spurgeonryan said: At svenno, oh I know all about your level. I know just which to do without downloading it ; ) Accidentally hit the mushroom while trying to jump over bowser, then the bullets and the flame turners have a pattern. Even the exploding bomb oms and missiles are pretty regular. You just need to get high and fast. Then the rest is just timing those flames. Usually by jumping to a back floating platform once. Then hurry through the blade trap to jump back up and eventually out. Fun though! |
It was a fun puzzle to get all those patterns working. Get the flame bars to pick up the bullet bill launchers to clear them out of the way, then carefully position the cannons for a clear path up, time the burners, the gears and finally the dancing flames. Hard to build as you have to start it from the beginning for every little adjustment, yet I learned a lot about how the game engine works.
The blade trap didn't want to work the way I wanted it to. It was meant to be 3 blades which you had to follow along the bottom with just enough time to fall in between and jump out. However since things activate based on your horizontal position it would always screw up. The only way around that is to use a door (which resets all the platforms) or a fixed scroll speed level. It's odd there are such rigid limits on moving objects when they're not even updated if not near you.
The reset/activate rules came to my advantage in the haunted cathedral level where things automatically reset if you have to head back, and adds to the puzzle as the next p-switch won't fall down if you're not close enough. Does a p-switch turn blocks into coins when there's nobody around to see, apparently not. Hence the limited 'arena' size at the end of the level.
The rules are weird though. If you use the shell of a koopa troopa, the koopa troopa will be back when you return to where you got it. However if you 'kill' the shell by bumping into another mob then it won't reset.
Btw I tried your new level. I think I found a path. Get the feather, go around to the top, jump to the far left into piper, break into the door, ignore the fire flower. Fall slightly left, kill the dogs, activate and climb up the vine to the top, blind jump float to the right at the ice. Get rid of the annoying squids and wobbly vision, big jump to the right onto the brown blocks, steal the shoe, bounce of the gear into the clown car, break the blocks to get into the pipe just next to it, jump on the ice (ignore getting hit) and jump to the finish. Now it's just a matter of getting it all right in 1 go.
Edit: Made it. Took long enough lol. I got close twice before finally making it. First time I accidentally jumped out of the clown car, twitchy thumb. Second time, during the jump in the shoe to the clown car my gamepad runs out of juice. Of all times lol. 3rd time is a charm (plus the 40+ attempts getting there, the first jump was still a 1 out of 4 shot after all that) Too bad some Japanese guy already beat me to it.
Give my puzzled mansion a try, it's not that hard, you just have to finish the puzzles in time. It still only has 1 clear from pknmMasterWheeler.
And it looks like We must peform a Quirkafleeg is my actual hardest course at 1.14%, only Samus Arun has managed to beat it so far. It was meant to be a nostalgic stroll through a section of Jet Set Willy 2. In the original you couldn't even steer or alter your jump height, 1 fixed pixel perfect jump was all you had. The past is hard.