed any rooms in your playtest.

 

But I got the impression, from skim-reading Danny's notes, that he had failed to access part of the layout because of a bug (a guardian crashing into a room tile, or something like that?) Which would suggest that he hadn't explored all of the layout just yet?
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But I got the impression, from skim-reading Danny's notes, that he had failed to access part of the layout because of a bug (a guardian crashing into a room tile, or something like that?) Which would suggest that he hadn't explored all of the layout just yet?

 

Between both playtests, he has seen all the finished rooms.

 

The rest, whatever little there is, is still unfinished.

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Fabian, it seems that so far you have only commented on Danny's 'Playtest No 1', but not on his comments on 'Playtest No 2' from the bottom of this post:

http://jswmm.co.uk/topic/532-jet-set-jason-in-rodd%C3%ABnwald-alpha/page-3?do=findComment&comment=11773

 

I wonder if you scrolled down as far as his comment: "End of Playtest No 1" (just after his comments on Room 080 'A School Wall? / Schoolgirls!'), and incorrectly assumed that that was the end of the post?

 

If so, you may also have missed the comment about the lack of Playtest No 3 because Room 047 'A Bunch of Trees - Another Wall' is impassable?

 

****

 

Anyway, I've just had a quick look at the guardians in Room 077 'Nothing here but debris...', which you invited us to comment on.

 

I presume, given your previous comment about 'mascarons', that you are referring to the vertical guardians in that room?  And I believe they are also inspired by architectural features, and they are supposed to be the tops of classical Greek columns (known as 'capitals')?  Which would fit in with the 'debris' theme.  :)

 

 

I also notice that those particular guardians are also technically 'Skylabs'. i.e. vertical guardians which shift horizontal position after they have descended and crumbled to dust.

 

However, my previously-expressed concern about the bug in the JSW64 game engine - arising from the use of the 'Droplets' patch - may not be a reality in the game.  Because Room 042 'Laundry Chutes - Dirty Clothes' seems to be populated with true Skylabs, rather than Droplets as Danny suggested (though he wasn't certain on the terminology when he made the comment).

 

The Skylabs in Room 042 probably seemed like Droplets to Danny, because each time they 'reincarnate' four cell-columns to the right, their previous trajectory (four columns to the left) is simultaneously filled with another Skylab that falls in sync!  (Although if you look closely, each alternate Skylab uses a different sprite - shirts/trousers/shirts/trousers etc - which is how I could recognise that they weren't true Droplets.)

 

So the bug which I reported probably won't affect the game after all - unless somewhere else in the layout, there is a genuine instance of Droplets (i.e. Skylabs which do not change their horizontal position between each iteration).

 

EDIT: Actually, now that I think about it again, adding Droplets to a game isn't something that can be done via the drop-down menu for 'Guardian type' in JSWED's Graphical User Interface - you have to insert them manually via the hex code - so it's probably unlikely that you do have Droplets in the game.

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No, I don't think I have any 'real' doplets in the game.

Concerning your guess about the guardians in "Nothing here but debris...", you are right, those guardians are Ionic capitals. But my question was about the other guardians, the ones that look like 'embedded' Willies...

 

In Danny's playthrough room 047 was impassable, that's true, but nevertheless he visited all rooms that were finished or almost-finished.

 

It's true I didn't say anything about the rooms in playthrough 2, but that's just because they were only four and I hadn't anything very interesting to say...

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It looks like it's the other way round to me - passable from left to right, but NOT from right to left?  The items look easily collectable as well?

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“The Backyard – The School Wall” (046)

 

A very nice screen, both graphically rich, with two visually different parts, and with an interesting technical twist. AFAICT it is impossible to pass it from left to right, which arouses curiosity – I would expect to be able to reach it from the other side, from the forest (which, inexplicably, leads to “The handless Clocks”). It’s also impossible to collect either of the two items, even though they seem to be within reach – a very cunning design!

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Without looking back at my playtest or trying to play the room again, I confirm that I did mean from left to right, just as I wrote. I entered this screen on the left, exiting from the building, and could see no way to move to the right of the tree trunk, so to speak.

 

Looking at it right now in JSWED, I must admit the room is probably not passable from right to left, either. However, the items can surely be collected after entering from the right. 

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From my point of view - *if* I am right that the items cannot be collected after you've entered the room from the left - I think it's fantastic design (of the left side of the room) and I would strongly suggest leaving it in place as is. The items are tantalisingly close - not being able to collect them is delightfully frustrating!  :thumbsup:

 

*If* the room is impossible to cross from right to left, this could also be left in place, as the player could either collect the items and exit to the right again, or exit upwards, if there is a room above.

Edited by jetsetdanny
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