Hello all,
Yes, that's my video above. Full context: I'm a Twitch streamer and I've been learning how to speedrun the Miner Willy games on stream for significant portions of the last year. With The Nightmare Edition, although my aim was mainly to compIete the game, I also tried to make it as much of a speedrun as possible (and by the looks of it 11:08am is a pretty decent time). Though you'll see given the difficulty of the game there were some parts where I focussed more on getting them right than getting them quick.
I sent an email with my thoughts about the mod, and @Spider suggested I copy/paste the feedback into the forum, so here it is:
Firstly, I have to say I've played several Miner Willy mods on stream and TNE was by far my favourite. I've played other mods that seemed determined to make JSW as difficult as possible and often they've felt either joylessly gruelling or just rather clumsy (I won't name any specific mods in case any of the creators happen to be on this board!). Also, few of them seemed to tap into the design flair that Matthew Smith brought to the table with his original games.
TNE is the only one I've played that felt like it properly kept the spirit of the original game, whilst adding unique challenges that were almost all genuinely satisfying to overcome. I love the way neglected sections of the original mansion have now been given purpose, to the point where I actually now find Willy's mansion way too quiet now whenever I play the vanilla version of the game. Well done on what was so clearly a labour of love.
Here's a bunch of observations about the mod, some from a speedrunning perspective, others from a more casual playthrough perspective. I hope they're useful:
1) There were a couple of 'glitches' in the game that I deliberately exploited in my run to speed things up a bit, both of which I'm sure you're aware of but felt were worth flagging up.
One of them was the rope warp in On The Roof where you jump into the ceiling and reappear at the bottom of the room. I use this in speedruns of the vanilla version, and was surprised (though also pleased) that it hadn't been patched out in this mod.
The other is arrow immunity. In Tree Root, I time the conveyor belt run so that the arrow is moving across the room at the same time as Willy's head is behind the yellow platform, which stops him from being killed by it.
I'm glad both of these exist, for the record - glitches are often the most fun things about speedrunning, so it was great to be able to use them beneficially. But I'd be interested to know how you felt about these being potentially used in runs.
2) The addition of the teleports was fun, although I must admit it completely threw me off figuring out some of the rooms when I first started playing the games. There were several rooms where I found certain things unreachable (the item in And Now For Something...; getting back in The Belfry; actually entering the main part of Nightmare Luni) where I just thought "There MUST be a teleport that gets you there" and that actually stopped me from investigating those rooms the way I should have done for a while.
Also, I really like the Deserted Isle/Hades duplicity. A lovely analogy for the fine line between heaven and hell.
3) I used several 'deathwarps' in my run to speed up some sections (despite some members of my chat berating me for deliberately losing lives in such a difficult game). I got the sense that you folks clearly knew some people would be tempted to cheese certain rooms by deathwarping them and so redesigned them accordingly - the bottom right hammer in Tool Shed was a very clever addition, as was the top left sword in On The Roof (to stop players deathwarping the phenomenal Nightmare Luni).
That said, some of the new designs left rooms open to big time saves by deathwarping. The Kitchen is the main example, in which I opted to lose two lives on the two new items, rather than going around The Kitchen three times (you save about a minute and a half that way, and only have to do the heinous conveyor belt jump once). The Forgotten Abbey also has a lot of waiting for the middle two monks to get out of the way once you've got the items, so a good 20 seconds can be saved by deathwarping that (although I didn't in my completed run).
Additionally, I must admit a couple of the newer rooms just didn't seem worth completing without losing lives. The hornet jump in Hornet's Nest is so unpleasant that in most instances I just took a death rather than trying that jump twice (so you can imagine how much I looked forward to Bottle Bank!). Also, I never bothered figuring out how to get back from The Belfry without losing a life, and I doubt I ever will. Call me impatient for not wanting to wait for the cycles to align, but going all that way and back for one item just didn't seem worth it, so I've only ever deathwarped that room.
4) One other mild criticism I had of the mod is that I do think the first few rooms relied a bit too heavily on either invisible or barely visible traps. The barrel gap in Top Landing, for example, stumped me for ages, whilst the invisible cross under the stairs in First Landing almost gave me a heart attack the first time I walked into it.
Beyond these rooms, the rest of the game doesn't seem to rely that much on these sorts of traps (sneaky untelegraphed conveyor belts aside), so it felt a little mean to put a whole bunch of them right at the beginning to scare off less obsessive players than I!
5) I mostly play the game with the music off (mainly because it's faster), but I have to say the Nightmare Room music is genius. Lovely work.
Also, on the subject of the Nightmare Room, thank you for keeping the conveyor belt going to the left. Seriously, I really appreciate it.
6) Occasionally I have been known to deliberately fall left off the M in Entrance To Hades and softlock the game, just for fun. Is that weird?
Anyways, thank you so much for the mod. It's been one of my favourite game experiences in the last year, and I was ecstatic to have managed to complete it. I welcome any and all thoughts on my feedback.