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JSW As Manufacturer (probably) intended .. kind of...


Metalmickey

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I think you're almost there with Conservatory Roof.  All items are collectable without loss of life, the tight timing for sneaking under the red guardian is maintained, there's no shortcut through the ramp (i.e. from outside to inside the roof structure).

 

However, I've noticed that there is an unfair Infinite Death Scenario in the Orangery, if Willy walks leftwards off the bottom-most Water block (the one above the first 'o' of 'Roof').  I suggest you move that block rightwards by one cell, so that it sits above the second 'o' of 'Roof'.

 

That, in turn, then opens up the possibility that the player might miss the left-most Water block when trying to access the left-most item, and fall into a different Infinite Death Scenario.  So you could add an extra Water block at the top of The Orangery to catch Willy in that circumstance - at the same height as the existing highest Water block in that room, but a few cells to the left.  (Above the letter 'r' should do it?)  I suggest you playtest jumping left off the lowest platform in Conservatory Roof from each of Willy's frames of animation, to make sure that you've eliminated the IDS's.

 

I'll playtest the rest of the new rooms later, although I did notice an interesting use of a new Rope in the MegaTree...

That's a fab way to access a Treehouse, totally in keeping with the 'kids playground' theme!

 

 

One other observation - have you removed the Code Entry screen altogether?  It would seem a bit of a shame, what with you having fixed the bug in it (especially since it let you through on the second attempt anyway!)

Edited by IRF
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Oh, one other possible tweak to Conservatory Roof that I've just thought of - perhaps you could extend the length of the Conveyor by one cell to the left?  Still with a rightwards conveying action though.  (With an additional Water block under the exended part of the Conveyor, for 'support'/aesthetic purposes.)

 

That would preserve the original challenge of having to make a vertical-jump-on-a-conveyor in order to collect the second-from-left item without losing a life.  And being forced to walk without stopping to sneak under the red guardian (and then jump back up) in order to reach the leftmost item.  (As things stand, the player can jump over the guardian and collect the second item, by standing on the two Water blocks to the left of the conveyor.)

 

P.S. The extra (aesthetic) Water block in Banyan Tree looks good - was that in your first release, and I missed it, or have you just added it?

Edited by IRF
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I think you're almost there with Conservatory Roof.  All items are collectable without loss of life, the tight timing for sneaking under the red guardian is maintained, there's no shortcut through the ramp (i.e. from outside to inside the roof structure).

 

However, I've noticed that there is an unfair Infinite Death Scenario in the Orangery, if Willy walks leftwards off the bottom-most Water block (the one above the first 'o' of 'Roof').  I suggest you move that block rightwards by one cell, so that it sits above the second 'o' of 'Roof'.

 

That, in turn, then opens up the possibility that the player might miss the left-most Water block when trying to access the left-most item, and fall into a different Infinite Death Scenario.  So you could add an extra Water block at the top of The Orangery to catch Willy in that circumstance - at the same height as the existing highest Water block in that room, but a few cells to the left.  (Above the letter 'r' should do it?)  I suggest you playtest jumping left off the lowest platform in Conservatory Roof from each of Willy's frames of animation, to make sure that you've eliminated the IDS's.

 

I'll playtest the rest of the new rooms later, although I did notice an interesting use of a new Rope in the MegaTree... 

 

One other observation - have you removed the Code Entry screen altogether?  It would seem a bit of a shame, what with you having fixed the bug in it (especially since it let you through on the second attempt anyway!)

Thanks for the feedback, i couldn't see what you were referring to at first but then i realised i had uploaded the wrong file. I've now replaced it complete with alternative loaders but i did make a few extra modifications based on what you've said here, have a look when you're ready 

Edited by Metalmickey
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Oh, one other possible tweak to Conservatory Roof that I've just thought of - perhaps you could extend the length of the Conveyor by one cell to the left?  Still with a rightwards conveying action though.  (With an additional Water block under the exended part of the Conveyor, for 'support'/aesthetic purposes.)

 

That would preserve the original challenge of having to make a vertical-jump-on-a-conveyor in order to collect the second-from-left item without losing a life.  And being forced to walk without stopping to sneak under the red guardian (and then jump back up) in order to reach the leftmost item.  (As things stand, the player can jump over the guardian and collect the second item, by standing on the two Water blocks to the left of the conveyor.)

 

P.S. The extra (aesthetic) Water block in Banyan Tree looks good - was that in your first release, and I missed it, or have you just added it?

I looked at the Banyan Tree and i considered that the missing water cell above the rogue earth cell could easily have been unintended, i think it was one of my first modifications that i made whilst changing the earth cell

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Thanks for the feedback, i couldn't see what you were referring to at first but then i realised i had uploaded the wrong file. I've now replaced it complete with alternative loaders but i did make a few extra modifications based on what you've said here, have a look when you're ready 

 

I've had a look at the latest build, but I find that I can now once again take the shortcut of jumping into the underside of Conservatory Roof, from the outside of that room's Ramp!  (Thus avoiding the climb up A Bit of Tree etc.)

 

However, I've had another idea for a final tweak - please see the attached screenshot of The Orangery.  Basically, if you shift the Water block that is diagonally adjacent to the cursor square, into the cell highlighted by the square, then you could in turn safely remove the bottom-left Water block in Conservatory Roof.  That will remove the possibility of a shortcut to the Conservatory Roof items, yet the relocated Orangery platform will catch Willy (without an IDS) if he overshoots when jumping to access the left-most item in Conservatory Roof.

 

The extended CR Conveyor looks good, and adds an extra bit of spice!

 

Still on my to-do list: playtest the amended layouts of the four new rooms.

 

P.S. If you adopt the suggested final tweak, could you label the next build No. 3, to avoid confusion please?

post-63-0-77341600-1487178254_thumb.png

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Thanks for this, I can see that moving the cell diagonally as you have shown would mean that he has a safe landing were he to miss his jump onto that ledge however, i could be wrong but that would mean that should Willy walk off the ledge to beneath the far left item in the Conservatory roof he would end up in an IDS in the orangery. . I've come up with an alternative, i've just moved it down a couple of blocks thereby keeping the safe landing and at the same time preventing the exit out of the Orangery without using the stairs. This inadvertently created another way of exiting the conservatory roof and being able to collect the item at the very top of the Orangery but i don't think that this has taken too much challenge out of it

 

 

JSW AMI Rev3a.zip

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In the latest build, you have indeed prevented the IDS if you walk left off the leftmost Water block in Conservatory Roof.

 

However, if you stand on the far left edge of the Water cell at the bottom of Conservatory Roof and jump left, you somehow miss both the left-hand block in that room and all the blocks in The Orangery - Willy ends up falling all the way to an infinite death in the Swimming Pool!!  SPLASH!!

 

How about both your new block and the one which I suggested near the top?  I think that would ensure a safe passage down to The Orangery in virtually all circumstances.

 

EDIT: Alternatively, you could put an additional Orangery Water block directly under the position that I highlighted with the cursor?  That would mean the player could get frustratingly close to achieving a short-cut to the items in Conservatory Roof, but still not be able to quite reach them!  (See the attached .rzx recording - the new block is the one that Willy ends up standing on at the very end of the recording - So near and yet so far; back to the Banyan Tree you go, Willy!! :lol: )

Orangery Frustration.rzx

Edited by IRF
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Guess i should have thought of that  :rolleyes:.

 

This has given me an idea for another little venture .. in a different project i am going to attempt to remove all possibilities of IDS throughout the entire game .. this of course would remove the spectacular suicide leap off the top of the house onto the barrel in the Ballroom East and some modification may need to be made to Entrance to Hades somehow .. or maybe i could just make those to instances the exceptions to the rule. I can see that there is a function in JSWED to tackle this but i think manually editing the rooms would be more of a challenge...

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