Spider Posted April 13, 2015 Report Share Posted April 13, 2015 I was thinking about this earlier (the Spectrum Software Projects 'official' fix) and decided to compare a few versions to see. As a random off topic note, I also noted that the BBC version is the only one that appears to retain the 'auto collect' object in Swimming Pool too. Anyway, the Spectrum original, as you can see its got the four 'Fire' cells still: Here is the fixed version of the same, I actually just used the 'They Sold A Million' re-release (the one that's curiously Speedlocked) as the 'fix' is the same, one Fire cell gone: Now lets take a quick look at the Spectrum version of JSW2, this follows the Amstrad CPC version as expected as it was based on that from what I understand. There's just two Fire cells: Taking a look at the Amstrad CPC version of JSW1, we can see they changed it a little bit (possibly for the better?) with the four objects and only two Fire cells: The Amstrad CPC version of JSW2 follows the same pattern too: The C64 version of JSW1 follows the Spectrum 'fix' in this with just one Fire cell removed: The C64 version of JSW2 is rather more curious with an extended platform: The BBC version of JSW1. This again follows the Spectrum in just removing one Fire cell: Finally, the BBC version of JSW2. This breaks slightly with convention as its identical to the JSW1 version (I used the 'full' expanded disk version of this which contains nearly all the rooms including the full mansion) andrewbroad 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted March 11, 2016 Report Share Posted March 11, 2016 (edited) The same screen in The Nightmare Edition - it manages to reinstate Matt Smith's original intention of 'pairing up' the four fire cells and items, whilst making all items collectable without loss of life. The conveyor also has a non-blank pixel pattern too (a slightly modified version of the unused one from The Chapel). :) Edited March 14, 2016 by IRF Spider 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted May 19, 2016 Report Share Posted May 19, 2016 (edited) I've come up with the attached alternative layout for Conservatory Roof. It keeps the Fire cells and Items all paired up, retains four of each in more or less the original location to the original (under the 'glass roof), and all four Items can be collected without loss of life. (One requires a 'standing jump' on the Conveyor to avoid hitting a Fire cell.) I've also checked that there is no 'short-cut' enabled by jumping through the ramp, which would otherwise mean the player could avoid having to climb the Banyan Tree. Finally, Willy can drop down to The Orangery safely to either side of the lowest Water cell, without entering into an IDS. To be implemented in the Bug Fix 2016/17 Edition perhaps? (when we assemble all the other bug fixes that we've come up with over the last six months) The visual appearance of the Conservatory Roof Conveyor could also do with improvement, but I think layout-wise I've nailed it, in terms of being as true as possible to Matt Smith's original vision! Only 32 years after the game's release, as well! Edited May 19, 2016 by IRF Spider 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted May 19, 2016 Author Report Share Posted May 19, 2016 That looks good. :) I spent quite a bit of time originally comparing various platforms 'layout' of this (in both JSW1 and JSW2) 'back then' to decide how / what to do with the 'Bug Fixed' version. IRF 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted May 19, 2016 Report Share Posted May 19, 2016 It's a long-standing problem. Even the 'official' POKE released by Software Projects was a bit of a fudge, I think. Spider 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted May 19, 2016 Author Report Share Posted May 19, 2016 It's a long-standing problem. Even the 'official' POKE released by Software Projects was a bit of a fudge, I think. I think that was a 'quick fix' a bit like moving the 'invisible' object from First Landing to The Hall (as its still invisible) IRF 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted May 19, 2016 Report Share Posted May 19, 2016 I think that was a 'quick fix' a bit like moving the 'invisible' object from First Landing to The Hall (as its still invisible) I like the Cross Item you came up with, keeping the item near its original location. :) Spider 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted May 19, 2016 Author Report Share Posted May 19, 2016 The idea I had of that was to simply move it down to where it was reachable :) rather than move it elsewhere. I remember a discussion about where it could live if the same co-ordinates were kept and there were not a lot of sensible places. IRF 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted April 19, 2018 Author Report Share Posted April 19, 2018 I thought I'd take a quick look at how some third party builds fix this, although as of yet I have not examined many. :) One of the interesting ones I've noted so far at least is Rob Mosley's variant. Although the Conservatory Roof only contains three items instead of the more usual/default of four, the placement of the third item is both different and sensible too. Quote Link to comment Share on other sites More sharing options...
IRF Posted April 19, 2018 Report Share Posted April 19, 2018 All of the little pink gremlins have lost their left arm in that version! Spider 1 Quote Link to comment Share on other sites More sharing options...
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