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Quirky falling and jumps


Spider

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Just really for a bit of fun B)

 

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

 

 

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

 

 

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

 

Enjoy! :)

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  • 3 months later...

I just tried out the third file (maximum POKEage variant).  Some very strange behaviour going on there!

 

Although I found it slightly frustrating that Willy kept getting sent to The Off Licence (because the default exit setting from most of the rooms, where another room isn't meant to be adjacent is set to The Off Licence by default).

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Thanks for having a play with this.

 

Pleased you (sort of) enjoyed it, well I read it that way! :lol: :thumbsup:

 

I could redefine the exits to be logical where practical though, in some cases by default they are not correct, a quick example:

 

By map design 'On top of the house' is sat above 'Priest's Hole'. Now, moving down from 'On top of the House' does fall through to 'Priest's hole' as you would rightly expect. The problem here is although without cheating you cannot normally exit up from 'Priest's Hole' , if you do you end up in 'The Bow' as that is where the up exit is defined to!

 

Must be an oversight as Emergency Generator / Rescue Esmerelda are properly linked vertically.

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