When you die or exit a level in MM, nothing is drawn in it's final positions. That is, it's all one frame behind the game logic. This is most noticeable in the "Sixteenth Cavern" when you drop into the portal, collect the final item and exit the level. If everything was drawn up-to-date, the final item would be erased and you would see Willy's feet below the portal. But that doesn't happen.
In order to address this and have the drawing up-to-date, I use an "Action" in my port that allows the game logic (ticker) and the drawer to complete before changing the state of the game. This works very well. Except for level 16. If I use the exact same level layout as the OG, as Willy falls through the portal to the final item, the item is collected. But as Willy is still falling, on the next frame he is no longer "inside" the portal and so falls onto the conveyor below. If I correct this, then I end up with the same visual anomaly as in the OG. Further fixes could be made but not without making the code unnecessarily complex for such a simple game.
My solution was the move the final item one tile lower. But that looks odd and begs the question as to why. To further the solution and add a "reason" for the change was the add a gap in the conveyor below the portal to make it more obvious as to why the item is lower. The "reason" given was to provide more of a challenge to get the final item.
On reflection, the final item should be placed immediately below the conveyor for the "challenge" and the conveyor gap was not necessary. But then why didn't Matt Smith do that?
The whole point of this is that I considered that final item to be pointless and didn't need to be there. I think this is analogous to the uncollectable item in JSW "Conservatory Roof" where the solution was to remove the offending nasty whereas another solution would be to remove/reposition the item.
@JianYang referred to my change as "very naughty". So I thought it needed a dedicated thread for the explanation/discussion.