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About JSW64 Manic Miner: James Bond

JSW64 Manic Miner: James Bond - Room descriptions

About JSW64: Flash Manic Miner

 

 

About JSW64 Manic Miner: James Bond

 

[from the Readme included with v. 1.1 of the game]

 

The name's Bond.

JSW64 Manic Miner: James Bond.

It's a Manic-Miner-style game based on John Elliott's Jet Set Willy 64 game-engine (Variant Z, Hacklevel 12), which combines all the features of Matthew Smith's classic Manic Miner and Jet Set Willy (except the ability to combine cell-types by giving them the same colour-attribute, JSW's invalid ramps, and MM's vertical guardians that kill you if they collide with an item).

In particular, this game is based on John Elliott's conversion of Manic Miner to JSW64.

The game is based on the James Bond character created by Ian Fleming, and has 22 rooms, each corresponding to one of the official James Bond 007 films produced by EON Productions.

James Bond is a fictional MI6 agent, whose assignments are to foil supervillains' plots for world-domination, whilst fighting off some very cool henchmen (and women). By all reasonable odds, he should have been killed hundreds of times by now, but he is a clever and resourceful man (two qualities that this game requires in abundance), whose enemies never decide to kill him immediately when they have the chance - or if they do, someone else intervenes in the nick of time. And so he keeps reappearing "with the tedious inevitability of an unloved season" [Hugo Drax, Moonraker]. He goes into each assignment armed with exactly the gadgets he will need and no others. He is always charming and witty, even when facing the darkest and most hopeless-looking situations ("Choose your next witticism carefully, Mr. Bond - it may be your last" - Goldfinger).

He is also a cold-blooded murderer, a promiscuous fornicator, a dangerous driver, a smoker and an alcohol-drinker - but he is none of those things in this game (I did consider implementing a 'licence to kill' whereby guardians would be deleted instead of killing you on collision, but it kind of ruins the point of designing intricate, challenging MM/JSW rooms - even if this mode were only activated once all the items in a room were taken).

I strongly considered ordering the rooms by the publication-dates of Ian Fleming's original novels:

Casino Royale (1953)

Live and Let Die (1954)

Moonraker (1955)

Diamonds Are Forever (1956)

From Russia with Love (1957)

Dr. No (1958)

Goldfinger (1959)

For Your Eyes Only (short stories) (1960)

Thunderball (1961)

The Spy Who Loved Me (1962)

On Her Majesty's Secret Service (1963)

You Only Live Twice (1964)

{Ian Fleming died}

The Man with the Golden Gun (1965)

Octopussy and The Living Daylights (short stories) (1966)

However, I decided to go with the order of the EON films. With all due respect to Ian Fleming, I have always preferred the films to the novels, which in some cases have radical plot-differences. And this order is natural for adding the later films that do not use Fleming's book-titles.

Thus the rooms in v1.1 are as follows:

[0] Dr. No (1962)

[1] From Russia with Love (1963)

[2] Goldfinger (1964)

[3] Thunderball (1965)

[4] You Only Live Twice (1967)

[5] On Her Majesty's Secret Service (1969)

[6] Diamonds Are Forever (1971)

[7] Live and Let Die (1973)

[8] The Man with the Golden Gun (1974)

[9] The Spy Who Loved Me (1977)

[10] Moonraker (1979)

[11] For Your Eyes Only (1981)

[12] Octopussy (1983)

[13] A View to a Kill (1985)

[14] The Living Daylights (1987)

[15] Licence to Kill (1989)

[16] GoldenEye (1995)

[17] Tomorrow Never Dies (1997)

[18] The World Is Not Enough (1999)

[19] Die Another Day (2002)

[20] Casino Royale (2006)

[21] Quantum of Solace (2008)

The file ROOMS.TXT contains a detailed description of each room, including an explanation of how it represents various elements of the corresponding film, and a thorough list of playing-tips that should cover anything you might be stuck on.

I plan to extend my game as future Bond-films are released. At the time of writing, Bond 23 is due in cinemas in 2011, so that will be added in v1.2, for which I also plan to edit the tunes (title-screen and in-game).

I don't feel so inclined to write rooms for the non-EON films - Casino Royale (a spoof from 1967) and Never Say Never Again (the 1983 remake of Thunderball) - which the James Bond community does not consider to be canon.

I had been planning to release a James Bond game in 2007 since 2004, although my enthusiasm for the project was so low that I was even willing to turn it over to somebody else (Steve Worek volunteered on 2nd November 2005, but confirmed on 7th April 2006 that he had abandoned the idea).

But midway through 2007, I reflected that it was now or never for James Bond, and I decided to go for it! I actually started writing the game in September, determined to finish it in time for a gamma-release on 31st December 2007, or abandon it altogether if it should fail ("This organisation does not tolerate failure," as Ernst Stavro Blofeld would say).

I have not had time to watch through the Bond-films for research-purposes. It had been two decades since I'd watched some of them, and I had no clear memory (that said, I have gained a deeper appreciation of, and greater passion for, James Bond through writing this game, and in October 2007, I started watching through a subset of the Bond-films as televised on ITV1 - having already written the corresponding rooms).

So I researched each film on the Internet - looking at plot-synopses and images - before I wrote the corresponding room. I picked out the key elements of each film: locations, characters, objects, and, in some cases, specific stunts that would map well to JSW64. I tried to design each room as a picture first, and think about the gameplay as I drew the picture.

JSW64 is well suited to drawing pictures, as you can have up to 16 different cell-classes in a room, and Variant Z allows each cell to be an arbitrary colour-attribute (which behaves as Water if no cell-class in the room has that colour-attribute). Variant Z does have the limitation that the assignment of cell-types (behaviours) to cell-classes is global, but I have found that having two or three Air cell-classes in a room greatly enhances the atmosphere of two or three locations from a Bond-film, compared to what could have been achieved using the original MM game-engine.

I have also used most of the advanced features of JSW64, including new guardian-types: fast horizontal guardians, diagonal guardians, colour-cycling guardians, triggers (which alter the next guardian when all items in the room are collected, or a switch is flicked), stoppers, opening walls, and the ability to enable superjump on a room-by-room basis (used in "Moonraker" [10]).

Trap-cells may be unfamiliar to many players, but you will encounter them right from the first room of James Bond: if you set foot on a Trap-cell, regardless of what you're standing on with the other foot, you fall! Technically, a Trap-cell is a Fire-cell that has had its 'licence to kill' revoked.

Variant Z only allows 64 rooms, but that should be more than enough for the number of Bond-films I expect to be released before I die!

I have implemented several patches of my own in this game, as detailed in TECHNICA.TXT:

* The game uses Broadsoft Lifts v0.2: my patch to make horizontal, vertical and even diagonal guardians stand-onable if Bit 4 of Guardian-Byte 1 is set. The game follows the convention that lifts use the lift-sprites and/or have white ink. As the patch itself is only beta-released at the time of writing, it can be downloaded from the Files section of the Manic Miner and Jet Set Willy Yahoo! Group. Even if I improve Broadsoft Lifts in the future, I don't plan to upgrade them in this game, which has come to rely on the quirky features of v0.2!

* I have disabled the left/right/up/down room-exits, so that the game wraps around just like Manic Miner when you walk left or right off the screen (the room-designs do not allow you to go up or down off the screen, as I didn't want to risk corrupting memory like the MM game-engine does). The only way to leave each room is via the portal, which opens when you have collected all the items in the room without losing a life.

* The game uses my patch to reset the cells' FLASH-bits. This means that nothing FLASHing can ever appear in the playing-area, but has the important advantage that two cell-classes may have the same colour-attribute: one FLASHing, one not. In JSW64, I'm often wanting to have '\' and '/' Ramp-cells with the same colour-attribute (since I almost always like my Ramp-cells white).

* Since the portal cannot visibly FLASH, it turns from white to red when all items in a room are collected, in tribute to the gunbarrel-sequence at the start of every Bond-film prior to Quantum of Solace.

JSW64 Manic Miner: James Bond is written for advanced MM/JSW players, and the rooms are intended to be outstandingly difficult, as a challenge to the experts. It presupposes that you can play MM/JSW - the controls are exactly the same, but the gameplay is much tougher, requiring both manual dexterity (a need for pixel-perfect and time-frame-perfect accuracy of movement) and lateral thinking. JSW64 Manic Miner: James Bond liberally exploits all the quirky features in the game-engine - you need to know all the tricks if you want to get at all far!

Each room is an intricate network of constraints, forcing you to face every single one of my intended challenges, though you do sometimes have to make difficult choices about the order in which you do things. My use of Crumbly cells, the relationships between guardians, and their relationships with conveyors, all mean that the consequences of your mistakes may return to haunt you several minutes later!

I have thoroughly playtested v1.1, and I certify that both the hard variant and the easy variant are possible to complete.

You can consider yourself to have passed JSW64 Manic Miner: James Bond if you finish the game using infinite lives (POKE 35899,0) on a real Spectrum, or saving and loading snapshots on an emulator. If you cheat by using any other POKEs, or by using WRITETYPER, you should consider yourself disqualified. ;-)

Your completion-time is the time you enter the portal of "Quantum of Solace" [21], after which the game loops back to "Dr. No" [0].

Finally, you may notice that the number of lives I've given you is not very generous. You only live twice, Mr. Bond!

---------------

Easy Variant

---------------

From v1.1 onwards, JSW64 Manic Miner: James Bond comes with an easy variant of the game, in addition to the standard game: now known as the hard variant.

My goal for the easy variant is to reduce the features that can make the game stressful or frustrating even for expert players - such as tight manoeuvres in the presence of guardians, or subtle differences in cell-graphics that might make it difficult to distinguish between certain cell-types - but not to eliminate my beloved quirky features, which are the essence of a Broadsoft-game.

 

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JSW64 Manic Miner: James Bond - Room descriptions

 

[from the Readme included with v. 1.1 of the game]

 

This document uses the following abbreviations:

* CIA: Central Intelligence Agency (USA);

* HG: horizontal guardian;

* ILB: innocent-looking block (an Earth-cell at head-height that you can jump through and fall slap through the floor below);

* JSW: Jet Set Willy;

* JSW64: an advanced 128K Spectrum JSW game-engine by John Elliott;

* KGB: Komityet Gosudarstvyennoi Biezopasnosti (Russian committee for state-security);

* LRA: Lord's Resistance Army (Ugandan guerilla-army);

* MI6: Military Intelligence Section 6 (British secret service);

* MM: Manic Miner;

* NSA: National Security Agency (USA);

* SPECTRE: SPecial Executive for Counter-intelligence, Terrorism, Revenge and Extortion;

* TV: television;

* USA: United States of America;

* VG: vertical guardian.

Sometimes it is easiest to identify cells by their coordinates. These are specified in the same way as PRINT AT in Spectrum BASIC:

y,x

where y is the cell-row (0 is the top row, 15 the bottom row of the playing-area) and x is the cell-column (0 is the leftmost column, 31 the rightmost).

The number in square brackets at the start of each room is the room-number.

----------

[0] Dr. No

----------

Dr. No - a member of the terrorist-organisation SPECTRE - is plotting to disrupt an American space-launch using his atomic-powered radio beam.

To thwart this plot, James Bond must travel to Dr. No's headquarters on Crab Key (an island in Jamaica), collect the radioactive mineral-samples, and get out of there before the place blows sky-high.

You start on the beach where Bond meets the bikini-clad Honey Ryder, the sprite for whom is based on my Kari Krišníková sprite from my 1999 JSW-game We Pretty: edited to look as bare as possible, and to have Honey Ryder's hairstyle. I wanted to have her rise out of the sea as in that iconic scene from the film, but have yet to get round to writing a patch-vector for such.

Dr. No previously inspired me to write a JSW-room called "DR YES'S CONTAMINATION CHAMBER", which appears in my 2002 game Goodnite Luddite. I modified the Dr. Yes sprite from that room into Dr. No by trimming its horns and doing my best to show Dr. No's metal prosthetic hands in the sprite.

Dr. No has a decontamination-chamber: the lowest level of the black area of the screen. The yellow Fire-cells are based on the trefoil symbol used to indicate radioactive material, and the cyan forcefields also originated in "DR YES'S CONTAMINATION CHAMBER".

Tips:

[0.1] In the hard variant, you can only jump over Honey Ryder by jumping into the gaps to avoid the overhead Earth-cells.

[0.2] Some of the items are protected by being encased in Crumbly cells, so you won't be able to collect them until you have stood on them to relieve them of Crumbly.

[0.3] The white rectangle at the bottom-right of the screen is a vertical lift, onto which you must jump - well, actually the lift will pick you up if you just walk into it. Due to the quirky implementation of Broadsoft Lifts, you might unexpectedly be killed if you jump onto it at the wrong angle, but do try again!

[0.4] To get past each cyan forcefield in the decontamination-chamber, stand as close as you can without actually touching it, then walk through it immediately it turns black.

[0.5] Watch out for the fast-crumbling Crumbly cells, onto which you must jump to reach the top and middle levels - you can only stand on them for one time-frame each! (except in the easy variant). Go up to the top level first.

[0.6] Watch out for the blue Trap-cells on the top and middle levels: you fall through them even if you're standing on a solid cell too!

[0.7] The white rectangle on the top level is a horizontal lift: just walk into it and it will pick you up. Unlike a vertical lift, it doesn't move you: you must walk with it to get past the Trap-cells.

[0.8] Walk onto the rightmost Trap-cells to drop down onto the middle level; relieve the rightmost item of Crumbly, and collect it.

[0.9] Cross the middle level from right to left until you collect the central item. It is difficult to avoid being picked up by the horizontal lift as you jump. If this happens, drop through the middle of the middle group of Trap-cells to collect the item.

[0.10] When you have collected all the items, a non-swinging rope will appear by the left edge of the screen, allowing you to climb up to the portal at the end. This was achieved using a special type of JSW64-guardian called a Trigger.

[0.11] After collecting the items, you must cross the sea to the left, which - in the hard variant - is much more difficult than going right, due to the asymmetric behaviour of overhead Earth-cells. You can stop on the conveyor by jumping up against the overhead Earth-cells, then holding right as you fall back onto the conveyor. Do this to the right of the gap into which you intend to jump over Honey Ryder: this jump must be perfectly timed, as the overhead Earth-cell to the left of the gap will dump you back down very quickly!

-------------------------

[1] From Russia with Love

-------------------------

Chess-grandmaster Kronsteen - SPECTRE's planner - has devised a plot to steal a cryptographic device called a Lektor from the Russians and sell it back to them. Ernst Stavro Blofeld - the head of SPECTRE - has put Rosa Klebb in charge of this mission, and she has chosen Red Grant as a henchman.

Their plan is to wait until Bond takes the Lektor from a cypher-clark - the beautifully-named Tatiana Romanova - and then kill him and take the Lektor. Of course, it would be a pretty boring room with just one item, so you must collect six Lektors and avoid getting killed by Grant (the yellow HG) or Klebb (the magenta HG with the poisoned toe-blade).

The top half of the screen represents the Hagia Sophia in Istanbul, where Bond meets Romanova. I must admit it was difficult to draw, and that this room is the least visually-attractive in the game as a result. The graphic of the blue Fire-cells comes from the original Manic Miner.

The bottom half of the screen represents the train to Zagreb; Grant attempts to kill Bond on the train.

Bond doesn't meet either Blofeld or Kronsteen in the film, so they are depicted as stationary guardians: Blofeld with his trademark white cat and unseen face, Kronsteen as a couple of chess-pieces (queen and king).

As chance would have it, I wrote this room on 16th September 2007 - the very day that Russia won the Fed Cup! (the premier team-competition in women's tennis).

Tips:

[1.1] The yellow and black chequered cells in the top half of the screen are Trap-cells, while the black cells are Water-cells.

[1.2] Take the top two items first: this entails the delightful move of stopping on a right-conveyor (walk left along the conveyor until you are under both items, release the left-key for exactly one time-frame and hold it down again, and jump straight up to collect the items).

[1.3] To get down into the train, jump onto the lower red Earth-cell near the right edge of the screen: because it is adjacent to a Trap-cell, you fall slap through the floor! (The blue Fire-cell is there to stop the well-trained MM/JSW player jumping through it like a regular ILB, just to show that such precision is not necessary when there's a Trap-cell).

[1.4] In the hard variant, the yellow HG is fast, so you have to be smart about where you stand to jump over it. Depending on the specific situation you find yourself in, you may have to jump straight up, or jump in the same direction in which it is moving.

[1.5] You have to relieve the bottom-right item of Crumbly before you can collect it.

[1.6] You can collect the bottom-right item by jumping right against the side of the overhead Earth-cell so as to land inside the adjacent Earth-cell.

[1.7] To enter the middle carriage of the train, you have to jump left so as to land inside the Earth-cell to the right of the middle item (stand with four clear cell-columns between you and the Earth-cell, facing left with your legs apart).

[1.8] To enter the leftmost carriage, you have to jump over the yellow chair (a Fire-cell) so as to land inside the adjacent Earth-cells to the left (stand with two clear cell-columns between you and the chair, facing left with your legs apart, and jump left when the magenta HG is running right and above 'F' - except in the easy variant, where she isn't fast).

[1.9] Collecting the leftmost item entails a jump through an overhead Earth-cell: stand with one and a half clear cell-columns between you and the portal, facing left with your hands on your hips, and jump left.

--------------

[2] Goldfinger

--------------

A ruthless gold-smuggler named Auric Goldfinger is plotting to break into Fort Knox and detonate an atomic bomb, making all the gold in there radioactive for 58 years, thereby greatly increasing the value of his own considerable stock.

To thwart this plot, you must break into Fort Knox yourself, and collect all the gold for safe keeping before the bomb goes off.

Early in the film, Bond plays golf against Goldfinger (the yellow HG), as represented by the top third of the screen. The aeroplane represents Goldfinger's plan to kill the soldiers guarding Fort Knox by spraying nerve-gas over the area.

The black area represents the interior of Fort Knox. The items are bars of gold, and the cyan-and-white Fire-cells are the electrified bars of the vault. The green HG is Goldfinger's henchman Oddjob, whose trademark is to kill people by throwing his steel-rimmed bowler-hat (the arrow: I have implemented a game-engine patch to make it look like a hat). The blue Ramp-cells represent Goldfinger's "web of sin" mentioned in the title-song.

Tips:

[2.1] If you don't time your jump over Goldfinger well, he's liable to whack you with his golf-club!

[2.2] The entrance to Fort Knox is under the items at the top-left of the screen:

[2.2.1] Stand to the right of the wall with four clear cell-columns between you and the wall, facing left with your legs apart, and jump left into the Earth-cell.

[2.2.2] Stand on the Crumbly cells until you drop down.

[2.2.3] Jump through the ILB (stand with the grass up to your waist, facing left, with 3˝ clear cell-columns between you and the Earth-cell, and jump left) - timing that jump so that you land on the horizontal lift (which, in a departure from the convention used elsewhere in the game, is yellow rather than white).

[2.3] Walk right on the lift until you're over the middle item that it passes through, and drop down to collect that item.

[2.4] Then jump left off the middle ledge to collect the leftmost item, and jump right back onto the middle ledge (collecting another item as you go).

[2.5] Resist the temptation to jump right onto the high ledge to the left of the central wall of Fort Knox, because you'd have to fall to your death from that ledge. Instead, stand one step back from the edge of the middle ledge (facing right with your hands on your hips), and jump right so as to narrowly avoid landing on the high ledge, and land on the bottom-right ledge instead. From there, you can jump for the top-right item.

[2.6] Resist the temptation to drop off the bottom-right ledge to take the items, because you'd be killed by a Fire-cell. Instead:

[2.6.1] Jump left so as to land on the conveyor (in the easy variant: Earth-cells) to the left of the Fire-cells.

[2.6.2] Let the conveyor carry you left until there are four clear cell-columns between you and the protruding Earth-cell, with your legs apart, and jump left into that Earth-cell.

[2.6.3] Walk back right along the conveyor; only a perfect jump will get you past the underfoot Fire-cells so that you can walk under the central wall.

[2.7] After walking under the central wall:

[2.7.1] Stand over 'i' facing left with your legs together, and jump left so that you're standing on the lower Water-cell, inside the other Water-cell and an Earth-cell.

[2.7.2] From there, you can jump right onto the middle ledge - time that jump to avoid the horizontal lift overhead!

[2.8] From the middle ledge in the right half of Fort Knox:

[2.8.1] Jump left onto the high ledge to collect the top-left item.

[2.8.2] Walk right onto the horizontal lift until you're above another item; drop down to collect it.

[2.9] Stand on the left edge of the middle ledge, and jump right onto the top-left remaining item to relieve it of Crumbly so that you can collect it.

[2.10] The web of Ramp-cells:

[2.10.1] Jump right into the web.

[2.10.2] Walk right down a ramp to collect the top-middle item.

[2.10.3] Make your way to the top-right of the web: this entails some right-jumps to get past some of the '/' cells.

[2.11] Under the web:

[2.11.1] Drop down onto the rightmost ledge.

[2.11.2] Stand facing left, with your back to the wall, and jump left: the Earth-cells will dump you through the gap to the bottom-right, giving you a clear run to the portal.

[2.11.3] Should Oddjob throw his bowler-hat as you walk towards the portal, you can avoid it by standing inside one of the red vertical lines.

---------------

[3] Thunderball

---------------

SPECTRE has stolen two atomic bombs, and is threatening to destroy Miami unless a ransom of Ł100,000,000 is paid. Fortunately, there is a third option: Operation Thunderball (let James Bond find the bombs).

This room represents the bombs' underwater hiding-place, and is a rare exercise in moving in a field of Ramp-cells. You must navigate through an extremely tricky minefield (not snowflakes, as someone said!), whilst avoiding SPECTRE's frogmen (the first time I ever used diagonal guardians!), and retrieve both bombs before they are detonated.

This room features the second appearance of Blofeld as a stationary guardian; the other is SPECTRE's second-in-command: the eyepatch-wearing Emilio Largo, who is in charge of this project.

For the easy variant, I've changed the frogmen into vertical guardians, allowing you to experience the unadulterated field of Ramp-cells without the severe mental trauma that the diagonal frogmen provide.

Tips:

[3.1] All the blank blue cells in the left half of the screen are '/' cells; those in the right half of the screen are '\' cells.

[3.2] Getting on the correct diagonal is essential throughout this room, which is designed so that you often have to go up or down by an odd number of diagonals.

[3.2.1] To go up by two diagonals, jump straight up.

[3.2.2] To go down by two diagonals in a '/' field, stand facing right with your legs apart, and jump right.

[3.2.3] To go down by one diagonal in a '/' field, stand facing right with your legs NOT apart, and jump right.

[3.2.4] The above two points apply symmetrically to navigating a '\' field.

[3.3] From the start, jump up the middle by an ODD number of diagonals:

[3.3.1] Walk off the black platform to the right.

[3.3.2] Walk left back onto the central line, so that you go up one cell-row.

[3.3.3] Jump straight up five times.

[3.4] I recommend doing the left half of the screen first, because it is both easier and more efficient. However, if you would prefer to do the right half first:

[3.4.1] Walk right up the ramp until you are standing with your legs one cell-row under the portal.

[3.4.2] Do Tips 3.[7-9] before 3.[5-6].

[3.5] To collect the left item:

[3.5.1] If you collected the right item first, and as efficiently as the instructions imply, then you need to wait by the portal until the frogman comes up - even if it looks safe to follow him down immediately - otherwise you'll be killed by an unavoidable arrow as you wait after collecting the left item. That is why it is more efficient to collect the left item first: there's no need to wait by the portal for almost a complete cycle of the red frogman's path.

[3.5.2] Walk left down the '/' ramp until it is safe to jump straight up, and then do so.

[3.5.3] Walk straight down to the left with the red frogman ahead of you, until you're standing above the mine at 12,6, facing right with your legs apart.

[3.5.4] Jump right, then stay still until the red frogman and the arrow pass over you.

[3.5.5] Jump straight up. You should now be one diagonal too low to collect the item.

[3.5.6] Walk left down the diagonal you're on, until you have space to jump right with your legs NOT apart.

[3.5.7] Jump straight up. You should now be on the correct diagonal to collect the item.

[3.6] To escape from the left half after collecting the item, you first need to go down by three diagonals to slip past the red frogman:

[3.6.1] Let the frogman go up the ramp ahead of you, and go up just far enough to avoid the lower arrow.

[3.6.2] Jump right with your legs apart.

[3.6.3] Jump right with your legs not apart.

[3.6.4] Curl up with your back to the mine at 7,11, facing left, and wait there until the frogman passes you on his way down.

[3.6.5] Jump straight up.

[3.6.6] Jump right with your legs apart.

[3.6.7] Walk right until you are standing with your legs one cell-row under the portal.

[3.7] To get the right item:

[3.7.1] Wait until the magenta frogman comes up to the portal, and follow him down as closely as you feel comfortable. Of course, if he's already on his way down, and less than halfway between the portal and the item, then there's no need to wait for him to come back up again.

[3.7.2] When you're about to walk into the mine at 8,21, jump straight up.

[3.7.3] Walk right down the ramp until you're above the mine at 13,26.

[3.7.4] Jump left with your legs apart.

[3.7.5] Curl up with your back to the mine at 8,21, facing right, and wait there until the frogman goes up past you.

[3.7.6] Walk right down the ramp until it is safe to jump straight up, and do so. You should now be one diagonal too low to collect the item.

[3.7.7] Jump left with your legs NOT apart.

[3.7.8] Jump straight up. You should now be on the right diagonal to collect the item.

[3.7.9] If you're doing the right half of the screen first, and you didn't wait for the frogman to come up to the portal in Tip 3.7.1, then you need to walk left up the ramp after collecting the item to avoid an arrow.

[3.8A] To escape from the right half (Solution A: jump left over the frogman):

[3.8A.1] Walk left up the ramp until you're standing just to the left of the nearest overhead mine, facing left with your legs close together.

[3.8A.2] Wait for the frogman to approach from above, and when he's firmly in Column 25 (the one with the single isolated mine), jump left over him.

[3.8B] To escape from the right half (Solution B: jump straight up over the frogman):

[3.8B.1] Let the frogman go up the ramp ahead of you.

[3.8B.2] Go up the ramp a little, and where it is safe to do so, jump left with your legs apart.

[3.8B.3] Stand above the mine at 13,26, facing left with your legs as close together as possible (the James Bond equivalent of Miner Willy standing on one leg).

[3.8B.4] Wait as the frogman comes down the ramp towards you, and when he is between the two mines in Column 23, press pause.

[3.8B.5] Whilst holding down the pause key, press Enter a few times until the frogman is in Columns 24 and 25, in the hunched-up pose with one foot above his head.

[3.8B.6] Jump straight up, and immediately on landing, walk left a little to get past the frogman safely.

[3.8B.7] Walk back down the ramp until you have room to jump left with your legs NOT apart.

[3.8C] To escape from the right half (Solution C: walk through the frogman):

[3.8C.1] Let the frogman go up the ramp ahead of you.

[3.8C.2] Go up the ramp a little, and where it is safe to do so, jump left with your legs apart.

[3.8C.3] Go back down the ramp a little, and jump left with your legs not apart.

[3.8C.4] As the frogman comes down towards you, stand facing left with your legs as close together as possible (the James Bond equivalent of Miner Willy standing on one leg) - preferably far enough away from the mine at 8,21 as not to complicate Tip 3.8C.8.

[3.8C.5] When the frogman gets really close, press pause.

[3.8C.6] Whilst holding down the pause key, press Enter a few times until the frogman is in the fully elongated diagonal pose with one foot above his head, the other at the bottom-left of the graphic.

[3.8C.7] Whilst holding down the pause key, press Enter once more: the frogman should still be in the pose described above, one pixel-row lower.

[3.8C.8] Hold down left to pass through the frogman safely.

[3.8C.9] Walk back down the ramp a little, and jump straight up when it is safe to do so.

[3.9] Walk left up the ramp, and when it is safe to do so, jump left to drop down by a diagonal (legs not apart) or two (legs apart - necessary if you still have to collect the left item) so that you can walk up into the portal.

-----------------------

[4] You Only Live Twice

-----------------------

SPECTRE is playing the USA and Russia off against each other, using a carnivorous spacecraft that swallows both American and Russian spacecrafts so that they will nuke each other off the face of the Earth, clearing the way for a new power to dominate the world.

Blofeld is personally overseeing this operation from SPECTRE's hidden base in a volcano in Japan. Bond - having faked his own death (hence the title) - must sneak into the volcano and flick a switch to destroy the carnivorous spacecraft before it eats another American spacecraft - on which event, the USA have threatened to nuke Russia.

In this room, Blofeld is a Kong Beast: flicking the switch will expose his face for the first time - symbolic of Bond meeting Blofeld in the film for the first time.

The bright white HG at the bottom-left is Hans: the henchman who guards the self-destruct switch. The other HGs are ninjas, who are actually Bond's allies in the film.

The Crumbly graphic is based on what the covering of the volcano-crater looks like from the inside. The Fire-cells are fire, but they also stand for the pool of piranhas in which Blofeld likes to execute people.

Tips:

[4.1] The bright red cells are Earth-cells; the dull red cells are Water-cells (in the easy variant, they are grey instead).

[4.2] Climb up the left side of the volcano first (drop down one step near the top, so that you don't jump into the overhead Fire-cell), and stand at the left edge of the crater, just out of reach of the black ninja.

Do this as efficiently as possible to avoid messing up the timing for later steps. If you're as efficient as possible, you can proceed with Tip 4.3 immediately; if not, you need to wait until the white ninja is going right (this does not apply to the easy variant, where the white ninja is not fast).

[4.3] To enter the volcano, you need to walk right onto the Crumbly surface of the crater until you're in one cell-column under the left half of Blofeld, then turn left so that your legs are apart, and jump left into the Earth-cell at the left edge of the crater so that you can fall onto the Water-cell below (the blue Trap-cells prevent you from landing on their adjacent Earth-cells, which is a great way to reserve Earth-cells for overhead use only).

[4.4] Hard variant only: IT IS ABSOLUTELY ESSENTIAL THAT THE CRUMBLY CELL IN BLOFELD'S LEFT COLUMN HAS TWO PIXEL-ROWS REMAINING BEFORE YOU PROCEED ANY FURTHER. IF YOU LEAVE ONLY ONE PIXEL-ROW IN THIS CELL, YOU WILL NOT BE ABLE TO COMPLETE THIS ROOM LATER.

[4.5] If you've been as efficient as possible up to this point, you can just wait on the Crumbly cells until you fall; if you've been slightly inefficient, then facing right with your legs apart may determine whether you will be able to slip past the white ninja or not (this does not apply to the easy variant).

[4.6] Immediately after landing on the Water-cell under the leftmost Crumbly cell, walk right to fall onto the Water-cell at 11,12 before the white ninja catches you, which he won't if you've followed the previous tips correctly, or are playing the easy variant.

[4.7] From (at least near) the left edge of the Water-cell at 11,12, jump left when the white ninja is above you going right (if your timing is out, wait until Hans is near his right-boundary if going right, or NOT near his left-boundary if going left; if you're playing the easy variant, jump when Hans is near his left-boundary).

You might think that the overhead Earth-cell at 7,7 would drop you to your death by falling too far, but actually it resets your fall-counter, so that you drop safely onto the bottom row.

[4.8] Immediately after landing on the bottom row, jump left onto the ledge above the switch. You can either take the leftmost item immediately with a simple jump, or leave it for a fancy jump in Tip 4.10.

[4.9E] Easy variant: stand on the ledge above the switch - either at the very edge or one step back from the edge - and when Hans is near his left-boundary and the white ninja is NOT near his left-boundary, jump right onto the Crumbly-protected item under the left edge of the crater.

[4.9H] Hard variant: stand on the ledge above the switch - either at the very edge or one step back from the edge - and when Hans is near his right-boundary, going right (and provided that the white ninja is going right and not near his right-boundary), jump right onto the Crumbly-protected item under the left edge of the crater.

The closer to the left edge of the Crumbly-protected item you stand, the more time you'll have in Tip 4.10.

[4.10] Fall onto the middle platform of the bottom row, and either:

(a) stand one step back from the left edge of that platform, and jump left for a spectacular jump through an overhead Earth-cell (which collects the leftmost item if it's still there); or

(b) if you've already collected the leftmost item, you can stand on the very edge of the platform and jump left.

Either jump will land you on the platform where the switch is. Walk into it to down Blofeld.

[4.11] After flicking the switch, stand near the right edge of the platform, facing right with your legs as close together as possible (the James Bond equivalent of Willy standing on one leg).

[4.12EA] Easy variant, Solution A: when Hans is halfway along his path going left, jump right twice. If you've been efficient up to this point, you'll be able to catch the lift without waiting.

[4.12EB] Easy variant, Solution B: when Hans is at his left-boundary, jump right twice. This is a more failsafe method of getting past Hans safely, but you may miss the first opportunity to catch the lift.

[4.12H] Hard variant: when Hans is halfway along his path going left, jump right twice.

[4.13] Stand at the right edge of the platform (Hans's right boundary), and avoid Hans until the lift is close enough to jump onto - avoid him either by facing right and jumping straight up as he approaches, or by standing at the very right edge of the platform, facing left (definitely what I recommend for the easy variant, where Hans is not fast).

[4.14] Hard variant only: to jump right onto the horizontal lift, you need to stand back from the edge of the platform so that you're facing right with your legs as close together as possible (like Willy standing on one leg), and jump right when the lift is going left and within one cell-column of being under the double Fire-cells.

Due to the need to avoid Hans, it may be necessary to wait a couple of cycles of the lift's path until you can be in position at the same time as it is.

[4.15] After jumping onto the lift, walk right on the lift (jumping over the Fire-cells) until you are standing with your head in a Water-cell. Avoid the temptation to jump for the overhead item first (unless you're playing the easy variant and are walking near the right edge of the lift).

[4.16EA] Easy variant, Solution A: walk left on the left edge of the lift, and jump left for the item when you're under and to the right of it with your legs as close together as possible. Then jump over the Fire-cells, walk left on the lift until you're within two cell-columns of the right platform, and walk right on the lift to its right-boundary (jumping over the Fire-cells, of course).

[4.16EB] Easy variant, Solution B: walk left on the left edge of the lift, and jump over the Fire-cells. Walk left on the lift until you're within two cell-columns of the right platform, then walk right, and jump over the Fire-cells. Provided that you are now walking near the right edge of the lift, you can now jump right to take the item, and continue walking right on the lift to its right-boundary.

[4.16HA] Hard variant, Solution A: walk left on the left edge of the lift, and jump left for the item when you're under and to the right of it with your legs as close together as possible. Then jump over the Fire-cells, stand one cell-column away from the Fire-cells, facing right, and jump right over the Fire-cells. Walk right on the lift to its right-boundary.

[4.16HB] Hard variant, Solution B: walk left on the left edge of the lift, and jump over the Fire-cells. Stand one cell-column away from the Fire-cells, facing right, and jump right over the Fire-cells. Provided that you are now walking near the right edge of the lift, you can now jump right to take the item, and continue walking right on the lift to its right-boundary.

[4.17] At the right-boundary of the lift, jump up through the column of Water-cells until you emerge from the volcano. Climb up the right side of the volcano; when you are standing with your feet aligned just above the top row of the portal, walk right to drop down one cell row, and jump left to land inside the Water-cell. Then you can jump left onto the right edge of the crater without hitting the overhead Fire-cells.

[4.18] Wait at the right edge of the crater just out of reach of the black ninja, and when he's at his right-boundary, as soon as it is safe to emerge, walk left to drop onto the surface of the crater, and drop through it to land on the Crumbly cell below.

[4.19] Immediately after landing on the lower Crumbly cell, jump left onto the leftmost remaining Crumbly cell (which - in the hard variant - must have two pixel-rows remaining, otherwise you have to roll back to Tip 4.3). In the easy variant, it's a Water-cell instead.

[4.20] Immediately on landing on the leftmost remaining Crumbly cell (easy variant: Water-cell), turn right and jump right without a single time-frame's delay (in the easy variant, you might want to jump straight up over the black ninja first, but make sure you're facing right with your legs apart afterwards, and that the white ninja isn't approaching!). This means jumping through the Earth-cell above the item so that you collect it.

[4.21] To avoid the black ninja after collecting the item, walk right until the Earth-cells stop you, then face left so that the ninja cannot touch you. It is then a simple matter of falling through the Crumbly cells and walking into the portal.

-----------------------------------

[5] On Her Majesty's Secret Service

-----------------------------------

Blofeld is running a clinic in the Swiss Alps that claims to cure phobias by hypnotism, but is actually brainwashing a group of young women - the Angels of Death - to distribute bacteriological warfare-agents that would destroy the world's agriculture. He is threatening to do this unless he is recognised as the Count de Bleauchamp and given amnesty for all his crimes.

In this room, Blofeld makes his first appearance as a HG: with a bald head, and carrying his trademark cat whilst also brandishing a gun. The other three HGs are the Angels of Death: based on the Kari Krišníková sprite and wearing woolly hats. The diagonal guardians are skiers, and the items are Walther PPK guns.

Tips:

[5.1H] In the hard variant, different cell-types look alike:

- bright blue: Air on the left side of the Alp, Fire on the right side;

- dull blue: Air on the right side of the Alp, Fire on the left side;

- dull white: can be Water, Earth, right-Conveyor or Crumbly;

- bright white: can be Water, left-Conveyor or Trap.

[5.1E] The easy variant uses the following colour-code:

- cyan & white chequered: Water;

- white: Earth;

- yellow: Fire;

- red: Crumbly;

- magenta: right-Conveyor;

- green: left-Conveyor;

- cyan: Trap.

[5.2] Go up the left side of the Alp first, with the skier ahead of you. Jump onto the left high ledge.

[5.3] Collect the leftmost item by jumping left so as to clip your head on the overhead Earth-cell instead of jumping up into the Fire-cells.

[5.4] Walk left off the edge of the screen: it's a quirky feature of the game-engine that your colour-attributes (which determine your true position) go up a cell-row when you go left off the edge of the screen, while your pixels don't.

Keep walking left, and when you are in one cell-column - the rightmost - jump left to collect the item wedged between an Earth-cell and a Fire-cell.

[5.5] Walk right off the edge of the screen, and hold jump as you do so: this way, you'll be jerked up a cell-row into the overhead Earth-cell, rather than the conveyor-ramp tipping you to your death (or, in the easy variant, onto a safety-ledge).

[5.6] Jump right from the right edge of the left high ledge, and jump right through the ramp so as to land just above the top pair of items.

[5.7] Fall through the top pair of items to collect them, and let the left-conveyor dump you through the Trap-cells to land on the third level (the bottom level being the first).

[5.8] From the third level, it is possible to go down either the left or right side of the interior. I strongly recommend going down the left side first, otherwise you'll miss a golden opportunity to get out of the Alp later.

Should you wish to try going down the right side first - as every self-respecting MM/JSW expert should - then the tips below may be of some use, but the guardian-timings will be wrong. I'm not going to detail the solution to going down the right side first, but I assure you that it is possible.

[5.9] Let the right-conveyor carry you onto the left-conveyor, then hold left until you fall through another pair of items, to land on the second level (with the green HG). As you land, it may be necessary to hold left until the magenta HG is out of the way, because the left-conveyor will dump you through Trap-cells to land on the bottom level.

[5.10] On the bottom level, walk right until you touch the left edge of the left-conveyor, then let go so that it aligns you neatly with the single left-Conveyor cell, facing left.

[5.11] Jump straight up onto the single left-Conveyor cell, and hold right as you land, as you jump straight up again onto the second level, and keep holding right to stay still after you land.

[5.12] Hard variant only: let the red HG overhead walk past you, and jump straight up over the green HG - all the while holding right.

[5.13] When Blofeld (not present in the easy variant) is at his right-boundary, release the right-key and jump left so as to land on the right-Conveyor cell near its left edge. Jump right onto the left-Conveyor cell, walk right under Blofeld, and jump from the right edge of that cell so as to land on the pair of items, and fall through them to land on the level with the red HG.

[5.14] As you land on the third level, release the right-key to let the left-Conveyor take you left, then keep holding right until you walk back along it the wrong way, fall through the Trap-cells onto the second level, and fall through the last remaining pair of items to land on the bottom level.

[5.15] Let the left-conveyor carry you until it aligns you neatly with the single left-Conveyor cell, facing left. Jump straight up to avoid the magenta HG, and fall straight off again to avoid the green HG. Jump onto the left-Conveyor again in a similar manner to avoid the magenta HG, and realign yourself under the left-Conveyor cell.

At this point, the green and magenta HGs should both be going right: the green HG almost directly above you, and the magenta HG at its left-boundary.

[5.16] As soon as the green HG has walked past you, jump straight up onto the single left-Conveyor cell, and hold right as you land, as you jump straight up again onto the second level. Jump left onto the right-Conveyor cell, jump right onto the left-Conveyor cell, hold right to walk almost to the right edge of that cell, then release the right-key for exactly one time-frame to stop on the Conveyor and face left, then hold right.

[5.17] Jump straight up onto the fourth level (in the hard variant, Blofeld should be to the right of you), and hold right to stay still on the left-Conveyor. When the left skier is above the black air, stand with your legs as close together as possible, and jump left through the overhead Earth-cell to emerge from the Alp near the top of the left side.

[5.18HA] Hard variant, Solution A:

[5.18A.1] Follow the skier down the left side of the Alp, and jump over it near the bottom, so that you land on the right side of the Alp with the skier above you.

[5.18A.2] Jump right - back onto the left side of the Alp - and hold right. You should have landed inside the Ramp-cell between the green and magenta HGs.

[5.18A.3] Wait there until the skier is aligned with the red HG, then walk left until you're standing on the third Ramp-cell from the bottom with your legs close together, and jump left so that you land on the right side of the Alp with the skier below you.

[5.18HB] Hard variant, Solution B:

[5.18B.1] Jump onto the left high ledge, and stand at the right edge of it.

[5.18B.2] When the skier is going down, and its head is one cell-row above Blofeld's head, walk right to fall onto the ramp.

[5.18B.3] Let the conveyor-ramp take you down until you're standing on the third Ramp-cell from the bottom with your legs close together, and jump left so that you land on the right side of the Alp with the skier below you.

[5.18E] Easy variant: follow the skier down the left side of the Alp, and jump onto the lower ledge. Walk off the left edge of the screen almost completely, then jump left so that you land on the right side of the Alp with the skier below you.

[5.19] If you did your previous step correctly, then you'll be able to walk straight up the right side of the Alp with the skier below you - but you can't simply walk up into the portal, because the Fire-cells would kill you. So, when you're on the Ramp-cell between the third and fourth levels, jump left to land in the Ramp-cell just below the portal, then jump left into the portal.

------------------------

[6] Diamonds Are Forever

------------------------

Blofeld is acquiring diamonds through a smuggling-ring to build a giant laser-satellite to hold the world to ransom, so in this room, you must foil his plot by taking all the diamonds yourself.

The action starts on the middle level: a funeral-home in Los Angeles, where Blofeld's henchmen Mr. Wint (the magenta HG) and Mr. Kidd (the green HG) attempt to cremate Bond.

The top level is a tribute to Bambi and Thumper: two bodyguards who attack Bond at Willard Whyte's house in Las Vegas. They are the first colour-cycling guardians to appear in a Broadsoft-game, and the top level originally had lots of diamonds before I decided I was being too profligate (the game has a global limit of 256 items, and I could live to see as many as 40 Bond-films, so I have to ration myself).

The bottom level is Blofeld's base: an oil-rig off the coast of Baja California.

Tips:

[6.1] There's no way out of the bottom level except the portal, so right is the first way to go.

[6.2] The behaviour of "\/" pairs of Ramp-cells may surprise you as you try to sneak under the magenta HG. You can hide in the second "/\" pair until the magenta HG is to the left of you.

[6.3] It is not possible to walk over the Earth-cells under the conveyor; you have to jump right onto the conveyor between the two HGs, then jump over the green HG (it is also possible to jump up onto the conveyor before the Ramp-cells and jump over both HGs, but I prefer to showcase the Ramp-cells than enforce this more difficult solution).

[6.4] The vertical lift provides access to the top level. The easiest way to get on it is to stand in one cell-column to the left of it, facing right, and let it pick you up.

[6.5] As you reach the top level, watch out for the cyan Fire-cell, and it may surprise you to discover that the blue platform with the horizontal stripes is a right-conveyor! (not in the easy variant).

[6.6] As you cross the top level going left, be sure to leave enough Crumbly cells to go back right (falling onto the left-conveyor would lead to certain death). For v1.1 (hard variant only), I edited the Crumbly graphic so that you can only land on each Crumbly cell twice!

[6.7] Mind your timing as you make your way from the Crumbly cells to the left right-conveyor - it's all too easy to clip the VG's feet as you walk under her.

[6.8] When you reach the left wall, release the left-key for exactly one time-frame, then hold it down again to stop on the conveyor. Jump straight up to take the item (you might get away with it facing left, but facing right ensures no collision with the VG).

[6.9] Hard variant only: when crossing the Crumbly platform to the right, jump right one time-frame after stepping off the conveyor to the left of the Crumbly platform, and keep jumping right (and straight up where necessary to avoid the fast HG). In this way, you'll be able to walk onto the conveyor to the right of the Crumbly, instead of being forced to jump and land too close to the Fire-cell to the right.

[6.10] There's a danger of colliding with the fast HG as you wait for the lift to take you down. If necessary, jump over her at the top.

[6.11] To cross the middle level from right to left, you have to walk on and in the Earth- and Ramp-cells under the conveyor:

[6.11.1E] Easy variant: the switch to open the Earth-cell under the right edge of the conveyor is right by it, so you can just walk left into the conveyor.

[6.11.1H] Hard variant: stand at least two steps under the lift, and jump left onto the Earth-cell under the right edge of the conveyor.

[6.11.2] Wait on the right edge of that Earth-cell (easy variant: wait just to the right of the conveyor) until the green HG is at his right-boundary, then walk left until you're in the rightmost "\\" pair.

[6.11.3] Wait there until the magenta HG passes you to the right (if you want to be efficient) or to the left (if you prefer to be safer).

[6.11.4] Walk left until you emerge from the conveyor.

[6.12] Stand on the left edge of the grey platform, facing left with your legs together, and jump left through the overhead Earth-cell to collect the diamonds and land safely on the ramp at the bottom-left of the screen.

[6.13] Collect the two diamonds on the left.

[6.14E] Easy variant: the switch to open the Fire-cell under the right edge of the conveyor is in the middle level, so there's no need to avoid jumping atop the oil-rig, and I'm sure I don't have to spell out how to cross it to the right.

[6.14H] Hard variant: the objective is to cross the bottom level to the right without ever landing on the top black Water-cells, and as close behind Blofeld as possible, so that you will be able to flick the switch at the right edge of the oil-rig, which will allow you to escape after collecting all the diamonds:

[6.14H.1] Stand at the bottom-right of the ramp - without touching the cyan Fire-cells.

[6.14H.2] When Blofeld is above the 'n' of "Diamonds", going left, jump right to land on the oil-rig.

[6.14H.3] Walk right until you have a gap of five cell-columns ahead of you, and jump right from the right edge of the second black cell above 'm'. Don't worry about missing some of the items - you can collect them on your way back.

[6.14H.4] Stand on the second black cell above 'A', facing right with your legs apart, and jump right to land on the second black cell above the 'o' in "Forever".

[6.14H.5] Stand in the column above the first 'r' in "Forever" (between the black cells), and jump right so as to hit the side of the rightmost Earth-cell under the conveyor and land safely.

[6.14H.6] Walk right until you flick the switch, which causes the rightmost Earth-cell under the conveyor to open (to become Air after nine time-frames), allowing you to escape.

[6.15] Crossing the bottom to the left (hard variant - some of these tips do apply to the easy variant, but you may already have collected the items to which they refer):

[6.15.1] Hard variant only: after flicking the switch, turn left. You should now be standing a step or two proud of the rightmost column of the oil-rig.

[6.15.2] Jump left to take the rightmost item and land on the right edge of the second black cell above the first 'e' in "Forever" (you can get away with landing atop the oil-rig at this stage, but staying down means you won't have to jump over Blofeld with some Earth-cells above you).

[6.15.3] Walk left until you're above the 'o' in "Forever", and jump left to take the rightmost remaining item and land atop the oil-rig.

[6.15.4] Jump over the long gap and take the last two remaining items.

[6.15.5] Jump from the left edge of the oil-rig to land on the ramp.

[6.15.6] Jump up into the portal.

--------------------

[7] Live and Let Die

--------------------

Dr. Kananga is the dictator of a fictional Carribean island called San Monique, where he grows heroin-poppies. He also operates in Harlem as a drug-baron called Mr. Big, and plans to put rival drug-barons out of service by distributing free heroin, which would double the number of addicts and allow him to exploit them.

My favourite scene in the film is when the baddies try to kill Bond by leaving him to be eaten by crocodiles on a farm in Louisiana. He waits until they form a neat line in the water, then jumps across their backs!

The top level of this room is a tribute to that scene: the crocodiles are represented by fast-Crumbly cells, and the red HG is Tee Hee Johnson: Kananga's primary henchman, who has a metal arm with a hook on the end (as seen in both the HG sprite and in the cyan Fire-cells).

The items are Tarot-cards: a tribute to the psychic Solitaire. The middle level is the graveyard on San Monique where Kananga attempts to sacrifice Solitaire to the Voodoo-god Baron Samedi (the white VG) after she loses her power.

The bottom level is Kananga's underground hideout on San Monique, where he attempts to feed Bond and Solitaire to a shark - only for Bond to force-feed Kananga a shark-gun pellet that causes him to blow up like a big balloon! (the blue VG).

Tips:

[7.1] The cyan cells are sticky Conveyor: if you fall onto them, you cannot move left nor right.

[7.2] Stand on the two cells you start on, facing right with your hands on your hips.

[7.3] Wait until the red HG (going left) is half over the rightmost crocodile and half over the green platform to the right of it, with his hook at waist-level (such precision is not necessary for the easy variant, where the red HG is a few pixels lower).

[7.4] Jump right six times to land safely on the green platform to the right of the crocodiles.

[7.5] Immediately walk right onto the vertical lift and, on landing on the lift, immediately walk left to land on the middle level.

[7.6] Hard variant only: stand on the underfoot item to clear it of Crumbly, so that you will be able to collect it from below later.

[7.7] Crossing the graveyard is a simple test of precise walking and stopping, as to jump out from between two Fire-cells that have two Air-cells between them, you have to stand with your back to one of them.

[7.8] Accessing the bottom level takes a classic jump through an ILB: stand above and slightly to the right of the yellow ladder, facing left with your hands on your hips, and jump left so as to land on the Earth-cell where the top meets the side: it dumps you slap through the floor!

[7.9] When crossing the underground pool, you can only jump between two overhead gravestones where there are three Air-cells between them: stand under and to the left of the left gravestone, facing right (or left) with your hands on your hips, and jump right (or left).

[7.10] Watch out for the arrow. If you're standing on the left side of the pool, you can avoid it by standing inside the ladder; otherwise, you'll have to jump over it.

In the easy variant, don't try to jump straight up over the arrow from the lift near the left side of the pool - instead, wait on the left side, and jump right over the arrow to land on the lift.

[7.11] If you fall onto the surface of the pool (a sticky conveyor), you can wait for the horizontal lift to pick you up if you're above " and Let "; otherwise, you'll have to let yourself be killed. In the easy variant, however, the lift covers the full length of the pool up to the blue VG.

[7.12] When jumping right over the blue VG, jump when he's within a few pixels of his top boundary.

[7.13] To collect the rightmost item, walk to the top of the ramp and, whilst holding right, press jump to walk through the ramp.

[7.14] Standing in the ramp is the only way to avoid the arrow, should it catch you on the right side of the pool.

[7.15A] Solution A to collect the item wedged between the Earth and the Fire-cell: stand inside the lower Ramp-cell, facing left in one cell-column, and jump left. It won't work if you did not clear the item of Crumbly in Tip 7.6 (not necessary in the easy variant).

[7.15B] Solution B to collect the item wedged between the Earth and the Fire-cell: stand on the lower Ramp-cell, facing left with your hands on your hips, and jump left. It won't work if you did not clear the item of Crumbly in Tip 7.6 (not necessary in the easy variant).

[7.16] Baron Samedi is actually a Eugene, who stops at his bottom boundary when all the items are collected. To get past him, stand in the ladder, facing right with no white pixels showing, jump straight up twice, and then jump right.

[7.17] Cross the graveyard to the right.

[7.18] You can't let the vertical lift pick you up, because of the Fire-cell underfoot. You'll have to jump right onto it.

[7.19A] To cross the top level to the left - Solution A:

[7.19A.1] Stand on the very right edge of the green platform to the right of the crocodiles, facing left.

[7.19A.2] An uninterrupted series of left-jumps will be required to cross the crocodiles and land on the left bank. You need to start when the red HG is in a precise position (it doesn't have to be so precise in the easy variant), although there are several to choose from. For instance, if he's going left, you might start when he's under the two green cells to the left of the most central Fire-cell, with his hook at waist-level. Or if he's going right, you might start when he's under the central Fire-cell and the cell to its left, with his hook raised and the other arm outstretched.

[7.19BH] To cross the top level to the left - Solution B:

[7.19BH.1] Walk on the rightmost crocodile to get rid of it.

[7.19BH.2] Stand on the lift, facing left with your legs apart.

[7.19BH.3] As the red HG approaches you, let the lift take you down so that your head is in the green cells while your legs are in the cyan cells.

[7.19BH.4] Walk to the very left edge of the lift, and stand facing left with your legs apart.

[7.19BH.5] When it is safe to do so, jump left under the red HG.

[7.19BH.6] You can now walk across the sticky conveyor with the red HG behind you.

[7.20] From the left bank, jump left twice, then walk left to wrap around the screen and enter the portal.

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[8] The Man with the Golden Gun

-------------------------------

Francisco Scaramanga is the best hitman in the world, charging a million dollars per kill. He uses a golden gun and golden bullets, lives on his personal island off the coast of China, and loves to lure his gun-toting opponents into his funhouse (represented by the lower half of the screen): a maze of mirrors, ramps, Wild West props, and a life-size replica of his idol: James Bond.

Scaramanga has stolen the Solex Agitator: a device that can harness the power of the sun's rays, which he needs for his solar-powered laboratory and laser-cannon. Bond must retrieve the Solex Agitator (the items), then escape before the island explodes.

The top half of the screen represents the beach of Scaramanga's island, where he challenges Bond to a shootout. The mushroom-shaped rock in the middle contains the solar receptor. The yellow HG is of course Scaramanga; the blue HG is his servant Nick Nack.

I wanted to make this room as disorienting as Scaramanga's funhouse is in the film, so I adapted Geoff Eddy's patch-vector to flip the player's horizontal position every 32 time-frames (from Willy Takes a Trip, where it flips every 64 time-frames), and designed the layout of the funhouse around that.

Tips:

[8.1] Whenever you move left or right, always remember that you're also moving in the opposite direction on the other half of the screen (except when you're in the two central cell-columns).

These tips will use "inwards" to mean walking towards the middle of the screen, and "outwards" to mean walking away from the middle.

[8.2] Not surprisingly, this room uses solar power, but it doesn't sap your air-supply, as you'll need plenty of air as it is! Instead, when you take the central item, the solar beam will go down off the bottom of the screen, corrupting the top half, which will cause the upper arrow to kill you the next time it appears! Therefore, you need to take the central item second-to-last (take the rightmost item last).

In the easy variant, the upper arrow doesn't kill you in this way - it's safe to collect the items in any order.

[8.3] As soon as you enter the room, walk left until you're straddling the left and right edges of the screen, and wait there. A quirky interaction between the patch-vector and the wraparound will move you down a cell-row every 32 time-frames.

In the easy variant, I've put Crumbly cells to make it obvious that this is the way down; this means a much faster descent (albeit with a quirky slight delay).

[8.4] When you're inside two Earth-cells in the rightmost column, with an Air-cell to the left of your legs, walk left to enter the funhouse at the top-right.

[8.5] Stand on the rightmost item to get rid of the Crumbly: you'll know it's gone when it turns into a cyan Air-cell, which will allow you to jump up for the item from below later (since you can flip into the portal immediately after collecting this item, I suggest that you leave it to the very end rather than wasting time to take it earlier).

[8.6] Walk inwards until you're standing on the long red platform above "olden " - to get there, you have to walk left through a quirky "\/" pair: it will look like the '\' is taking you up, but you'll actually go down the '/' instead.

[8.7A] To go down into the long red platform - Solution A:

[8.7A.1] Stand above the Fire-cell (easy variant: white cell) under the long red platform, facing left with your legs apart.

[8.7A.2] Unless you just flipped, stand still until you flip to the left half, then flip back to the right.

[8.7A.3] Jump left to land between the two '\' cells above 'G', then immediately walk right so that you're up to your waist in the long red platform.

[8.7B] To go down into the long red platform - Solution B:

[8.7B.1] Stand above 'l'.

[8.7B.2] After you flip, stand above "it".

[8.7B.3] After you flip back, walk right so that you're up to your waist in the long red platform.

[8.7CE] To go down into the long red platform - Solution C (easy variant only):

[8.7CE.1] Stand above 'en'.

[8.7CE.2] Flip to drop down a cell-row.

[8.7CE.3] Flip again so that you're up to your waist in the long red platform.

[8.8] Stand above "ld" with your legs not apart, and when you have just flipped to the right half, jump right to land in the '/' cell above 'G'.

[8.9] Stay still until you flip to the left half, standing on the leftmost item. Stand on the item until the Crumbly turns to cyan Air.

[8.10] Walk right to the foot of the long ramp at the bottom-left. At this point, it may be necessary to flip and flip back, because if you're standing on the Earth-cells above "an" when you flip, you'll land on a Fire-cell (hard variant only).

So step off the ramp when it's safe to do so, stand facing left with your legs apart, and press left & jump together to use the overhead Earth-cell to walk through the ramp instead of up it. Immediately walk left to collect the leftmost item.

[8.11] After collecting the leftmost item, jump straight up after you flip, and repeat Tip 8.7 so that you're up to your waist in the long red platform. When you flip, you should be in the right column of the wall between the left and middle compartments.

[8.12] Walk to the left edge of the conveyor without stepping on it, and stand facing right with your legs apart. Wait until you flip and flip back, then jump right to take the item, and immediately jump up to safety - if you're not quick enough, you'll flip onto the Fire-cell (although if you're standing against the wall at the right edge of the conveyor, you can avoid the Fire-cell by holding right as you flip).

Easy variant: there's a white Earth-cell instead of the Fire-cell, so the only concern is to time your jump over it so that it isn't interrupted by a flip.

[8.13] The conveyor is sticky, so should you find yourself stuck on it, you can commit suicide by jumping up into the lower arrow.

[8.14] To take the central item: stand under it and the adjacent Fire-cell, facing left with your hands on your hips.

It is safe to take it (by jumping left) as soon as the arrows appear on the screen, provided that you stand under it so that you absorb the beam harmlessly before it goes off the bottom of screen, corrupting the top half of the screen so that the upper arrow will kill you (it won't kill you in the easy variant).

But you cannot hold this position for long, because you will flip, so as soon as the arrows have passed through the solar beam, walk outwards until you're on the long red platform, and repeat Tips 8.7 and 8.8 so that you're in the '/' cell above 'G'.

[8.15] Walk outwards towards the rightmost item (taking care not to fall into the portal while it is still white). Stand under the item and its adjacent Fire-cell, facing left with your hands on your hips, and jump left to take it. Then stand still so that you fall into the red portal.

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[9] The Spy Who Loved Me

------------------------

Ruthless shipping-magnate Karl Stromberg plans to destroy Moscow and New York City using nuclear missiles captured from submarines, to trigger a global nuclear war while he hides under the sea, planning to establish a new civilisation.

Bond must team up with KGB-agent Anya Amasova to retrieve microfilm-plans (the items) of Stromberg's submarine-tracking system from Egypt (the top two levels of the screen), then travel to Sardinia (the bottom level) for a final confrontation with Stromberg in his underwater base: Atlantis (represented both by the black cells in the bottom level, and by the VG).

In this room, you get to play as Amasova, while Bond is the top-right HG. The top level represents some rooftops in Egypt, with the pyramids in the background. The top-left HG is Stromberg's henchman Sandor, while the middle HG is just a generic henchman using Red Grant's sprite from "From Russia with Love" [1].

The middle level is the tomb of an Egyptian pharoah (inside a pyramid), and the double HG is Stromberg's other henchman: an indestructible giant called Jaws, who has superhuman strength, and likes to kill people by biting them with his steel teeth.

This is not the first Broadsoft-room to be inspired by The Spy Who Loved Me! Rooms 15 and 41-43 of my 1999 JSW-game We Pretty were also inspired to a large extent by this film's scenes in Egypt.

Tips:

[9.1] Anything cyan in this room (items excepted) is a Fire-cell.

[9.2] The blank yellow cells are Trap-cells. If you stand on a Trap-cell, you fall through it even if you're standing on something solid, so mind the gaps! This also means that you cannot land on the Ramp-cells (except those adjacent to the items, but don't jump up off the top of the screen: you'd be killed by the Fire-cells at the bottom).

[9.3] The items are embedded in Crumbly cells to stop you jumping up for them from the middle level.

[9.4] Up is the first way to go (well, you can do the middle and bottom levels first (Tips 9.[6-10]), but these tips are based on doing the top level first (Tip 9.5), so the timings for the bottom level would be out and you'd have to improvise).

So start by jumping left onto an Earth-cell.

[9.5A] Top level - Solution A:

[9.5A.1] Stand at the very right edge of the Earth-cell above and to the left of the white line, facing right with your feet apart.

[9.5A.2] When the top-right HG is just past you, going right, jump right to land on the animated Water-cell (it isn't a conveyor).

[9.5A.3] Immediately jump left twice to land on the item above the right edge of the top-middle platform.

[9.5A.4] Walk left to collect the item, and jump left over the top-middle henchman.

[9.5A.5] Stand in the item above the left edge of the top-middle platform, and jump straight up to collect it (unless you collected it in the jump over the henchman). This reveals an unexpected interaction between a Crumbly cell and a Trap-cell to its right: landing on this pair of cells relieves the item of Crumbly, but doesn't give you a move after landing! And it's not symmetrical: you cannot collect an item from an embedded Crumbly cell by landing on it and a Trap-cell to its left (you have to land on the '\' cell to its right instead).

[9.5A.6] Collect the two items in the top-left as per Tips 9.5A.[4-5].

[9.5A.7] The quickest way to collect the rightmost item is to jump off the left edge of the screen. To do this correctly: stand on the second- and third-leftmost Water-cells of the top-left platform, and jump left. Then walk left to collect the rightmost item.

[9.5A.8] Jump left over the top-right HG, and walk left onto the Trap-cell to fall onto an Earth-cell in the middle level.

[9.5B] It is also possible - but more difficult and less efficient - to cross the top level to the right. I leave this as an extra challenge to experts. Don't fall onto the blank green cells in the middle level: they're sticky Conveyor!

[9.6] To cross the middle level to the left:

[9.6.1] Stand on the Earth-cell to the right of Jaws, facing left with your feet together (ready to jump through the overhead Earth-cell).

[9.6.2] When Jaws (going right) is under the fourth-rightmost Water-cell of the top-middle platform, jump left over him. Then walk left without delay.

[9.6.3E] Easy variant: there is only one underfoot Fire-cell, so the only concern is to jump from far enough back not to hit the overhead Fire-cells (I've also added the grey overhead Earth-cell to allow close-range jumps over the underfoot Fire-cell, but you can still hit the overhead Fire-cells with a mid-range jump).

[9.6.3H] Hard variant: when you reach the two Water-cells to the right of the underfoot Fire-cells, stand between them with your feet a medium distance apart (in other words: two steps away from walking onto the Fire-cells), and jump left.

[9.6.4] When you reach the wall, turn to face right with your back to the wall, and to avoid a collision with Jaws, jump straight up so that the front hem of your dress is aligned with his chest. This jump will flick the switch to open the wall.

[9.6.5] Stand under and two steps proud of the cyan Fire-cells overhead (facing left), and when the Opening Wall has disappeared, jump left through the ILB to access the bottom level (yes: it is safe to jump out from that far under a Fire-cell!).

[9.7] The blank black cells on the bottom level are Air; those with the white line at the top are Water.

[9.8] Stand at the very right edge of the vertical lift with your legs apart.

[9.9E] To cross the bottom level in both directions - easy variant:

[9.9E.1] Drop right onto the leftmost horizontal lift.

[9.9E.2] Jump right onto the white lines, and stand on the item to clear it of Crumbly.

[9.9E.3] Stand at the very right edge of the right white line, facing right with your feet apart, and as soon as the rightmost horizontal lift (going left) touches the right leg of the 'cellular' Atlantis), walk right onto it. Alternatively, you can jump onto it (from far enough back to avoid the overhead Fire-cell).

[9.9E.4] Walk right on the rightmost lift until you're on the white cell to the left of the VG.

[9.9E.5] Stand at the very left edge of the white cell to the VG, and jump right over the VG to collect the rightmost item and land on the white cell to the right of the VG.

[9.9E.6] Stand at the very right edge of the white cell to the right of the VG, and jump left to land on the white cell to the left of the VG.

[9.9E.7] From here, you might be able to keep walking left across all three horizontal lifts (collecting the item as you go), although if your timing's out, you may have to jump onto the white lines and then onto the leftmost horizontal lift.

[9.9E.8] Jump left onto the vertical lift, and straight up into the middle level.

[9.9HA] To cross the bottom level in both directions - hard variant, Solution A:

[9.9HA.1] Precondition: the leftmost and rightmost horizontal lifts are at their right-boundaries; the middle horizontal lift is one cell-column away from its left-boundary, going left.

[9.9HA.2] When the leftmost horizontal lift is above "he", at least two pixels away from the right edge of the 'e' cell-column and at most four pixels away from the left edge of the 'h' cell-column, walk right so as to land just in front of the lift's sprite.

[9.9HA.3] From this position, you can just walk right across the three horizontal lifts!

[9.9HA.4] Walk right on the rightmost lift until you're two cell-columns away from the VG.

[9.9HA.5] It's not safe to jump over the VG yet, so walk left until you're standing on the right edge of the right leg of the 'cellular' Atlantis.

[9.9HA.6] Repeat Tips 9.9HA.[4-5], do Tip 9.9HA.4 a third time, then jump right over the VG to collect the rightmost item and land on the white cell.

[9.9HA.7] Stand on the white cell, facing left with your feet apart, and when the rightmost horizontal lift (going left) is aligned with the left edge of the right leg of the cellular Atlantis, jump left to land on it.

[9.9HA.8] Jump onto the white lines, and stand on the item to relieve it of Crumbly.

[9.9HA.9] Walk right off the right white line to land on the middle horizontal lift, and walk left to collect the item, and continue walking left onto the leftmost horizontal lift.

[9.9HA.10] Jump left onto the vertical lift, and straight up into the middle level.

[9.9HB] To cross the bottom level in both directions - hard variant, Solution B:

[9.9HB.1] Drop right onto the leftmost horizontal lift.

[9.9HB.2] Jump right onto the white lines, and stand on the item to clear it of Crumbly.

[9.9HB.3] Stand at the very right edge of the right white line, facing right with your feet apart, and as soon as the rightmost horizontal lift (going left) touches the right leg of the 'cellular' Atlantis), walk right onto it.

[9.9HB.4] Walk right on the rightmost lift until you're two cell-columns away from the VG.

[9.9HB.5] If's not safe to jump over the VG yet, walk left until you're standing on the right edge of the right leg of the 'cellular' Atlantis.

[9.9HB.6] Repeat Tip 9.9HB.4 (and, if necessary, Tip 9.9HB.5) until it's safe to jump right over the VG to collect the rightmost item and land on the white cell.

[9.9HB.7] Stand on the white cell, facing left with your feet apart, and when the rightmost horizontal lift (going left) is aligned with the left edge of the right leg of the cellular Atlantis, jump left to land on it.

[9.9HB.8] From here, you should be able to keep walking left across all three horizontal lifts (collecting the item as you go), although if your timing's out, you may have to improvise.

[9.9HB.9] Jump left onto the vertical lift, and straight up into the middle level.

[9.10] To cross the middle level to the right:

[9.10.1] Stand under the switch, facing right with your legs apart.

[9.10.2] When Jaws reaches his left-boundary, walk right, as close behind him as you dare.

[9.10.3H] Hard variant: when you reach the two Water-cells to the left of the underfoot Fire-cells, stand between them with your feet a medium distance apart (in other words: two steps away from walking onto the Fire-cells), and jump right.

[9.10.3E] Easy variant: there is only one underfoot Fire-cell, so jumping over it is easy.

[9.10.4H] Hard variant: stand on the Water-cell above the 'o' of "Who", facing right with your legs apart, and provided that Jaws is less than three cell-columns ahead of you, jump right to land on the blank green Conveyor-cells, and jump right again immediately over the head of Jaws (the overhead Earth-cell disappeared after you flicked the switch).

[9.10.4E] Easy variant: I've moved the blank green Conveyor-cells one column to the left, so that jumping onto them doesn't have to be so precise.

[9.11] The portal is protected from imprecise jumps by Earth-cells to the right of the adjacent Fire-cell. Stand on the second-leftmost cell of the white line, facing right with your legs apart, and jump right to land in the portal.

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[10] Moonraker

--------------

In the most extravagant James Bond plot to date, Hugo Drax plans to wipe out human life on Earth, and repopulate the planet with a master-race. So he takes a group of genetically-perfect humans into space, and plans to launch 50 globes, each containing enough toxic nerve-gas to kill 100 million humans (the toxin is a rare orchid indigenous to the Amazon jungle: deadly to humans, but not to plants and animals).

In this room, you must go into space as a stowaway on one of Drax's Moonraker space-shuttles, and retrieve the five globes that have been launched so far, before they enter the Earth's atmosphere and start killing people.

The upper half of the room is set in outer space: you must retrieve three globes whilst avoiding the stars and Drax's astronauts. The stationary guardian at the tip of the Moonraker is Drax's face.

The lower half of the room is set on the Amazon River, with Drax's base in the middle (the blinking guardian is the fire from the Moonraker as it lifts off). Bond also encounters Jaws again, who is now working as Drax's henchman after surviving The Spy Who Loved Me.

Tips:

[10.1] Superjump is enabled in this room (for the first time in any Broadsoft-game): at any point in your jump, you can start a new jump, and hence go higher and higher, but this room has plenty of Fire-cells (the stars and - in the hard version - the blank cyan cells) to block your upward progress, and you can still die by falling too far!

So for a lot of jumps in this room, make sure you press the jump-key for exactly one time-frame to avoid jumping too high!

[10.2] Easy variant only: I have replaced the blank cyan Fire-cells (referred to in the following tips as "the river") with white Earth-cells, so you don't have to worry about where you land when you jump over Jaws. Rather than jumping over him in the way that the following tips suggest, you can just hold jump until your feet are more than one cell-row above the ground, and then release jump to clear Jaws without jumping too high.

[10.3] To take the middle-left item and get back again:

[10.3.1] Stand on the two green cells at the bottom-left of the screen, facing right with your hands on your hips.

[10.3.2] Jump right, and when you're about halfway down from the top of that jump, jump right again over Jaws to land safely on the two yellow cells in the river.

[10.3.3] Superjump your way up to take the middle-left item, but not so high that you crash into the stars above!

[10.3.4] Jump back down onto the two yellow cells in the river, and stand facing left with your hands on your hips.

[10.3.5] When Jaws is going left and just before his left-boundary, jump left, and when you're about halfway down from the top of that jump, jump left again over Jaws to land safely on the green cells at the bottom-left.

[10.4] To take the middle-right item, enter Drax's base and go into outer space:

[10.4.1] From the green cells at the bottom-left: when the right Jaws has just started going left, jump left three times to jump over him (without jumping too high) and land directly on the right edge of Drax's base.

[10.4.2] Superjump your way up to take the middle-right item, but not so high that you crash into the stars above!

[10.4.3] When Jaws is safely out of the way, jump down onto the two yellow cells in the river, and stand on the right cell as close to the adjacent Fire-cell as you can, facing left.

[10.4.4] To enter Drax's base, you must perform a quirky left superjump that will land you inside all four Earth-cells to your left! To do this: jump left, and press jump a second time in the time-frame immediately after you first pressed jump. I don't find the pause-key helpful for this manoeuvre.

[10.4.5] Walk left through the Earth-cell at head-height, and stand in the cell-column above 'k', one step away from the blinking guardian.

[10.4.6] As soon as the blinking guardian turns black, walk left into it, and as soon as you're clear of the Earth-cell, superjump your way up into the Moonraker (if you're quick off the mark, you can even get away with holding jump as you walk left).

[10.4.7] The shaft of the Moonraker is made up of Crumbly cells. Don't land on them (except the top Crumbly row), as it will mess up the timing given in Tip 10.7.2 for getting down.

[10.4.8] As you superjump up inside the Moonraker, hold down left (or right if you prefer) to emerge on that side of the Moonraker on the same row as the astronauts.

[10.5] To take the top-left item and get back to the Moonraker:

[10.5.1] Easy variant: the timings given below for the red astronaut don't apply, as it isn't fast. I haven't bothered adjusting these timings for the easy variant, as it is much easier.

[10.5.2] Stand on the nearest cyan cell to the left of the Moonraker, with two black Air-cells above your head, facing left with your legs close together (like Willy standing on one leg).

[10.5.3] Jump left through the overhead Earth-cell.

[10.5.4] When you're standing on the lower white Earth-cell, you can avoid the red astronaut by jumping straight up off the top of the screen, as this causes you to bang your head against the yellow Earth-cells in the bottom row.

[10.5.5] Stand on the left edge of the lower white Earth-cell, facing left with your legs apart.

[10.5.6] When the red astronaut is just to the left of you, going left, walk left off the lower white Earth-cell.

[10.5.7] Stand near the left edge of the cyan cell you're on, facing left with your hands on your hips.

[10.5.8] Jump left over the red astronaut to take the top-left item.

[10.5.9] Stand near the right edge of the leftmost cyan cell, facing right with your hands on your hips.

[10.5.10] When the red astronaut is going left and under the upper white Earth-cell, jump right over it.

[10.5.11] Walk right until you're stopped by the lower white Earth-cell.

[10.5.12] When the red astronaut is going right, and above the nearest star to the left of you in the cell-row under your feet, jump right to avoid the astronaut and land on the lower white Earth-cell.

[10.5.13] From the right edge of the lower white Earth-cell, jump left over the red astronaut as it goes left (from far enough back to hit the Earth-cells in the bottom row rather than the overhead Fire-cell to the left of you).

[10.5.14] Immediately walk left off the lower white Earth-cell, and face right.

[10.5.15] You must perform a quirky right superjump to jump through the upper white Earth-cell. To do this: jump right, and press jump a second time in the time-frame immediately after you first pressed jump. I don't find the pause-key helpful for this manoeuvre.

[10.5.16] Immediately walk right into the Moonraker. If the red astronaut catches you, then you were too slow somewhere from Tip 10.5.13 onwards.

[10.6] To take the items in the top-right quadrant and get back to the Moonraker:

[10.6.1] Easy variant: the timings given below for the yellow astronaut don't apply, as it isn't fast. I haven't bothered adjusting these timings for the easy variant, as it is much easier.

[10.6.2] It is more efficient to leave the near item for when you're coming back from taking the far item.

[10.6.3] Stand on the nearest cyan cell to the right of the Moonraker, with the near item and a star above you, facing right with your hands on your hips.

[10.6.4] When the yellow astronaut has just turned left (or shortly thereafter), jump right over it.

[10.6.5] Walk right until you're standing on the fourth cyan cell to the right of the Moonraker, near the left edge of that cell, facing right with your hands on your hips.

[10.6.6] Jump right to take the item, miss the upper cyan cell and land on the rightmost cyan cell.

[10.6.7] Stand on the rightmost cyan cell, facing left with your legs close together (even if you're tempted to stand one step forward with your hands on your hips).

[10.6.8] When the yellow astronaut is going right and standing on the third cyan cell to the right of the Moonraker and the Air-cell to the right, jump left so that when you land, the astronaut will be to the left of you, and you'll be as close behind as possible.

[10.6.9] Walk left until you're standing on the third cyan cell to the right of the Moonraker and the Air-cell to the left, facing left either with your legs close together, or with your hands on your hips.

[10.6.10] Jump left.

[10.6.11] Walk left one step so that you're standing with your legs together.

[10.6.12] Jump left through the overhead Earth-cell to take the near item.

[10.7] To get back down to Earth and enter the portal:

[10.7.1] Walk into the Moonraker, and stand on the left edge of the rightmost Earth-cell, facing left with your legs apart (laterally invert this step if you're coming from the top-left quadrant).

[10.7.2] When the blinking guardian under the Moonraker turns yellow, walk onto the Crumbly cells, and stand on them to descend. Assuming that you jumped up through the Crumbly cells without landing on them as you came up in Tip 10.4.[6-8].

[10.7.3] Face right as you descend on the Crumbly cells.

[10.7.4] When you drop down into the blinking guardian, immediately jump right into the gap that opened when you collected the last item.

[10.7.5] When Jaws is going right, jump down onto the two yellow cells in the river - provided that you land on them before Jaws reaches his right-boundary.

[10.7.6] Stand facing right with your hands on your hips.

[10.7.7] Jump right, and when you're about halfway down from the top of that jump, jump right again over Jaws to land safely in the portal.

-----------------------

[11] For Your Eyes Only

-----------------------

Aristotle Kristatos has stolen a device called the ATAC (Automatic Targeting Attack Communicator), and plans to sell it to the Russians, which would mean that they could control British submarines and their ballistic missiles.

Bond must retrieve the ATAC from Kristatos's base: St. Cyril's monastery, which is at the top of a large rock-pillar (Metéora) in Greece. I based the design of this room on a photograph of this rock-pillar.

The black HG at the top of the rock is Kristatos, and the items are the ATAC. The blue Fire-cells are the "Eyes" of the title. The crossbow-wielding black HG at the bottom-right is Melinda Havelock, who is out to avenge the deaths of her parents, who were murdered by Kristatos's henchman Hector Gonzales (who, I suppose, is the black HG in the middle of the screen). The white VG is a diving-suit that Bond and Melinda encountered in the wreck of the ship from which the ATAC was stolen.

The presence of Blofeld is inspired by the pretitle sequence of this film, in which an anonymous bald man with a white cat tries to kill Bond in a remote-controlled helicopter. But Bond takes control of the helicopter, and uses it to pick up the bald man and dump him down a chimney-stack. The EON Bond-films weren't allowed to use SPECTRE or Blofeld after Diamonds Are Forever due to some ugly copyright-issues, so many believe that this was EON's way of killing off Blofeld.

Tips:

[11.1] Hard variant: to avoid crashing into the white VG, you have to stop under the Earth-cells under the portal: either hold right as you enter the room, or press jump whilst holding right. Release the right key when Melinda is above "nl".

[11.2] The small column of rock is made up of two Earth-cells, an Air-cell, and a Water-cell at the bottom, which - in the hard variant - looks the same as the Earth-cells. As you approach this column, jump through the overhead Earth-cell, which dumps you spectacularly onto the Water-cell.

In the easy variant, you can pass through the Water-cell and just jump up against the overhead Earth-cell from below, but the hard variant enforces the spectacular jump with a Fire-cell in the top row (added for v1.1).

[11.3] Jump left into the Crumbly-protected item.

[11.4] Stand facing right with your legs together, and jump right: you just miss the lower overhead Earth-cell, while the upper one drops you safely onto the Water-cell under the Ramp.

[11.5] Stand with your head just under the middle of the Ramp, facing left with your legs together. Jump left to relieve the item of Crumbly and collect it. Repeat Tip 11.4 to get back on the Water-cell under the Ramp.

[11.6] Stand on the Earth-cell at the top of the small rock-column, near the right edge, facing left with your hands on your hips. When the middle black HG is at his right-boundary, jump left through the overhead Earth-cell to flick the switch. This has two effects:

(a) Blofeld is a Kong Beast in this room, so it exposes his scarred face and drops him down the gap.

(b) In the hard variant, it removes the Fire-cell to the left of Blofeld (using an Opening Wall), which would otherwise block an essential jump in Tip 11.11.

(c) The lifts start moving. This was achieved using a Trigger followed by a Stopper, followed by the lifts. The Trigger knocks out the Stopper when the switch is flicked.

Note that whatever phase the middle HG and the lowest horizontal lift are in relative to each other, is what you'll be stuck with until you lose a life or complete this room! In the hard variant, a bad phase may cause complications when you try to drop into the portal in Tip 11.14.

[11.7] Jump onto the Water-cell under the rightmost eye, and jump right onto the lowest horizontal lift (noting that its left-boundary is above 's').

Or, if you prefer, you can stand at the right edge of the Earth-cell at the top of the small rock-column, facing right with your legs apart, and jump onto the lowest horizontal lift directly.

[11.8] Walk right on the lowest horizontal lift (jumping right over the HG, which is tricky due to its height in the hard variant, and the overhead horizontal lifts) until you're in the cell-column to the left of the vertical lift, facing right with your legs apart. Stand still until the vertical lift picks you up (or jump straight up if you prefer).

[11.9] You might think that the upper-right horizontal lift would kill you if the vertical lift crashed your head into it, but the horizontal lift actually picks you up if this happens, so be prepared to walk left immediately!

Alternatively, you can just go up on the vertical lift and jump left onto the top of the horizontal lift, but don't loiter at the top, because the vertical lift is so fast that you'll fall to your death when it goes down! (I've slowed the vertical lift down for the easy variant.)

Actually, you can avoid falling to your death when the vertical lift goes down by holding right on your way up: you'll wrap around the screen onto the left edge of the mountain, where you can take a breather until you're ready to jump onto the horizontal lift. Aren't I kind to leave this in? ;-)

[11.10] Depending on the relative phase of the two upper horizontal lifts, you may be able to walk from the right one to the left one, or you might have to jump (or use the Water-cell provided in the easy variant). Note that the left-boundary of the upper-right horizontal lift is above 'l', while the right-boundary of the upper-left horizontal lift is above 'n'.

[11.11] The left-boundary of the upper-left lift is above the central eye, so when you are above the eye, jump left to land on the right edge of the mountain-top. You might want to wait there until the arrow passes above your head.

[11.12A] To take the top-left item - Solution A:

[11.12A.1] Jump left onto the top row of the mountain.

[11.12A.2] Stand facing left, leaning into the column with the eye with your legs close together.

[11.12A.3] When Kristatos has just started going right, with his legs medium apart and his arm down, jump left to take the item, narrowly avoiding a collision with Kristatos.

[11.12A.4] If the arrow comes when you're about to jump right over Kristatos, jump straight up to avoid them both at the same time.

[11.12B] To take the top-left item - Solution B:

[11.12B.1] Waiting for the arrow to pass above your head is mandatory for this solution.

[11.12B.2] Jump left onto the top row of the mountain.

[11.12B.3] Stand in the cell-column to the right of the eye, facing left with your legs apart.

[11.12B.4] When Kristatos (going right) is below the Earth-cell and the item, with his legs medium apart and his arm down, jump straight up over him.

[11.12B.5] Immediately walk left two steps (so that you're leaning into the column with the eye with your legs close together).

[11.12B.6] Immediately jump left to take the item.

[11.12B.7] Immediately walk right three steps (so that you're leaning into the column with the eye with your legs close together).

[11.12B.8] Immediately jump right over Kristatos.

[11.13] Walk right off the mountain (via the ramp), and prepare to jump onto the lowest horizontal lift as per Tip 11.7 - but before you do, I strongly recommend that you save a snapshot!

[11.14] Jump right onto the lowest horizontal lift, and walk right on it (jumping over the HG as you go). If you flicked the switch at the right time in Tip 11.6, and have been reasonably efficient since then, the vertical lift should rise above you just in time for you to be able to drop into the portal. However, the following complications may arise:

(a) You crash into the upper-right horizontal lift as you jump over the HG, because it's temporarily in phase with the lift you're on. You'll either have to jump onto the Water-cell under the central eye, or reload the snapshot you saved at the end of Tip 11.13 and wait for another cycle of the lowest horizontal lift.

(b) You arrive by the portal when the vertical lift is not above you. You may be able to wait in the column to the left of the vertical lift, facing right with your legs apart until it goes above you, or you may have to walk back on the horizontal lift and try again (or - should that prove too difficult - reload the snapshot you saved at the end of Tip 11.13).

(c) You drop onto the Earth-platform under the portal, but the vertical lift either picks you up or kills you before you have time to walk into the portal. You'll have to walk back on the horizontal lift and try again (or reload the snapshot you saved at the end of Tip 11.13).

In the easy variant, I've put a Water-cell to the left of the portal, allowing you to avoid Complications (b) and (c).

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[12] Octopussy

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General Orlov is stealing priceless treasures (such as Fabergé eggs) from Russia to pay his covillain Kamal Khan, who smuggles them into the west with the help of circus-leader Octopussy. Orlov's plan is for Khan to detonate an atomic bomb at one of Octopussy's circus-performances, so that Europe would think it was an accident and insist on nuclear disarmament, clearing the way for a Soviet invasion without fear of nuclear reprisals.

Choosing to focus more on the atmosphere of the film than the plot, I designed this room around Octopussy's floating palace in India. The green HG is Octopussy, and I based her sprite on Kari Krišníková plus high heels. The black HG is tennis-player Vijay Amritraj: Bond's ally in India. The magenta HG is a low-budget elephant, the items are Fabergé eggs, and of course I couldn't write a room called "Octopussy" without including some actual octopi!

The upper section of the screen represents Bond's final confrontation with Khan as Khan kidnaps Octopussy and tries to escape in an airplane. Bond mounts the airplane as it takes off, and Khan sends his henchman - the turban-wearing Gobinda (the red VG) - to fight Bond on the roof of the plane!

Tips:

[12.1] The bright yellow cells are Water, the red cells are Crumbly (all the items are Crumbly-protected), and the magenta cell is right-Conveyor. Anything cyan (items excepted) is a Fire-cell.

In the easy variant, the cell to the right of the switch is coloured black by the switch (for the hard variant from v1.1 onwards, I have moved and recoloured the switch). In the easy variant, I've made that cell Water, which is extremely generous to those who want to jump left onto it after liberating the leftmost item of Crumbly, as it also gives them a shortcut out of the palace!

[12.2] Right is the first way to go: stand facing right with your hands on your hips, and when the elephant has just started going right, jump right over two Fire-cells.

Don't labour under any illusion that you can take the rightmost item from here! You have to take it just before you enter the portal in Tip 12.20.

[12.3] Stand on the second Water-cell to the right of the Fire-cells, facing left with your legs apart. If Octopussy (going right) is above little 'o', wait until she isn't. Jump left to land on the lowest Crumbly cell (easy variant: the second Water-cell above 'y'), and immediately jump left again to land on the isolated Water-cell above little 'o'.

Hard variant: if you stood on the lowest Crumbly cell for more than one time-frame, you should probably start over, because you'll need to stand on that Crumbly cell for several more time-frames in Tip 12.11!

[12.4] Jump right onto the magenta Conveyor-cell, and immediately jump right again to land on a Crumbly-protected item. Wait for it to crumble, and take it.

[12.5] Stand at the right edge of the Water-cell under the item you just collected (either at the very edge, or one step back from the edge), and jump left twice to land back on the isolated Water-cell above little 'o'.

[12.6] Stand near the left edge of the isolated Water-cell above little 'o', facing right either with your legs together or with your hands on your hips. The black HG should be just to the left of you, going left (in the easy variant, you can also time it so that you will jump over the black HG in Tip 12.7E: this will allow you to take a shortcut out of the palace).

Hard variant: you might want to save a snapshot at this point, as the next step entails counting the exact number of time-frames you need to stand on a Crumbly-protected item before jumping off!

[12.7E] Easy variant: jump right onto the Crumbly cell above 'u', and jump left onto the Crumbly-protected item above 'c'.

[12.7H] Hard variant: jump right onto the Crumbly-protected item above 'u':

[12.7H.1] As you are about to land on it, hold the pause-key, and as you hold the pause-key, press the left-key to advance by a single time-frame.

[12.7H.2] In this way, you should land on the right edge of the Crumbly cell, facing left. Let's call that the first time-frame.

[12.7H.3] Still holding the pause-key, you need to press a key that will advance by a single time-frame without making a move. The only keys that will do are the music on/off keys (e.g. Enter). So press it three times to advance to the fourth time-frame.

[12.7H.4] On the fourth time-frame, jump left from the Crumbly cell, which MUST remain red, because you'll need to stand on it for two more time-frames in Tip 12.9!

[12.8E] Easy variant: when you land on the Crumbly-protected item above 'c', immediately walk to the left edge of it, then wait until you fall through and collect the item. Then stand on the Crumbly-protected item to the right of the Fire-cell until its paper-colour changes from red to yellow.

[12.8H] Hard variant: when you land on the Crumbly cell above 'c', immediately walk left onto the Crumbly-protected item to the right of the Fire-cell, and stand on it until its paper-colour changes from red to yellow.

I recommend saving a snapshot at this point too.

[12.9EA] Easy variant, if the black HG is to the left of you: stand at the right edge of the isolated Water-cell above big 'O', facing right with your legs apart. Jump right onto the Crumbly cell above 'u', and immediately walk left.

[12.9EB] Easy variant, if the black HG is to the right of you: jump left to land on the black cell to the right of the switch, walk right until you're under the leftmost item, and skip to Tip 12.14.

[12.9H] Hard variant: stand at the right edge of the isolated Water-cell above big 'O', facing right with your legs apart. Jump right onto the Crumbly-protected item above 'u', and immediately walk left. You'll know you have succeeded if:

(a) You land on the isolated Water-cell above little 'o'. If you fall to your death (despite having walked left immediately after landing on the Crumbly cell), you'll need to reload the snapshot you saved before Tip 12.7, and repeat it to leave more Crumbly.

(b) The item's paper-colour changes from red to yellow. If it remains red, you'll need to reload the snapshot you saved before Tip 12.9, and repeat it so that you spend one more time-frame (or even two or three more time-frames) on the Crumbly cell before stepping off it.

[12.10] Stand on the middle of the isolated Water-cell above little 'o', facing right with your legs apart.

[12.11E] Easy variant: jump right to land on the second Water-cell above 'y'. Then jump right so that you land to the left of the elephant, and immediately walk left to avoid it.

[12.11H] Hard variant: when Octopussy is above 't', going left with her legs apart (the black HG should be above big 'O' going right, and the elephant should be above the second and third Water-cells to the right of the Fire-cells - otherwise your timing's way out and you'll have to improvise), jump right to take the item and land on the bottom Crumbly cell.

Immediately after landing on the bottom Crumbly cell: jump straight up three times, and then (after a close shave with Octopussy) jump right to land to the left of the elephant, and immediately walk left to avoid it.

[12.12] Stand on the two Water-cells to the right of the Fire-cells, facing left with your hands on your hips, and jump left over two Fire-cells.

[12.13] Stand facing left with your hands on your hips, and jump left over Octopussy. The black HG should make this jump very tight: jump when Octopussy (going right) is under the item to the right of the blank cyan Fire-cell with her legs apart.

[12.14] Jump straight up to take the item.

[12.15E] Easy variant: walk left all the way to the left wall of the palace, and jump left into the wall to flick the switch: this knocks out the left Fire-cell under the portal.

[12.15H] Hard variant: jump left just after walking under the blank cyan cell to land in the left wall of the palace: low enough to walk left to flick the switch: this knocks out the left Fire-cell under the portal.

[12.15] Jump through the left wall of the palace, flicking the switch as you go: this knocks out the left Fire-cell under the portal.

[12.16] Jump left onto the rope, and hold right to ascend until you stop. The idea of jumping off the left edge of the screen is a red herring.

[12.17] Jump right onto the airplane - which is a horizontal lift - as early as you dare. Walk right until there's one clear cell-column between you and the Fire-cell to the right, and stand with your legs apart until the airplane is at its left-boundary (the cell-column to the right of the palace-wall). Then walk right, jumping over the Fire-cells and passing harmlessly under the red VG.

In the easy variant, I've put some bright green Water-cells under the red VG, so that your timing on the plane doesn't matter.

[12.18] Just before you're aligned with the right palace-wall, jump right onto the rope, and hold left to descend.

[12.19] When your feet are aligned with the Crumbly-protected item, jump left, walk left through the palace-wall until you're standing on the Crumbly cell. Stand on it until its paper-colour changes from red to yellow, then jump right from the palace-wall to the rope, and hold left to descend.

[12.20] When your feet are two cell-rows below the level of the item, jump left, and walk left through the palace-wall to collect it: this knocks out the right Fire-cell under the portal, and since you knocked out the left Fire-cell by flicking the switch in Tip 12.15, it is now safe to drop into the portal in the obvious way.

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[13] A View to a Kill

---------------------

Max Zorin is plotting to destroy Silicon Valley in order to gain a monopoly on the microchip-market. Using a bomb, he plans to destroy a geological lock that prevents the Hayward Fault and the San Andreas Fault moving at the same time, thus causing a double earthquake.

The section with black Air is the mine under the two faults, where Zorin plans to detonate his explosives. The eye, which comes from Manic Miner, represents the "View" of the title. The white HG is a handcar on a railway-line; I ripped the wheels from Manic Miner, but drew the rest myself. The green Fire-cells also come from Manic Miner, and the items are microchips.

The section with cyan Air is the Golden Gate Bridge, on top of which Bond fights Zorin (the yellow HGs). The black HG is Zorin's henchwoman May Day.

Tips:

[13.1] The magenta cells are left-Conveyor, the blue cells are Crumbly, the dull red-and-cyan 'X' cells are Fire-cells, and the red vertical lines under the Ramp-cells are Trap-cells.

[13.2E] Easy variant: let May Day enter the mine first, then follow her in. Before you drop onto the Crumbly cells, you might want to wait until she's above the space in "a Kill", as this will help with timing, avoiding the need for the jump in Tip 13.5E.

[13.2H] Hard variant: let May Day enter the mine first, then follow her in as close behind as you can (if you're not close enough, it will ruin your timing for Tip 13.7).

[13.3] Drop onto the Crumbly platform, and immediately jump left (you need to leave enough Crumbly to get out later).

[13.4E] Easy variant: walk right three steps so that you're standing above "il", facing right with your hands on your hips.

[13.4H] Hard variant: the item above 'K' is a Crumbly-protected item that you need to liberate from above so that you will be able to take it when you jump over the Fire-cells below. So stand at the very right edge of the item with your legs apart, and when the cell to the right of the item has two pixel-rows remaining, walk right three steps so that you're standing above "il", facing right with your hands on your hips.

[13.5E] Easy variant: you need to time it so that you don't fall onto the white HG after taking the item below the mine-entrance, so you might need to jump straight up at this point - if the white HG (going right) is to the left of "a Kill".

[13.5H] Hard variant: if you haven't been very efficient up to this point (in particular, if you didn't follow May Day very closely into the mine), you might need to jump straight up a couple of times so that your timing is correct with respect to the white HG.

The last position of the white HG in which it is safe to proceed is: when it is going left, under the entrance of the mine (under the item and the Crumbly cell to the left of the item), with its top bar in the '/' position.

[13.6] Jump right to land in the Earth-cell under the mine-entrance, and wait there until you land on the Crumbly-protected item. Stand on the very left edge of the item, facing left with your legs apart, and fall through to the bottom row, collecting the item.

[13.7] If you've been efficient up to this point, you'll have time to walk left and jump straight up over the white HG without hitting the overhead Earth-cell. Jump straight up again as it passes under you going left.

[13.8] Hard variant only: it is not safe to go for the rightmost item even now. Stand facing right with your legs apart so that you will not hit the Earth-cell when you jump straight up. When the white HG is going right, and is above the leftmost of the three Fire-cells in the bottom row, and slightly above 'K', jump straight up twice. The white HG should now be above "il", going left, with its top bar in the '/' position.

[13.9] Walk right until you're just proud of the item with your legs close together. Turn left, and immediately press jump to take the item.

[13.10] Hard variant only: walk left until you're clear of the Conveyor-cells, stand facing left with your hands on your hips, and jump straight up. You'll hit the overhead Earth-cell, but if your timing is correct, the white HG will pass under you safely.

[13.11] Walk left until you're standing above "ll", facing left with your hands on your hips.

[13.12] Hard variant only: wait until the white HG (going left) is clear of the Conveyor-cells, with its top bar in the '/' position.

[13.13] Jump left over the three Fire-cells (in the hard variant, the white HG should whizz under you to the left). This jump will collect the item (hard variant: provided that you liberated it of Crumbly successfully in Tip 13.4H).

[13.14] Stand over " a", facing left with your legs apart. Jump left to land inside the lowest Earth-cell above 'e'.

[13.15] If your timing is correct, you should be able to walk under the eye (on the left-Conveyor cells) without stopping (in the easy variant, you may have to stop, but there's a gap in the Conveyor-cells to allow you to stop). Jump to flick the switch (this slows down the eye enough for you to jump under and over it subsequently) and land on the protruding Earth-cell. Stand on that cell, facing right with your legs apart.

[13.16E] Easy variant: jump right onto the bottom cell of the ladder, and stand on the item to liberate it of Crumbly.

[13.16HA] Hard variant, Solution A: jump right over the eye onto the Conveyor-cell under the ladder, walk right so that you're also standing on the Crumbly-protected item, and stop on the conveyor (by releasing the right-key for a single time-frame, and then holding it again).

[13.16HB] Hard variant, Solution B: jump right under the eye onto the Conveyor-cell under the ladder, and walk right until you're as close to the Fire-cell as you dare (this will allow you to jump over the eye, and also liberate the item of Crumbly).

[13.17] Jump left off the very edge of the Conveyor-cell under the ladder (easy variant: the bottom cell of the ladder) to land on the Crumbly-protected item above the switch. Wait until it has crumbled to take the item and land on the protruding Earth-cell.

[13.18] Stand on the protruding Earth-cell, facing right with your hands on your hips. Jump right so as to miss the Conveyor-cell under the ladder (easy variant: the bottom cell of the ladder), take the item and land on the bottom row. Hold right until it is safe to jump left under the eye, and do so immediately after turning left, so that you land inside the protruding Earth-cell.

[13.19] Walk right across the left-Conveyor cells, and jump right up onto the Crumbly cells. Turn to face left with your back to the wall, and jump left over the Fire-cell. Walk left until you're no longer standing in the '/' cell.

[13.20A] Solution A: wait until May Day is at her left-boundary. In the hard variant, she is invisible (black on black) inside the mine, so you can either work it out by trial and error (loading and saving snapshots), or wait for the HGs to be in the following positions (hard variant only):

(a) the left Zorin is going right and above 'A' with his feet together but both legs visible;

(b) the right Zorin is going right and above 'i' with his feet together but both legs visible;

(c) the white HG is just past its right-boundary, going left, directly below two Earth-cells with its top bar in the '/' position.

[13.20B] Solution B: rather than waiting until May Day is at her left-boundary, it is also possible to time it so that she passes over you just after you drop onto the lower row of Crumbly cells.

[13.21] Walk right on the Ramp-cells. When you're at the foot of the leftmost '\' cell, facing right with your legs apart, jump right so that the overhead Earth-cell stops you and you land safely on the middle '\' cell. Two more right-jumps are needed to clear the other two '\' cells.

[13.22] Walk right across the Crumbly platform, jumping over the gap above the three Fire-cells. Jump right from the rightmost remaining Crumbly cell (above the space after "Kill") to land safely in the mine-entrance.

[13.23] If you've timed Tips 13.[20-22] correctly with respect to May Day, you'll be able to jump straight up over her just to the right of the mine-entrance.

[13.24] Jump straight up onto the rope. Jump left onto the Golden Gate Bridge.

[13.25] Walk left up the ramp until you're just below where the right Zorin could clip you.

[13.26] Walk left close behind the right Zorin (easy variant: you can also walk in front of him).

[13.27] Jump left over the wide gap, and walk left up the ramp until you're just below where the left Zorin could clip you.

[13.28] Walk left just in front of the left Zorin (easy variant: you can also walk behind him).

[13.29] The last item is in the top-right cell of the portal, and collecting it activates two Opening Walls to get rid of the Fire-cells under the portal, allowing you to enter it.

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[14] The Living Daylights

-------------------------

General Georgi Koskov is selling opium to arms-dealer Brad Whitaker, in exchange for weapons that could be used to crush the resistance of Afghanistan. So in this room, you must collect all the weapons to restore peace.

The lower half of the room is the Rock of Gibraltar, where the pretitle sequence is set: Agents 002, 004 and 007 are doing a training-exercise, but are attacked by a "Smiert Spionam" ("Death to Spies") assassin (the black HG).

The upper half of the room is a desert in Afghanistan: a battle between freedom-fighters on horseback and the Soviets (represented by the aeroplane).

Tips:

[14.1] In the hard variant, both Water- and Crumbly cells are red and yellow. In the easy variant, Crumbly cells are blue and yellow, and Crumbly-protected items are clearly identified by blue paper.

[14.2] Climb up the left side of the Rock of Gibraltar, and stand just to the right of the top '\' cell.

[14.3] You're about to jump from the foot of the top '\' cell to land on the lowest Crumbly cell (easy variant: Water-cell), but the timing of this jump is crucial for the guardians to be in the correct phase for you to avoid them as you cross the upper half! Well, it's not so crucial in the easy variant, as I have strategically placed Water-cells to give you a breather, but in the hard variant at least, I suggest doing the jump when the situation is as follows:

(a) the top horse is going right (for the second time since you entered the room or lost a life), with one clear cell-column between it and the right edge of the screen;

(b) the bottom-right horse is going right, and is one cell-column behind the top horse;

(c) the bottom-left horse is going left, and is in the two cell-columns to the left of 'T', i.e. above only the leftmost of the solid cells of the Rock of Gibraltar.

[14.4E] Easy variant: jump left onto the Crumbly cell above 'L'.

[14.4H] Hard variant: leaving as much of the lowest Crumbly cell as possible to land on later, jump left onto the Crumbly-protected item above 'L' (you need to walk at least one step right on the lowest Crumbly cell before you can do this).

[14.5] Hard variant only: as you are about to land on the Crumbly-protected item, press pause. Holding the pause-key:

[14.5.1] Tap left, right or music on/off until you land on the item. Let's call this the first time-frame.

[14.5.2] Turn right on the item.

[14.5.3] Tap music on/off whilst counting the time-frames.

[14.5.4] On the seventh time-frame, jump right.

[14.5.5] If the Crumbly cell is not all gone, it will not be possible to jump up for this item later! You can test whether it's all gone by saving a snapshot, then falling onto it to see if you fall straight through (to your death).

[14.6] The top two Crumbly cells are both covered by the conveyor-animation, which means you must stand on the left one before the right one will fully crumble (because the pixels of the conveyor-animation are determined by its left cell, not by each cell individually).

Drop onto the lowest Crumbly cell (easy variant: Water-cell) as close to the right edge as you can (the more you left of the Crumbly cell in Tip 14.4H, the more margin for error you'll have here).

[14.7] Jump from the very right edge of the lowest Crumbly cell (easy variant: Water-cell) to land on the Crumbly cell above 'a'. If you're sticking to the timing I suggested in Tip 14.3, then the top horse and the plane (both going left) should pass over you during this jump, and you should just miss the horse's back legs.

[14.8] When landing on the Crumbly cell above 'a', immediately jump right. (Now is not the time to liberate the Crumbly-protected item under 'l' - although you can in the easy variant, as I've provided an extra Water-cell.)

Timing-check: as you land on the Crumbly cell above 'i', the plane should be going left and above the leftmost item.

[14.9] Without getting rid of any more of the Crumbly cell above 'i' as necessary, walk right two steps (so that you're standing with your hands on your hips), then jump right four times so that you collect two items.

Hard variant only: before you jump right to land on the rightmost Crumbly cell, jump straight up, as this will prevent the plane interfering with your jumps from that cell.

Timing-check: as you land on the rightmost cell, the plane should be above the rightmost item (going right), and the top horse should be above " D" (going right).

[14.10E] Easy variant: when the left vertical lift is below you, and the right lift is below the height of the leftmost item, jump right off the edge of the screen to take the rightmost item and land safely on the right vertical lift.

[14.10H] Hard variant: jump straight up on the rightmost Crumbly cell, before jumping right off the edge of the screen to take the item and land safely on the right vertical lift.

[14.11] Walk onto the left vertical lift to avoid the plane as it approaches its left-boundary, then walk back onto the right lift.

[14.12] Stand on the right edge of the right lift to liberate the Crumbly-protected item. You cannot collect it from the lift, but you can test whether the Crumbly is all gone by:

(hard variant) saving a snapshot, then falling onto it to see if you fall straight through (to your death));

(easy variant) the fact that the paper-colour changes from blue to yellow.

[14.13] You cannot walk off the left edge of the screen, as the left lift would kill you. So stand on the left lift, facing left with your legs apart, and jump left as soon as it jerks you up so that your legs are one cell-row above the leftmost item.

[14.14] When you land on the rightmost Crumbly cell (easy variant: Water-cell), walk left two steps (so that you're standing with your hands on your hips), then jump left four times to land on the Crumbly cell next to the two Water-cells.

[14.15] If your timing is correct, you should now be able to walk left off the Water-cells, narrowly avoiding the top horse as it approaches (going right).

[14.16] When landing on the Crumbly cell above 'a', immediately walk right to drop onto the Crumbly-protected item, leaving one pixel-row of the Crumbly cell above 'a' remaining.

[14.17E] Easy variant: stand on the Crumbly-protected item and the adjacent Water-cell until the paper-colour of the former changes from blue to yellow. Then jump straight up.

[14.17H] Hard variant: as you are about to land on the Crumbly-protected item, press pause. Holding the pause-key:

[14.17H.1] Tap left, right or music on/off until you land on the item. Let's call this the first time-frame.

[14.17H.2] Tap music on/off whilst counting the time-frames.

[14.17H.3] On the eighth time-frame, jump straight up.

[14.17H.4] If the Crumbly cell is not all gone, it will not be possible to jump up for this item later! You can test whether it's all gone by saving a snapshot on the eighth time-frame, then seeing if you can take one step to the left or right before falling to your death.

[14.18] Drop onto the one remaining Crumbly pixel-row above 'a', and immediately jump left to land on the lowest Crumbly cell (easy variant: Water-cell).

[14.19E] Easy variant: jump left to land on the Rock of Gibraltar.

[14.19H] Hard variant: if you have stuck to the suggested timing, you'll need to jump straight up to avoid the bottom-left horse. Then jump left to take the item and land on the Rock of Gibraltar.

[14.20] Wait by the foot of the top '\' cell, and as soon as the bottom-left horse passes you to the right, walk up the '\' cell, and as soon as you're as high as it will take you, jump left to collect the item (if you jump too late, you'll crash into the right lift).

[14.21] As soon as the bottom-left horse passes you to the left, jump right over the top of the Rock of Gibraltar, and walk right (down the ramps) until you're at the level of the black henchman.

[14.22] Before the bottom-left horse gets in the way, jump right over the Fire-cell, then curl up next to it to liberate the item of Crumbly.

[14.23] Jump straight up over the henchman as he approaches: in the hard variant: precisely when he's going left, above 'a' and leaning forwards. If the bottom-right horse is going right and above the top of the long ramp at this point, then you need to jump straight up twice (only the second jump needs to be precise).

[14.24E] Easy variant: immediately after landing from that last jump, walk right behind the henchman, and jump right over him to collect the overhead item.

[14.24H] Hard variant: immediately after landing from that last jump, walk right behind the henchman, and when you're above 'D' with your legs apart, jump straight up, then immediately jump right to collect the overhead item and land between the two Fire-cells.

[14.25] Hard variant only: curl up with your back to the Fire-cell above 'l' and jump right. If you're quick enough, you can do this without waiting for the bottom-right horse. Otherwise, bear in mind that its left-boundary is directly above you!

[14.26] Walk right down the ramp into the portal, and when you're out of sight, turn left and jump left to land inside the third '\' cell from the bottom.

[14.27] Walk left through the Earth-cells at head-height until you collect the item.

[14.28E] Easy variant: walk right until you are stopped by an Earth-cell, then jump right. Jump over the Fire-cell, and walk right down the ramp into the now-red portal.

[14.28H] Hard variant: curl up to the right of the Earth-cell above 'n' with your back to it, jump straight up when it is safe to do so, and repeat Tips 14.[23-26] until you walk into the now-red portal.

--------------------

[15] Licence to Kill

--------------------

Drug-lord Franz Sánchez is dissolving cocaine in gasoline, and selling it to drug-dealers disguised as fuel. He has maimed CIA-agent Felix Leiter by feeding him to a shark, and murdered Leiter's wife. Bond, motivated by revenge, sets out to destroy Sánchez's drug-empire against M's orders, so M revokes Bond's licence to kill, and Bond embarks on his mission as a rogue agent.

The room is set in a fictional Latin-American country called the Republic of Isthmus. The red upper section is Sánchez's drug-laboratory, and was inspired by the scene where the baddies try to kill Bond by putting him onto the conveyor-belt that drops the cocaine into a giant shredder (the green Fire-cells, which also double as cacti in the lower section).

The items (and the unreachable white-and-red cells) represent the cocaine/gasoline mixture, and I have reused my Scaramanga-sprite from "The Man with the Golden Gun" [8] to represent Sánchez.

The bottom-right section of the screen represents the scene where Bond chases tanker-trucks containing the cocaine/gasoline mixture in a plane; he drops from the plane to a truck, so the first thing I wanted to do with this room was to include that manoeuvre!

The bottom-left section of the screen is Sánchez's villa: the second thing I wanted to do with this room was to recreate Bond's high jump into the pool at the end of the film!

Finally, this room includes a couple of Broadsoft-specialities: Bond's licence to kill is represented by a VG with a speed of 63 pixels per time-frame, which gives the illusion of two flickering VGs; and since there are some blank cell-rows in the lower half of the screen, I finally had the opportunity to put some invalid arrows in this game: one to draw a streak of blood across the sky, and another to wipe it out.

Tips:

[15.1] The tanker-truck and the plane are both horizontal lifts, which you must use to ascend to the laboratory. Getting onto the truck is even easier than it looks: just let it run into you and it will pick you up!

[15.2] Jumping up from the truck to the plane may look impossible to the uninitiated, but actually, all you have to do is jump straight up (or left or right if you prefer) in front of the plane so that you're going down when it hits you: if this is the case then the plane will pick you up, whereas if you're going up, it will kill you.

[15.3] When walking on the plane, note that its left-boundary is the space in "to Kill"; its right-boundary is the column to the left of the VG.

[15.4] The red cells created by the first invalid arrow are Air-cells: a red herring to make you think you're supposed to jump onto them to get to the laboratory.

BTW, the invalid arrows themselves are safely tucked away at the top of the screen; the black bullet is actually a separate, valid arrow.

[15.5] Jump right from the plane's right-boundary to catch the rope, and press right to climb up the rope.

[15.6] Jump left over the VG and onto the conveyor (easy variant: the cells with a blank bottom half are Water-cells) so as to follow the HG close behind.

[15.7] As you pass under the rightmost item and the Fire-cell to its right, with your hands on your hips, jump to collect it.

[15.8] As you approach the second-rightmost item, jump left to collect it when you are in one cell-column under the Fire-cell to the right of it.

[15.9] When you're below the Fire-cell and the Earth-cell to the right of the third-rightmost item, with your legs close together, jump to collect it.

[15.10] As you land after collecting the third-rightmost item, hold right to stop on the conveyor until the HG is at its left-boundary (the end of the conveyor), then release it to proceed.

[15.11] When you're in one cell-column below the Fire-cell between the fourth- and fifth-leftmost items, jump left (over the HG) to collect the fifth-leftmost item.

[15.12] Avoiding the temptation to jump for the seventh-leftmost item in similar fashion, jump left when you're two steps away from the underfoot Fire-cells (with your hands on your hips) to land on the Water-cell, and collect all the items in that column.

[15.13] Stand on the right edge of the Water-cell, facing right with your legs apart. When the HG (going left) is below the gap between the single Earth-cell and the single Fire-cell (i.e. above the space in "to Kill") - at which point, the plane (going left) should be above the last 'l' - jump right onto the conveyor, collecting the seventh-leftmost item.

[15.14] Walk right against the conveyor, and when you're below the Fire-cells to the left of the sixth-leftmost item, jump right (over the HG) to collect it.

[15.15] Collect the fourth-leftmost item in similar fashion - I suggest doing it without the aid of the pause-key, as the Earth-cell allows you to be one time-frame late on that jump.

The door of the villa should open now that you have collected all the items.

[15.16E] Easy variant: walk off the right edge of the platform so as to land on the plane, then use your judgement of speed and distance to fall from the plane to the truck - if you've been efficient, you might be able to do this just by standing still after landing on the plane!

[15.16H] Hard variant: if your timing is correct, you should be able to walk off the right edge of the conveyor and land on the plane, then just stand still to fall off the plane and land on the truck!

[15.17] Taking care not to touch the VG when you turn left, walk left into the villa (neither the truck nor the Earth-cells at head-height can stop you; the front door opened when you collected the last item).

[15.18] The roof of the villa consists of two Ramp-cells with Air-cells in between, and the dull blue cells below the '/' cell are Trap-cells. So jump to the top of the right wall of the villa, jump left from the right edge of the right wall to land on the left wall, and immediately jump left to land in the portal.

--------------

[16] GoldenEye

--------------

Bond's fellow MI6-agent Alec Trevelyan (006) has vowed revenge against Britain for his parents' deaths in the Betrayal of the Cossacks, so he faked his own death nine years ago, during which time he has founded the Janus crime-syndicate.

Janus has stolen from Severnaya a satellite-weapon called GoldenEye (named for Ian Fleming's estate in Jamaica), which can cause great destruction with an electromagnetic pulse. Trevelyan plans to use it against London to destroy Britain's economy (he plans to deploy GoldenEye just after he steals a large amount of money from the Bank of England).

This room is set in Janus's hideout: a massive satellite-dish in Cuba. The long white platform (with a gap of two Air-cells), together with the Ramp-cells, is the surface of the satellite-dish.

The lower half of the screen is the control-station, which literally is below the surface of the dish. The three HGs on the bottom row are all Boris Grischenko: a senior computer-programmer from Severnaya and secret member of Janus. The yellow HG is Janus-henchwoman Xenia Onatopp.

The red HG is the ultracute Natalya Simonova: an innocent second-level programmer who worked with Grischenko at Severnaya, and was the sole survivor of the attack in which the GoldenEye control-disks (the items) were stolen.

The platform above the surface of the dish is the walkway where Bond fights Trevelyan (the black HG) at the dénouement of the film. The rope is the antenna where the fight reaches its conclusion before Simonova rescues Bond in a helicopter.

Tips:

[16.1] The yellow-and-cyan cells with 'X's are Fire-cells (so are the green computers), while the yellow-and-cyan cells without 'X's are Trap-cells.

The cyan-on-black cells are left-conveyors (despite the fact that the conveyor-animation is to the right, since it is the third pixel-row that appears to be going left).

[16.2] This room has an intriguing quirky feature whereby if you walk left at the start so that you're straddling the right and left edges of the screen, and then jump straight up, you can then walk out at the top-left with your feet one cell-row above the upper white platform! It doesn't help you to solve this room, though.

[16.3] It may look as though you should be able to walk down the '\' ramp after walking off the left edge of the screen, but you can't. The Ramp-cells are for aesthetic purposes only (with the exception of the extra Ramp-cell at the top-right in the easy variant).

[16.4] So the only way to start the room is by jumping over the black HG (with a combination of right- and straight-up jumps), and then jumping onto the rope.

In the hard variant, it is not possible to grasp the rope by jumping right from the top-left platform. You need to jump right onto the rope from far enough back that it resets your fall-counter and drops you safely onto the surface of the dish - if you're too far forward, you'll land too high on the rope and fall to your death. The correct position is when you're standing in one cell-column (facing right) on the third-rightmost white 'X' cell.

[16.5] After falling from the rope, the first thing you need to do is to liberate the rightmost item of Crumbly so that you will be able to jump up for it from below later.

[16.5.1] Wait just to the left of the yellow row of Fire-cells until the red HG reaches her left-boundary (the leftmost yellow Fire-cell).

[16.5.2] Walk right behind her as close as possible.

[16.5.3] Jump straight up over her as soon as you're clear of the Fire-cells.

[16.5.4] Stand on the item until its paper-colour changes from white to black.

[16.5.5] Stand under the Trap-cells as far left as you can without standing under a Fire-cell.

[16.5.6] Jump straight up over the red HG. In the hard variant, you need to do this when she is either midway under the second- and third-rightmost Fire-cells to the left of the Trap-cells, or with her legs apart.

[16.5.7] Walk left until you fall into the gap in the surface of the dish.

[16.6] Walk left onto the animated conveyor, and jump left so that the overhead Earth-cell resets your fall-counter and you land safely at the bottom-left. In the hard variant, you need to do this jump when you're just short of the Trap-cells with your legs apart.

[16.7E] Easy variant: when crossing the bottom to the right, jump straight up (or jump right if it is safe to do so) over each of the HGs in turn - I have replaced the underfoot Fire-cells with custom Water-cells, which makes it much easier than in the hard variant!

[16.7HA] Hard variant: when crossing the bottom to the right (Solution A):

[16.7HA.1] Jump straight up (or right if you prefer, but you'll have to retreat) over the cyan HG.

[16.7HA.2] Stand above "Ey", facing right with your hands on your hips, and jump straight up over the cyan HG.

[16.7HA.3] If the yellow HG is one cell-column ahead of the blue HG (both going left), then you need to walk left out of danger and repeat Tip 16.7.2.

[16.7HA.4] Before the blue HG (going left) is under the overhead Water-cell, jump straight up over it, and immediately jump right twice (over both underfoot Fire-cells), and straight up over the green HG.

[16.7HB] Hard variant: when crossing the bottom to the right (Solution B):

[16.7HB.1] Jump straight up (or right if you prefer, but you'll have to retreat) over the cyan HG.

[16.7HB.2] Stand above "Ey", facing left with your hands on your hips, and jump straight up over the cyan HG when it is going right and above "en": midway between the two cell-columns with its legs medium apart.

[16.7HB.3] Immediately walk left until you're in one cell-column above 'n'.

[16.7HB.4] Without wasting a single time-frame, jump right over the blue HG.

[16.7HB.5] Immediately walk right; jump over the rightmost green Fire-cell from as far back as you dare, so that you will be able to jump right over the green HG (jumping straight up over it is also possible, but the yellow HG might get in the way).

[16.8] Jump onto the rightmost Water-cell.

[16.9E] Easy variant: to take the rightmost item: you can do it the hard way (16.9H), or you can just stand on the rightmost Water-cell, facing left with your back to the wall, and jump left to take the item when the green HG is not in the way.

[16.9H] Hard variant: to take the rightmost item:

[16.9H.1] Stand on the very left edge of the rightmost Water-cell, facing left with your legs apart.

[16.9H.2] Wait until the yellow HG is at her right-boundary. As soon as she's no longer in the item's cell-column, jump left onto the Water-cell above the Trap-cell.

[16.9H.3] Resist the strong temptation to jump right for the item and fall to your death!

[16.9H.4] Immediately jump left onto the Water-cell above the last 'e' of the title.

[16.9H.5] Without wasting a single time-frame, walk left on that Water-cell until you're above "ye" with your hands on your hips (it helps me to hold the pause-key and tap the left-key until I get into this position; RealSpectrum's instant snapshots are extremely helpful in a situation such as this).

[16.9H.6] Immediately jump right three times to take the item and - provided you've been efficient enough since Tip 16.9H.2 - land safely on the rightmost Water-cell.

[16.10] To take the middle item:

[16.10.1] Stand on the very left edge of the rightmost Water-cell, facing left with your legs apart.

[16.10.2] Wait until the yellow HG is going right, and jump left over her to land on the Water-cell above the last 'e' of the title.

[16.10.3] Stand near the left edge of that Water-cell, facing left with your hands on your hips.

[16.10.4] When the cyan HG is at his right-boundary, jump left so as to miss the Water-cell above 'd' and land on the Crumbly-protected item (collecting all the items triggers an Opening Wall to turn the Water-cell above the first 'e' into Air).

[16.11] Repeat the relevant parts of Tips 16.7 to cross the bottom to the right, and 16.10.[1-2] to get back on the Water-cell above the last 'e' of the title with the yellow HG to the right of you.

[16.12] Stand on the left edge of the Water-cell above the last 'e' of the title, facing left with your legs apart. Jump left onto the Water-cell above 'd', and from far enough back to avoid hitting a yellow Fire-cell, jump right onto the surface of the dish to the right of the gap.

[16.13] Stand at the very left edge of the platform to the right of the gap (i.e. on the Water-cell above 'n'), facing left with your legs apart. Jump straight up to grasp the rope.

[16.14] Jump right in front of the helicopter (a horizontal lift) so that it picks you up as you're going down. You might want to save a snapshot before this jump, because there are various positions of the helicopter that pick you up, and various positions that kill you! In the easy variant, I have provided a safety-ramp, which you can stand on and just let the helicopter run into you. Once you're safely on the helicopter, you can then walk right into the portal.

------------------------

[17] Tomorrow Never Dies

------------------------

Elliot Carver - an insane but deliciously suave media-mogul - is manipulating world-events so that he can write them up before they even happen for his newspaper Tomorrow (the items) and other media such as television (the green Fire-cells).

(Trivia: the film was originally going to be called Tomorrow Never Lies, but someone accidentally changed the 'L' to a 'D'.)

Carver's henchman Stamper sinks a British frigate in the South China Sea, so that the British shall think that the Chinese attacked them and retaliate. Carver steals a cruise-missile from the sunken frigate, and plans to fire it at Beijing: to eliminate the Chinese leaders who won't give the Carver Media Group Network exclusive broadcast-rights in China.

The upper half of the screen represents Carver's headquarters at Hamburg. Carver himself is represented both by the VG and by the top-left HG. The lower yellow HG is Stamper.

The lower half of the screen is the sunken frigate in the South China Sea. The magenta HG is Wai Lin: a Chinese spy and Bond-ally, who is highly skilled in martial arts.

Tips:

[17.1] The fully-white cells are either Earth or '\' cells (in the easy variant, I have given the latter some INK-pixels to distinguish them), while the cells that look like '\' are actually Fire.

The green Conveyor-cells are left-Conveyors; the red Conveyor-cells are right-Conveyors. In the easy variant, I've embedded some custom Water-cells in these conveyors.

In the easy variant, Crumbly-protected items have cyan paper to distinguish them from items in Air-cells. In the hard variant, there's no relationship between an item's paper-colour and whether it is Crumbly-protected.

[17.2A] Solution A (more efficient): jump right over Stamper, stand just to the left of the Fire-cell above 'D', facing right with your hands on your hips, and jump right over Stamper as he passes under you to the right. Jump right over Stamper again in the corner - from far enough forward to avoid the overhead Earth-cell!

[17.2B] Solution B (safer): walk left until you are completely immersed in Earth and Conveyor, and as soon as Stamper reaches his left-boundary, walk right, stand just to the left of the Fire-cell above 'D', facing right with your hands on your hips, and jump right over Stamper.

[17.3] Stand under the second- and third-rightmost red Conveyor-cells, facing right with your hands on your hips, and jump right to land /in/ one Earth-cell and /on/ another.

[17.4] Stand two steps proud of the rightmost column, facing left with your hands on your hips. Jump straight up, then jump left through the overhead Earth-cell to take the rightmost item of the upper half.

[17.5] Repeat Tip 17.3, and stand on the left edge of the lower Earth-cell, facing left with your legs apart. Walk left against the red Conveyor; as soon as you're fully on the green Conveyor, you can let go of the left-key.

[17.6] When you're under the item and the TV, standing with your legs together, jump left to take the item.

[17.7] If the arrow comes when you're on the conveyor, you cannot hide in the blue cells, as they are Air! You'll have to jump to avoid the arrow.

[17.8] To take the item above the green conveyor, hold right when you reach the red conveyor on the left, so that you walk against the green conveyor; when you're between the two TVs overhead, release the right-key for exactly one time-frame, then hold right to stop on the conveyor, so that you can jump straight up to take the item (this is the best place to jump over the arrow, which should appear just after you stop on the conveyor if you've been efficient up to this point).

[17.9] To take the item wedged between an Earth-cell and a TV, walk left against the red conveyor, and when you're leaning into the TV's cell-column with your legs together, jump left to take the item. This jump is best attempted without the aid of the pause-key - with the insurance of having saved a snapshot!

In the easy variant, I've put custom Water-cells where you need to jump from.

[17.10] Let the red conveyor take you right, and let yourself oscillate between the red and green conveyors until the top-left HG is at its left-boundary. Then hold left to walk past the conveyors until you're on the two Earth-cells - time it wrong and you'll be trapped by an oncoming HG!

In the easy variant, you can walk back through the wall to avoid the HG.

[17.11] You need to relieve all four items on the animated conveyor of Crumbly so that you can collect them (you only need to stand on each item for one time-frame, as the Crumbly cells are INKless), but under no circumstances fall onto that conveyor, or you'll be forced to jump to your death!

[17.11.1] First walk left: an invisible (in the hard variant) Trap-cell will dump you through the left Earth-cell.

[17.11.2] Stand on the far-right item to liberate it.

[17.11.3] You cannot jump left, because of the overhead Fire-cell, so wait until the HG has just passed you to the left, then jump right and walk left to fall through the Trap-cell again.

[17.11.4] Wait for the arrow, then jump left from inside the Earth-cell - over the arrow - to land between the items (if the arrow catches you here, you'll have to jump right and go through the Trap-cell again).

[17.11.5] Stand on the middle two items to liberate them.

[17.11.6] Stand between the items, facing left either with your legs close together, or with your hands on your hips. When the HG passes you to the right, jump left to land on the leftmost Earth-platform.

[17.11.7] Stand on the leftmost item to liberate it.

[17.12] To collect the liberated items:

[17.12.1] When the HG is at its left-boundary, stand on the left edge of the Earth-platform, facing right either with your legs close together or your hands on your hips, and jump right to land between the items.

[17.12.2] Stand on the two Earth-cells between the items, facing right with your legs apart, and jump right over the Trap-cell to land inside both Earth-cells to the right.

[17.12.3] You can then simply walk right to fall onto Stamper's platform, then walk left through the conveyor and Earth-cells to collect the four items.

[17.13] As soon as the VG passes you going up, walk left to fall into the lower half of the screen. Upon landing on the frigate, immediately walk right before the VG catches you!

[17.14] The items in the lower half are best collected from right to left, so go and stand near the left slope of the frigate so that you're half in the VG's right column and half under the animated conveyor, up to your shoulders in the white Ramp-cells, facing left with your hands on your hips. Jump left off the left edge of the screen from exactly this position, or you won't know what hit you!

In the easy variant, I've shifted the left edge of the frigate to the left by one cell-column, making it easy to jump or even walk off the left edge of the screen.

[17.15] Bottom-right quadrant:

[17.15.1] When the magenta HG is at her right-boundary, jump left through the Earth/Air/Earth column to take the rightmost item.

[17.15.2] Easy variant only: if necessary, you can retreat and hide in the Ramp-cells below her right-boundary (as of v1.1, this is no longer possible in the hard variant).

[17.15.3] To take the middle item: jump left so that you hit the overhead Earth-cell and drop down safely.

[17.15.4] Walk left three steps up the ramp so that you're standing with your hands on your hips.

[17.15.5] If your timing is correct, you should now be able to jump left over the magenta HG without hitting the overhead HG.

[17.15.6] Jump left into the central Earth/Air/Earth column to take the item and land in the switch, which triggers an Opening Wall.

[17.16] When the Opening Wall has fully opened, the overhead Earth-cell will disappear, allowing you to jump left over the Fire-cell onto the Crumbly-protected item.

[17.17] Under no circumstances fall into the hole containing the items, from which you would be forced to jump to your death! Jump over that hole from far enough back not to land on the Fire-cell to the left, and stand on the left item to relieve it of Crumbly.

[17.16] Jump left over the Fire-cell, walk left a couple of cells, then walk right down the ramp to the bottom of the frigate.

[17.17] Collecting the now-liberated items is as easy as walking up a couple of ramps:

[17.17.1] To collect the left item: stand in the bottom row above "rr" and walk left up the ramp.

[17.17.2] To collect the right item: stand in the bottom row above "ow" and walk left up the ramp.

[17.18] Endgame:

[17.18.1] You cannot jump straight up into the portal, because its top-right cell is Earth.

[17.18.2] The Fire-cell in the top row will kill you if you walk past it in the bottom row.

[17.18.3] So jump straight up under the portal, walk right until you're standing above "Ne", jump straight up again, then walk left up the ramp into the portal.

----------------------------

[18] The World Is Not Enough

----------------------------

When oil-tycoon Robert King is assassinated by a terrorist called Renard, Bond is assigned to protect his daughter Elektra King, whom Renard had previously kidnapped and held for ransom.

Elektra is overseeing the construction of an oil-pipeline through the Caucasus. She plans to destroy Istanbul with a nuclear meltdown: to sabotage the Russians' oil-pipeline while her own goes around Istanbul, dramatically increasing the value of her own oil.

The upper half of the screen is Elektra's pipeline, and the HGs are all her. The items are bombs.

The lower half of the screen is a submarine with a nuclear reactor, into which Renard plans to insert some stolen plutonium to cause the meltdown that would destroy Istanbul.

The HGs in the lower half (only one in the easy variant) are Renard, who has a bullet lodged in his brain after being shot by MI6-agent 009 when he was holding Elektra for ransom. The bullet is gradually burrowing its way inwards, making him insensitive to pain; that's why I made him a rather jerky sprite with abnormal body-language.

(Trivia: "The world is not enough" is an English translation of the Bond family-motto: "Orbis non sufficit".)

Tips:

[18.1] The pieces of pipeline have the following cell-types according to their colour:

white: Water;

yellow: Earth;

red: Fire;

cyan: Ramp;

green: Conveyor (left on the left half of the screen, right on the right half);

magenta: Crumbly.

[18.2] The one-cell gaps in the pipeline are Trap-cells. You can't jump over them because you'd hit the top of the screen, which behaves as Earth due to the Earth-cells in the bottom row.

[18.3] From the roof of the submarine, it is not possible to walk left off the screen, nor to jump up directly into the top-right quadrant.

[18.4] Start by jumping up into the top-left quadrant via the Water-cell. Jump left from the lower left-conveyor onto the two yellow Earth-cells.

[18.5] To collect the top-right item, you need to be walking against the right-conveyor below it. The only way to achieve this is by exploiting the quirky feature whereby when you walk left off the left edge of the screen, you react as if you're standing on the cell-row above where your pixels appear! This weird mode lasts until you either jump or fall.

[18.5.1] Jump right onto the white platform at the top-left of the screen.

[18.5.2] Walk off the left edge of the screen. You now appear to be walking on the Air-cells one row below the middle row of white Water-cells near the right edge!

[18.5.3] Stand just to the right of the Trap-cell, facing left with your legs apart.

[18.5.4] Jump left to take the item and land on the right-conveyor (you cannot jump for the item /from/ the conveyor, because you'd fall back onto it and be forced to fall to your death).

[18.5.5] Walk left against the conveyor, and jump left onto the yellow Earth-cells.

[18.6] Walk left behind the white HG on the Crumbly platform, holding jump if it becomes necessary to go as slow as her. When you're no longer above the right-conveyor, drop through the Crumbly to land on the Ramp-cells.

[18.7E] Easy variant: jump left onto the magenta Crumbly cells, walk left to collect the item (an invisible Trap-cell prevents you walking up the ramp and off the top of the screen), and fall onto the two white Water-cells to the left of the yellow Earth-column.

[18.7H] Hard variant: walk left until you're standing on the left edge of the yellow cell under the '\' cell, jump left twice to land at the top of the yellow Earth-column; walk left to collect the item, and fall onto the two white Water-cells to the left of the yellow Earth-column.

If you try to walk up the '\' instead, you'll collide with a Fire-cell at the bottom of the screen.

[18.8] Jump right back onto the yellow Earth-column, and fall through the Crumbly cells (contrary to what you might expect from me, the underfoot item is not Crumbly-protected).

[18.9] Provided that the magenta and red HGs aren't going to team up on you, walk left through the Earth-cell at head-height to collect the item, then jump over the magenta HG, and jump onto the two yellow Earth-cells in the leftmost column.

[18.10] This time, just walk left off the yellow Earth-cells to land on the black HG's platform. Jump over her and the underfoot Fire-cell, and onto the Earth-cell at leg-height.

[18.11] Jump left onto the right-conveyor, and hold left to walk against it until you're on the Ramp-cells. Then walk right off the '\' cell to land next to the item.

[18.12] Jump right to land in the Earth-cell at leg-height, then turn left (so that you're standing with your hands on your hips), and jump left so that you penetrate the Earth-cell at head-height and land on the item to relieve it of Crumbly. Fall through the item to collect it, then repeat this tip so that you jump through the Earth-cell (now an ILB) and land on the submarine.

[18.13] Stand under the item and the Fire-cell, facing left with your hands on your hips, and jump left to collect the item.

[18.14E] Easy variant: having collected all the items in the upper half, stand in the three Water-cells and one Air-cell on the submarine-roof. When the cyan HG has just turned right, walk right close behind her, and jump straight up over her at an appropriate point (e.g. above "gh", but it may depend on the black HG's position).

[18.14H] Hard variant: having collected all the items in the upper half, stand in one cell-column - the space in "Is Not" - facing right. When the cyan HG is at her left-boundary, facing left with her legs apart, walk right behind her. Jump straight up over her once below the longest uninterrupted row of white pipeline, and again as close to the rightmost Fire-cell as you can.

[18.15] Walk right to fall into the Trap-cell, then walk left into the submarine and down the ramp.

[18.16] To collect the rightmost item in the submarine:

[18.16.1] Fall off the ramp just after the yellow HG has turned left.

[18.16.2] Stand under the Fire-cell and the Crumbly-protected item, facing right with your hands on your hips.

[18.16.3] Jump right into the Earth-cell at head-height.

[18.16.4] Jump left onto the Crumbly-protected item, and fall through it.

[18.17E] Easy variant: to collect the item above 's':

[18.17E.1] Stand under the blue Air-cell (previously occupied by Crumbly), facing left with your legs apart.

[18.17E.2] Jump straight up over the yellow HG as he goes right.

[18.17E.3] Stand above 'E', facing left with your legs apart.

[18.17E.4] Jump left to land in the Earth-cell at leg-height.

[18.17E.5] Walk left to take the item.

[18.17H] Hard variant: to collect the item above 's':

[18.17H.1] Stand under the blue Air-cell (previously occupied by Crumbly), facing left with your legs apart.

[18.17H.2] Jump straight up over the yellow HG as he goes right.

[18.17H.3] Stand in one cell-column above 'E', facing left.

[18.17H.4] When the yellow HG (going left) is above 'u', waving with his left arm, his right arm barely visible, jump straight up twice.

[18.17H.5] Immediately take two steps right and one step left, so that you're facing left with your legs apart.

[18.17H.6] Jump left to land in the Earth-cell at leg-height.

[18.17H.7] Walk left to take the item.

[18.18E] Easy variant: to collect the item above 'd':

[18.18E.1] Jump straight up onto the Earth-cell.

[18.18E.2] Stand above "s ", facing left with your legs together.

[18.18E.3] Jump left through the overhead Earth-cell; you'll also fall through the other Earth-cells to take the item!

You can also do it without jumping through the overhead Earth-cell, but where's the fun in that? But I didn't want to enforce it in the easy variant, because the Fire-cell that enforces it also enforces Tip 18.7H.

[18.18H] Hard variant: to collect the item above 'd':

[18.18H.1] Turn right, wait until the blue HG has almost caught you, then jump right over the Fire-cell to land safely between both HGs.

[18.18H.2] Jump left (close behind the blue VG) onto the Earth-cell.

[18.18H.3] Stand above "s ", facing left with your legs together.

[18.18H.4] Jump left through the overhead Earth-cell; you'll also fall through the other Earth-cells to take the item!

[18.19] To collect the leftmost item in the submarine, stand above "Wo", facing left with your legs together; jump left through the overhead Earth-cell, and jump left again to take the item.

[18.20] Stand above "Th", facing left with your hands on your hips; jump left to land in the Earth-cell at head-height, then walk left into the portal.

--------------------

[19] Die Another Day

--------------------

British billionaire Gustav Graves has built a satellite called Icarus that can harness solar energy and focus it (in the form of a thick laser-beam) to provide year-round sunshine for crops.

However, Graves is really Colonel Tan-Sun Moon in disguise: a North Korean army-officer whom Bond supposedly killed in the pretitle sequence, but who survived and used gene-therapy to alter his appearance. He plans to use Icarus to destroy a minefield in the Korean Demilitarised Zone so that North Korea can invade South Korea.

This room is set in Graves's ice-palace in Iceland, where he demonstrates Icarus to an unsuspecting public. The underground section is the command-centre.

The red HG is Graves himself: based on Bond's sprite, as Graves admits that he based his new appearance on Bond. Graves wields a sword because Bond first meets him at a fencing-club in London.

The magenta HG is NSA-agent and Bond-ally Jinx, the solar power is the Icarus laser-beam, and the items are African conflict-diamonds (in the pretitle sequence, Moon was selling weapons in exchange for these diamonds).

The colour-cycling HG is Moon's assistant Zao, who has several diamonds embedded in his face after an explosion in the pretitle sequence. Obviously I couldn't draw the diamonds in his face at such a low resolution, so I gave him a diamond-studded cloak instead.

Tips:

[19.1] The blank bright white cells are sticky conveyors, so if you fall or jump straight up onto one, you'll have to wait for an arrow to kill you (in the easy variant, they are off-conveyors, which behave just like Water-cells).

The cells with full horizontal white stripes are Crumbly: due to the sixth pixel-row being INKless, you can only stand on each Crumbly cell for two time-frames.

The cells with variable-length horizontal stripes are Water, the blank dull white cells are Earth (or the hidden Trap-cell at the bottom left), and the dull white slopes are Ramp. The snowflakes (which, incidentally, have the same cell-graphic as the mines in "Thunderball") are Fire-cells, as are the conveyor-animated cells in the bottom row.

The solar beam can sap your air-supply in the blue Air-cells, but in the black Air-cells, you just absorb it harmlessly.

[19.2A] Outline Solution A: since it's far from obvious how to tackle this room from the start, here's an outline solution for players who would prefer to work out the details for themselves:

[19.2A.1] Start by crossing the long conveyor-platform, collecting the central item, and knocking out the Crumbly cell under the ILB that you will later jump through to reach the bottom level (see Tip 19.3 for details).

[19.2A.2] Take the top-left item, and return to the start-position (Tip 19.4).

[19.2A.3] Jump up the right wall of the palace, and flick the switch to knock out the adjacent Fire-cell (Tip 19.5).

[19.2A.4] Jump across the isolated Conveyor-cells to the left, and then to the right, taking the two items in the top row (Tip 19.6).

[19.2A.5] Jump down onto the Ramp-cell under the red HG, and jump through the ILB to reach the bottom level (Tip 19.7).

[19.2B] Outline Solution B (less efficient, but an extra challenge for experts):

[19.2B.1] Jump up the right wall of the palace, and flick the switch to knock out the adjacent Fire-cell (see Tip 19.5 for details).

[19.2B.2] Jump across the isolated Conveyor-cells to the left, and then to the right, taking the two items in the top row (Tip 19.6).

[19.2B.3] Jump down onto the Ramp-cell under the red HG, and knock out the Crumbly cell under the ILB that you will later jump through to reach the bottom level (Tip 19.7).

[19.2B.4] Take the top-left item, and return to the start-position (Tip 19.4).

[19.2B.5] Cross the long conveyor-platform, collecting the central item, and jumping through the ILB to reach the bottom level (Tip 19.3).

[19.2C] Outline Solution C: I remember that my original solution when designing this room back in 2007 consisted of clearing the Crumbly cells at 3,[6-7] so that you could later take the top-left item with three left jumps: onto the Conveyor cells at 5,5 and 4,2, then up against the Earth-cells to land on the Crumbly cell under the item. This solution also entailed jumping up the right wall of the palace a second time, which is why I needed to make the Fire-cell at 5,21 disappear.

Due to lack of time, I have not attempted to recreate this solution - let alone enforce it - so I leave it as a challenge to experts.

[19.2E] Easy variant: since the off-conveyors relax many of the constraints of the hard variant, there are many possible solutions. I suggest that you follow Solution A, but feel free to improvise.

Don't get complacent just because you can stop on the conveyors, though - the air-supply still runs out quickly when you touch the solar beam!

I also find the arrows to be more of a nuisance in the easy variant, as you're not following such a tightly-constrained plan that happens to avoid them.

[19.3] To cross the long conveyor-platform to the left:

[19.3.1] Jump straight up over the arrow.

[19.3.2] When the red HG has just turned right (or, if you wait at the foot of the ramp, after he has gone right one cell-column), walk left onto the conveyor.

[19.3.3] When you're under the Earth-cell and the Crumbly cell to its left, with your legs apart, jump left to land in the Earth-cell to the right of the central item, and take it.

[19.3.4] When you're two steps away from the underfoot Fire-cell (i.e. with your hands on your hips), jump left to land in the Earth-cell at head-height, and let the Crumbly cell crumble (or, if you're following Solution B, this jump through the Earth-cell will drop you to the bottom level).

[19.4] To take the top-left item:

[19.4.1] Stand at the left edge of the two horizontally-adjacent Earth-cells, facing right with your legs together.

[19.4.2] Jump right onto the Crumbly cell at head-height.

[19.4.3] Immediately walk left until you drop onto the lower Crumbly cell.

[19.4.4] Immediately jump left to take the item and land on the Ramp-cell on the other side of the screen.

[19.5] To flick the switch:

[19.5.1] Walk left down the ramp and onto the conveyor.

[19.5.2] Jump left so as to land on the head-height Crumbly cell so that you can immediately jump straight up onto the Crumbly cell above and to the left of it.

[19.5.3] Jump left onto the Conveyor-cell above the Fire-cell.

[19.5.4] Hold right while the Conveyor-cells take you down the '/' cell and dump you onto the Crumbly cell, so that you immediately walk off it and flick the switch: an Opening Wall causes the adjacent Fire-cell to disappear.

[19.6] To take the two items in the top row:

[19.6.1] When the magenta HG is at her left-boundary, jump left onto the isolated Conveyor-cell above 'h'.

[19.6.2] Jump left onto the isolated Conveyor-cell above the space in "Die Another".

[19.6.3] Jump left from the very left edge of that Conveyor-cell to take the top-left item and land on the leftmost of three horizontally-adjacent Crumbly cells.

[19.6.4] Turn to face right with your legs apart preferably before falling through the Crumbly, or else immediately upon landing on the Crumbly cell below.

[19.6.5] Jump right to land on the isolated Conveyor-cell above the space in "Die Another".

[19.6.6] Jump right to land on the isolated Conveyor-cell above 'h'.

[19.6.7] Jump right to take the item.

[19.6.8] Immediately jump right (so that you hit the top of the screen aligned with the Earth-cell in the bottom row) so that you're standing on a Water-cell with your head in the top row of the screen.

[19.7] To reach the bottom level:

[19.7.1] Stand on the left edge of the Water-cell, facing left with your legs apart (the underfoot Crumbly cell will crumble).

[19.7.2] When the red HG is one cell-column past his left-boundary (going right), and the magenta HG is going left, walk left off the Water-cell, and allow yourself to fall through the Crumbly cells one and two cell-rows below your legs.

[19.7.3] When you land on the isolated Crumbly cell above the Fire-cell, jump left to fall between the two HGs and land on the central Earth-cell.

[19.7.4] Stand on the right edge of the central Earth-cell (one step back from the edge will do), and jump left onto the Ramp-cell.

[19.7.5] Walk left down the Ramp-cell onto the conveyor.

[19.7.6] When you're two steps away from the underfoot Fire-cell (i.e. with your hands on your hips), jump left to land in the Earth-cell at head-height and fall through to the bottom level (or, if you're following Solution B, stand on the Crumbly cell below the Earth-cell until it crumbles).

[19.8] Crossing the bottom level:

[19.8.1] As soon as you land on the Crumbly cell, walk left onto the Earth-cell.

[19.8.2] There's a Trap-cell that looks just like the Earth-cells hidden in the left wall (in the easy variant: a visible Air-cell), in which you can hide from the HG if it is going left when you land.

[19.8.3] Stand at least two steps back from the right edge of the protruding Earth-cell (facing right with your legs together), and jump right so that you hit the side of the overhead Earth-cell and land safely on the other side of the gap (rather than hitting the bottom of the overhead Earth-cell and falling to your death).

[19.8.4] Walk right two steps (so that you're standing with your hands on your hips), and jump right over the underfoot Fire-cells.

[19.8.5] Optional: if you'd rather be chased by the HG in the bottom-right quadrant than jump straight up over him above "An", then stand still until he is approaching, and jump right over him.

[19.8.6] Stand above "An", facing right with your hands on your hips.

[19.8.7] If the HG is to the right of you, jump straight up over him.

[19.8.8] Jump right to land on the conveyor to the right of the underfoot Earth-cell.

[19.8.9] Jump right from the conveyor at least two steps back from its right edge.

[19.8.10] Jump right onto the '\' to the left of the portal.

[19.8.11] Jump right to flick the switch: this triggers an Opening Wall to remove the right Fire-cell under the portal (the left Fire-cell was removed when you collected the last item) so that you can enter it safely.

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[20] Casino Royale

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Casino Royale reboots the Bond-film continuity with an adaptation of the first Bond-novel, which had previously been adapted as a television-episode in 1954, and as a satirical film in 1967, but never as an official EON Bond-film until this one from 2006.

If ever I have to split my game into two volumes, this shall be the first room of Volume II, which feels appropriate especially because this is the best MM/JSW room I have ever written.

Mr. White (the white VG) - the middleman of a terrorist-organisation called Quantum - arranges for Steven Obanno - a member of the LRA - to entrust $101,260,000 to a terrorist-banker called Le Chiffre (the red VG, complete with his trademark blood dripping from the eye).

Bond - in his first mission as Agent 007 - pursues a bomb-maker called Mollaka in Madagascar. This entails a spectacular parkour-chase across a building-site, as represented by the top-right of the screen: the blue-on-cyan cells are girders, and the black HG is Mollaka: I tried to depict the way he moves when he does parkour.

Following a contact from Mollaka's mobile phone, Bond foils Le Chiffre's plan to destroy an aeroplane-prototype, causing Le Chiffre to lose Obanno's money. Le Chiffre plans to recoup this money before his clients find out, by setting up a high-stakes poker-tournament at Casino Royale in Montenegro. MI6 enters Bond in the tournament, hoping that he will defeat Le Chiffre and force him to help the British government in exchange for protection.

The actual casino is represented by the top-left quadrant, with the blue HG representing Le Chiffre (in addition to the red VG outside). The cell-graphics represent the four suits of poker-cards - hearts, spades, diamonds and clubs - and that, for me, is what makes the whole room so visually spectacular.

The British government assigns Vesper Lynd - an agent from Her Majesty's Treasury - to look after its $10 million buy-in, but she turns out to be a double agent working for Quantum.

After Bond wins the tournament, he takes Vesper on a romantic holiday to Venice (the bottom half of the screen), but she gives his winnings to Mr. White instead of the Treasury, then commits suicide by locking herself in a lift in a sinking building (the bottom-left quadrant: the green HG is Vesper - an appropriate colour as the actress was Eva Green! - and I considered writing a patch-vector to make the building sink, but didn't).

But Bond finds Mr. White's contact-details in Vesper's mobile phone, and the film ends with Bond catching White near Lake Como.

Tips:

[20.1] Cell-types:

black spades: Water or Trap (in the easy variant, Trap-cells appear as upside-down spades);

red diamonds: Earth;

black clubs: Fire;

red hearts: Conveyor (the two at the bottom-left are right-conveyors; all the others are left-conveyors; in the easy variant, these are distinguished by being rotated through 90° or 270°);

blue on cyan: Water;

white on blue: Fire.

Everything else is either what it looks like, or a custom Water-cell.

In the hard variant, the ramps are downward conveyors.

[20.2] I kindly started you inside the wall so that you wouldn't fall through the Crumbly and drown before you had time to react to entering this room (in the hard variant). You can't immediately walk left into the building, because the strategically-placed Trap-cell dumps you to your death, so right is the first way to go.

[20.3] To collect the item above 'l':

[20.3.1] Stand at the very right edge of the wall, facing right with your legs apart.

[20.3.2] When the red HG is one cell-row below his top boundary, going down (this position eliminates having to wait for it on the Crumbly cells later - no such concern in the easy variant), jump right.

[20.3.3] You'll land in the ramp at a position where you can walk right through it to fall and collect the item.

[20.3.4] Stand in one cell-column: facing left with your back to the middle Fire-cell.

[20.3.5] Jump left (it should not be necessary to wait for the red HG).

[20.4] To collect the other two items in Row 13:

[20.4.1] Without wasting a single time-frame (in the hard variant), walk left one step immediately on landing on the Crumbly cells above "Ro", turn right (so that you're standing in one cell-column above 'R'), and jump right. It should not be necessary to wait for the red HG, and there should be five pixel-rows of Crumbly left above 'o' (not necessary in the easy variant).

[20.4.2] On landing in the ramp, immediately jump right again: you'll fall onto the middle item.

[20.4.3] Stand in one cell-column: facing right with your back to the middle Fire-cell.

[20.4.4] Jump right to land in the left red custom-Water column.

[20.4.5] Walk right under Mr. White as close as you dare, until you fall onto the Crumbly cells between the two red columns.

[20.4.6] From this position, it's possible to take the bottom two items in the rightmost columns, but it's easier to take them later on - which is what I intended - so why bother now?

[20.4.7] Walk left to take the right item in Row 13.

[20.4.8] Jump straight up against the Earth-cell in the left red column.

[20.4.9] You need to walk up the '\' ramp as opposed to walking through it. To set foot on '\', stand in the red column facing right.

[20.4.10] When the red HG is going down (to avoid a collision with him later), walk left up the '\' ramp when Mr. White is above you (to avoid clipping him with your right heel as you turn left).

[20.4.11] Jump left onto the '/' ramp.

[20.5] Ascending the right half of the screen, and entering the casino:

[20.5.1] Hard variant only: let the '/' ramp take you down, and when you get to the bottom, walk right back up it (if your timing's out, an alternative solution is to jump onto the Water-cell above 'R', and jump right onto the top '/' cell).

[20.5.2] At the very top of the '/' ramp (standing right with your legs apart), jump right to land in the left red column, on the cell above the Fire-cell.

[20.5.3] Stay put while the black HG passes over you, and jump straight up just after he passes you to the right.

[20.5.4] Walk left three steps and right one step, so that you're facing right with your hands on your hips.

[20.5.5] Jump right to take the item.

[20.5.6] From at least two steps away from the underfoot Fire-cell, jump left over the black HG.

[20.5.7] Stand above the '\' cell and the left red column, facing left with your hands on your hips.

[20.5.8] Jump left to land on the lowest girder (not the middle one, or you'll be forced to concede a life, as the spade is a Trap-cell).

[20.5.9] Stand at the left edge of the lowest girder, facing left with your legs together.

[20.5.10] When the red HG is just below you (going down), jump left through the overhead Earth-cell, flicking the switch as you go: the switch opens the door to the casino, while the Earth-cell dumps you safely onto the Water-cell above 'R'.

[20.5.11] Jump left into the now-open doorway of the casino.

[20.6] From the doorway of the casino to the vertical lift:

[20.6.1] You can't go for the items in the top row until you have flicked the yellow switch, which gets rid of the Fire-cell (club) in the gap to the left of the table, into which you'll have to fall after collecting those items.

[20.6.2] So, on entering the casino, walk left under the table, and stand under the third- and fourth-leftmost hearts (easy variant: spades) of the table, facing left with your legs apart (in the easy variant, you do not have to be so precise, as the overhead Earth-cell will guide you into the correct position anyway).

[20.6.3] Jump left over the Fire-cell to fall through the adjacent Water-cells and land on the vertical lift.

[20.7] Bottom-left quadrant:

[20.7.1] Walk right off the lift when the green HG is going left and at least one cell-column away from the right wall.

[20.7.2] Immediately upon landing on the leftmost heart (a right-conveyor), jump right so that you land inside the Earth-cell above the middle heart.

[20.7.3] Walk right over the right heart (a left-conveyor).

[20.7.4] Hard variant only: as you walk right, you need to be walking very close (at most seven steps) behind the green HG. If that's not so after Tip 20.7.3, it's possible to rectify it by jumping straight up over her when you're standing on one leg, facing right. An alternative solution is to stop on the conveyor under the two items, and jump straight up over the green HG as she approaches you from the left.

[20.7.5] Walk right behind the green HG until you're standing in one cell-column between the left overhead Fire-cell (easy variant: Trap-cell) and the rightmost heart.

[20.7.6] Jump straight up over the green HG to take the two items above.

[20.7.7] Walk left until you're under and slightly to the left of the switch, either with your legs close together or with your hands on your hips.

[20.7.8] Jump straight up to flick the switch: this triggers an Opening Wall to knock out the Fire-cell at 7,3 (which will allow you to take the items in the top row without getting trapped).

[20.7.9] Jump straight up twice over the green HG, so that she's to the right of you, going right.

[20.7.10] Stand above "as", facing left with your legs apart.

[20.7.11] Jump left to land in the Earth-cell above the middle heart.

[20.7.12] Walk left off the left edge of the screen to collect the bottom-right item (assuming that you didn't go to the trouble of collecting it earlier).

[20.7.13] Stand in the leftmost cell-column, facing right, and wait for the lift to pick you up.

[20.7.14] When you're three cell-rows above the floor, walk left off the left edge of the screen to collect the second-to-top item in the rightmost column, and press jump to collect the third-to-top item.

[20.7.15] Stand in the leftmost cell-column, facing right, and let the lift take you right to the top of the grey wall (or one cell-row below the top if you prefer). Then walk left to take the top item in the rightmost column.

[20.7.16] Repeat Tips 20.7.[1-3] so that you're standing to the right of the three hearts.

[20.7.17] Stand on the right heart and the cell to the right of the right heart, facing left with your hands on your hips.

[20.7.18] Jump left to land in the Earth-cell above the two spades, so that you're standing on the lower spade.

[20.7.19] Jump right onto the Crumbly-protected item, and fall through to collect it.

[20.7.20] Jump left onto the Earth-cell above the middle heart.

[20.7.21] Jump left onto the lift, and let it deposit you in the casino.

[20.8] Clearing the casino:

[20.8.1] Go and stand in the cell-column to the right of the table, facing left.

[20.8.2E] Easy variant: jump straight up onto the table, wait until the blue HG is at his right-boundary, and go left close behind him.

[20.8.2H] Hard variant: when the blue HG has just started going left - one cell-column past his right-boundary - jump straight up onto the table.

[20.8.3] When you're on the two rightmost hearts (easy variant: spades) of the table, with your legs close together, jump left to take the third-leftmost item.

[20.8.4] Go left two steps, so that you're standing with your hands on your hips.

[20.8.5] Jump left over the Fire-cell in the middle of the table, and over the blue HG (watch out for the overhead Earth-cell, which dumps you straight down!).

[20.8.6] When you're on the second- and third-leftmost hearts (easy variant: spades) of the table, with your legs close together, jump left to take the second-leftmost item.

[20.8.7] When you're hanging over the edge of the table with your hands on your hips, jump left through the overhead Earth-cell to take the leftmost item.

[20.8.8] Go back to the right edge of the table, face right, and jump straight up twice into the portal.

[20.8.9] Hard variant only: inside the portal, stand facing left with your hands on your hips, and jump left to take the item.

[20.8.10] Walk right to enter the now-red portal.

----------------------

[21] Quantum of Solace

----------------------

Picking up where Casino Royale left off, Bond takes the captive Mr. White to Siena (the top half of the screen) for an interview with M (the yellow VG), but White escapes when M's bodyguard Craig Mitchell (the blue HG) turns out to be a member of Quantum and attacks her. Bond chases Mitchell across the rooftops of Siena (the top-right of the screen) and into the cathedral (top-left), which entails swinging on ropes: hence the first swinging rope of the game.

Quantum-member Dominic Greene (the green HGs) is helping General Medrano (the cyan HG) to overthrow the Bolivian government, in exchange for a small plot of land in the Bolivian desert (the lower half of the screen).

Bond teams up with Greene's girlfriend Camille Montes (the red HG), and they survey the land that Greene wants to acquire. When their plane is attacked, they parachute into a sinkhole (the black area at the bottom-left), and discover that Greene is blockading Bolivia's water-supply.

Following a tip-off by CIA-agent Felix Leiter (the black VG), Bond and Camille then go to an eco-hotel (bottom-right quadrant) in the Bolivian desert where Greene is finalising his coup with Medrano. After a big fight in which the hotel explodes, Bond takes Greene deep into the desert, and leaves him to die with nothing but a can of motor-oil (the items).

Tips:

[21.1] Contrary to what you might expect after "Casino Royale", the white-and-yellow chequered cells are Water (so are the blue-on-red cells), while the white-and-red chequered cells are Crumbly (Crumbly-protected items have white paper). The black-on-red cells are Ramp (those on the rooftops are '/', while those in the eco-hotel are "\/" pairs).

The green-on-yellow cells are Fire, but so are the white-and-cyan cells that look like '\', while those that look like '/' are right-Conveyor. The conveyor-animated cells form a left-conveyor, while the bright blank cyan cells are Trap (hence the gaps between the rooftops are effectively five cells wide).

[21.2] Outline solution:

[21.2.1] Cross the rooftops, clear the cathedral, and fall onto the plane (Tips 21.[3-6]).

[21.2.2E] Easy variant: jump right onto the hotel-roof.

[21.2.2H] Hard variant: jump down into the sinkhole, leaving enough Crumbly to do it again; flick the switch, and go up to the hotel-roof (Tips 21.[7-8]).

[21.2.3] Stand on the item at the top of the sinkhole to liberate it of Crumbly (Tip 21.9).

[21.2.4] Liberate the right item in the eco-hotel of Crumbly (Tip 21.10).

[21.2.5] Jump (back) down into the sinkhole, and take the items there (Tips 21.[11-12]).

[21.2.6] Take the items in the eco-hotel, and jump into the portal (Tip 21.13).

N.B. It is not possible to jump over the left green HG, therefore it is not possible to leave the eco-hotel (except by the portal) after collecting either of the items therein.

[21.3] To cross the rooftops:

[21.3.1] To jump from one rooftop to the next: stand on the left and middle '/' cells of the roof you're on, facing left with your legs apart, and jump left.

[21.3.2] Jump over the white VG as soon as you dare; it should then be possible to jump over the yellow VG without waiting.

[21.3.3] Jump over the black VG as soon as the blue HG (going right) sets foot on the leftmost rooftop.

[21.4A] To enter the cathedral (Solution A):

[21.4A.1] Stand on the left and middle '/' cells of the leftmost rooftop, facing left with your hands on your hips.

[21.4A.2] Jump left over the blue HG to land in the cathedral-wall one cell-row above the cathedral-floor.

[21.4A.3] Stand on the very left edge of the wall with your legs apart, and wait for the rope to pick you up (it will also pick you up if you stand with your hands on your hips, but will dump you onto the Fire-cells in the floor).

[21.4B] To enter the cathedral (Solution B):

[21.4B.1] Stand on the left and middle '/' cells of the leftmost rooftop, facing left with your legs apart.

[21.4B.2] Jump left over the blue HG to land in the cathedral-wall two cell-rows above the cathedral-floor.

[21.4B.3] Stand on the very left edge of the wall with your legs apart, and drop onto the rope when it comes.

[21.5E] Easy variant: to clear the cathedral:

[21.5E.1] To go down the rope, press right if the rope is going right, or left if it is going left. To go up the rope, do the opposite.

[21.5E.2] Collect the items by jumping from them - from low enough to avoid hitting the overhead Fire-cell.

[21.5E.3] Flick the switch to open a hole in the right wall.

[21.5H] Hard variant: to clear the cathedral:

[21.5H.1] To go down the rope, press right if the rope is going right, or left if it is going left. To go up the rope, do the opposite.

[21.5H.2] Position yourself on the rope so that you're facing left, and four dots are visible between the items and your head when the rope is straight.

[21.5H.3] When the rope is going left and you're above the two Conveyor-cells (which look like '/') with your hands on your hips, jump left through the overhead Earth-cell to take all three items and land safely on the rope.

[21.5H.4] Position yourself on the rope so that you're facing right, and there are three pixel-rows between your soles and the cathedral-floor when the rope is straight.

[21.5H.5] When the rope is going right and you're above the two Conveyor-cells (which look like '/') with your hands on your hips, walk right so that the rope dumps you into the wall, so that you can walk through it.

[21.6] To fall onto the plane:

[21.6.1] Stand at the right edge of the sand-platform above the plane (a horizontal lift), facing right with your legs apart.

[21.6.2E] Easy variant: fall onto the plane any time between when it's at its right-boundary and directly under you (going left).

[21.6.2H] Hard variant: fall onto the plane when it is to the right of you, going right (or even early going left), and the black VG is going up.

[21.6.3] Hard variant only: if you stand near the middle of the plane's path, it will pick you up whenever you fall off it.

[21.7E] Easy variant: walk right on the plane, and jump right over the leftmost Fire-cell on the hotel-roof.

[21.7H] Hard variant: to flick the switch:

[21.7H.1] Jump left from the plane so that you hit the overhead Earth-cell, which will reset your fall-counter so that you land safely on the Crumbly-protected item below.

[21.7H.2] Immediately walk right off the Crumbly-protected item, so that you will be able to fall onto it again later.

[21.7H.3] Walk left onto the conveyor, and when you're in the lower Crumbly-protected item, and in the cell to the left with your legs apart, jump left to land in the protruding Earth-cell.

[21.7H.4] If necessary, curl up in one cell-column, facing right to avoid the red HG catching you.

[21.7H.5] Jump right over the red HG (without landing on the Crumbly-protected item!), walk right one cell-column, and jump right to land between the two Fire-cells in the desert.

[21.7H.6] Taking care to avoid touching the plane, jump right to land on the lowest '\' cell of the eco-hotel.

[21.7H.7] Walk left off that cell to fall and flick the switch: the Fire-cell in the leftmost column disappears.

[21.8A] Hard variant only: after flicking the switch (Solution A):

[21.8A.1] Walk right one cell-column into the eco-hotel so that you go up one cell-row, then turn to face left with your legs apart.

[21.8A.2] When the plane (going right) is above the right Fire-cell, jump left: it should pick you up.

[21.8A.3] Jump right from the plane onto the hotel-roof.

[21.8B] Hard variant only: after flicking the switch (Solution B):

[21.8B.1] Walk right one cell-column into the eco-hotel.

[21.8B.2] Taking care to avoid touching the plane, jump left to land between the two Fire-cells in the desert.

[21.8B.3] Jump right to land on the lowest '\' cell of the eco-hotel again.

[21.8B.4] Walk right on the lowest '\' cell. When you're in one cell-column above 'f', you will appear to jerk up one cell-row, but you're really standing on the foot of the '/' cell to the right and below, so jump right between the two Fire-cells.

[21.8B.5] As soon as you land on the Crumbly platform, jump straight up onto the hotel-roof.

[21.9] To liberate the item at the top of the sinkhole:

[21.9.1] Cross the hotel-roof to the right. If the moving Fire-cells generated by the invalid arrows come while you're crossing, jump left over them if possible, otherwise jump straight up when there are six clear cell-columns between them and you (only your colour-attribute position matters).

[21.9.2] When you reach the right edge of the screen, wait for the moving Fire-cells generated by the invalid arrows to appear completely on the left side of the screen.

[21.9.3] From the very right edge of the screen, jump right, then walk right to wrap over to the left side.

[21.9.4] When you're in the two leftmost columns of the screen, press jump to fall onto the Earth-cells at the top of the sinkhole.

[21.9.5] Stand on the Crumbly-protected item until its paper-colour changes from white to red.

N.B. In the easy variant, you can also liberate this item simply by walking right onto it without jumping as in Tip 21.9.4; you can even jump back up into the cathedral. But if you do not perform the jump of Tip 21.9.4, you won't be able to liberate the top-right item in the eco-hotel as in Tip 21.10.2.

[21.10] To liberate the right item in the eco-hotel:

[21.10.1] Walk left off the left edge of the screen as soon as the moving Fire-cells generated by the invalid arrows have disappeared.

[21.10.2] You may be surprised to fall onto the Crumbly cells in the eco-hotel, but keep walking left without stopping, and jump left off the very edge of the rightmost Crumbly-protected item, so that its paper-colour changes from white to red, while you land on the hotel-roof.

[21.11] To jump into the sinkhole:

[21.11.1] Cross the hotel-roof to the left. If the moving Fire-cells generated by the invalid arrows come while you're crossing, jump left over them if possible, otherwise jump straight up when there are six clear cell-columns between them and you (only your colour-attribute position matters).

[21.11.2] Prepare to jump over the leftmost Fire-cell on the hotel-roof.

[21.11.3E] East variant: when the plane is in the left half of its path (either direction), jump left.

[21.11.3H] Hard variant: when the plane is going right, jump left.

[21.11.4] Walk left on the plane, and jump left such that you will hit the overhead Earth-cell, which will reset your fall-counter so that you land safely on the Crumbly-protected item below.

[21.12] To clear the sinkhole, and cross the desert:

[21.12.1] Stand on the Crumbly-protected item that you just landed on, until you fall through and collect it.

[21.12.2] When you're in the red Air-cell left by the lower Crumbly-protected item, and in the cell to the left with your legs apart, jump left to land in the protruding Earth-cell and collect the overhead item.

[21.12.3] If necessary, curl up in one cell-column, facing right to avoid the red HG catching you.

[21.12.4] Jump right over the red HG, walk right one cell-column, and jump right to land between the two Fire-cells in the desert.

[21.12.5] Taking care to avoid touching the plane, jump right to land on the lowest '\' cell of the eco-hotel.

[21.13] To clear the eco-hotel:

[21.13.1] Walk right on the lowest '\' cell. When you're in one cell-column above 'f', you will appear to jerk up one cell-row, but you're really standing on the foot of the '/' cell to the right and below, so jump right between the two Fire-cells.

[21.13.2] Walk right across the Crumbly platform, and stand in one cell-column above the Crumbly-protected item.

[21.13.3] When you fall through the Crumbly-protected item, stand still if the cyan HG is approaching and, if possible, walk right behind him just far enough to avoid falling onto the green HG. Then fall through the Crumbly onto the bottom row.

[21.13.4] Stand in the two cell-column to the left of the rightmost item, and jump right over the right green HG to take the item and land in the portal.

In the hard variant, this jump is very tight, but there are various possibilities. For instance, if you stand with your legs apart, and jump as soon as any of the green HG's pixels are proud of the portal, you'll have a window of three time-frames in which to make the jump.

 

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About JSW64: Flash Manic Miner

 

[from the Readme included with the game]

 

(The plural form of the verbs below includes Matthew Gordon as co-author of the game).

JSW64: Flash Manic Miner is a redefinition of the rooms in Matthew Smith's classic Manic Miner, which we acknowledge as being the copyright of Bug-Byte (1983).

Flash Manic Miner, by Matthew Gordon, is a highly addictive online version of Manic Miner, featuring a high-score table, and extra caverns beyond the original 20. Andrew Broad decided to convert these extra caverns to the Spectrum: Caverns 21 to 43 of Flash Manic Miner map to Rooms 0 to 22 of the JSW64 conversion, with Room 22's portal looping back to Room 3, because for n >= 44, Cavern n is identical to Cavern n-20.

JSW64: Flash Manic Miner features all the new caverns from Flash Manic Miner:

[0] Cavern 21: "Central Cavern II"

[1] Cavern 22: "The Other Cold Room"

[2] Cavern 23: "The Aviary"

[3] Cavern 24: "Decaying Uranium Workings"

[4] Cavern 25: "Revenge Of The Clones"

[5] Cavern 26: "Processing Plant II"

[6] Cavern 27: "Phat"

[7] Cavern 28: "Willy meets the Kong Beast again"

[8] Cavern 29: "Lots and Lots of Amoebatrons"

[9] Cavern 30: "The Tser Of Nairodne"

[10] Cavern 31: "Attack of the Senohpelet Tnatum"

[11] Cavern 32: "Return of the Alien Kong Beast" (identical to the Spectrum-original except that the green HG starts one column further to the left)

[12] Cavern 33: "Ore Refinery" (identical to the Spectrum-original except that the yellow HG starts one column further to the left)

[13] Cavern 34: "Skylab Looting Bay"

[14] Cavern 35: "The Bank" (identical to the Spectrum-original)

[15] Cavern 36: "The Thirty-sixth Cavern" (identical to "The Sixteenth Cavern" except for the room-name)

[16] Cavern 37: "The Warehouse" (identical to the Spectrum-original except that the Fire-cells have black PAPER)

[17] Cavern 38: "Amoebatrons' Revenge" (identical to the Spectrum-original except that the yellow HG starts one column further to the left)

[18] Cavern 39: "Solar Power Generator" (identical to the Spectrum-original except that the red HG starts one column further to the left, and there is no solar power)

[19] Cavern 40: "The Final Barrier" (identical to the Spectrum-original except that there is no custom picture in rows 0-7, and no swordfish-routine)

[20] Cavern 41: "Central Cavern III" (identical to Cavern 21 except for the room-name)

[21] Cavern 42: "The Other Other Cold Room" (identical to Cavern 22 except for the room-name)

[22] Cavern 43: "Killer Birds"

JSW64: Flash Manic Miner is based on John Elliott's Jet Set Willy 64 game-engine (Variant Z, Hacklevel 12) - mainly so that each room can have more than 5 items whilst retaining all the features of Manic Miner, but also because, in Spectrum MM/JSW, you cannot fall onto a conveyor and walk the wrong way along it - a feature simulated using an invisible Ramp-cell in "Central Cavern II" [0] and "Skylab Looting Bay" [13].

Flash Manic Miner allows guardians to pass through 'inkful' cells without killing you. Andrew did write a patch to allow this in Spectrum JSW (a beta-version is available from the Files section of the Manic Miner and Jet Set Willy Yahoo! Group), but unfortunately it slows the game down so much that he decided not to apply it to JSW64: Flash Manic Miner, and to use his old friend SPECSAISIE PunchHoles instead: to knock those pixels out of the guardian-sprites that would collide with the pixels of the Fire-cells they pass through in "Lots and Lots of Amoebatrons" [8] and "Attack of the Senohpelet Tnatum" [10].

Flash Manic Miner allows a guardian's (start-)column to be specified in pixels, whereas JSW64 only allows it to be specified in characters. Therefore, the vertical guardians in "Lots and Lots of Amoebatrons" [8] and "Attack of the Senohpelet Tnatum" [10] whose columns are four pixel-columns to the side of the character-boundary have been simulated using:

(a) two more copies of the vertical sprite, each shifted four places to the left/right, and with its leftmost/rightmost four pixel-rows blanked out (see #E500-E6FF);

(b) two guardians to simulate each such guardian, using the two halves of the sprite from (a).

In a completely faithful conversion, the bottom-right Eugene in "Revenge Of The Clones" [4] would also be four pixels to the left, but because it would collide with the bottom-right Fire-cell, and doesn't affect the gameplay, Andrew decided it would be neater to keep it character-aligned than to rip off its left arm.

Flash Manic Miner also allows a horizontal guardian's horizontal start-position and boundaries to be specified in pixels, whereas Spectrum MM/JSW only allows them to be specified in characters. Andrew has not attempted to write a patch for this; he has merely made a decision for each horizontal guardian, including in its path all character-columns that the corresponding guardian in Flash Manic Miner steps into.

Flash Manic Miner also allows vertical guardians to go up off the top of the screen: for example, the second-rightmost amoebatron in "Lots and Lots of Amoebatrons" [8]. Andrew has set its top boundary to the top of the screen for now, but should he ever release a special edition, he may attempt to write a patch to allow it to go up off the top.

Flash Manic Miner allows white guardians to pass through items without killing you (as in Spectrum MM) or collecting them (as in JSW64). So Andrew had to recolour the white Skylab in Cavern 34: he decided on green, as that fits in best with the lighter colours of the other Skylabs.

In Flash Manic Miner, the falling Kong Beast is red instead of yellow. Andrew has applied POKE 39176,2 (#9908: 02) to implement this change.

Because "Killer Birds" [22] loops back to "Decaying Uranium Workings" [3], Room 22's portal patch-vector needs to call the code that marks all the items in the game as uncollected. This could be done by setting the patch-vector to #986F, but instead it has been set to #9856 so that it makes the swordfish-sound first:

3:#D8F9: 56 98

Andrew has thoroughly playtested v1.0, and certifies that it /is/ possible to complete.

You can consider yourself to have passed JSW64: Flash Manic Miner if you complete Rooms 0 to 22 ("Killer Birds" is the last room edited) using infinite lives (POKE 35899,0) on a real Spectrum, or saving and loading snapshots on an emulator. If you cheat by using any other POKEs, or by using WRITETYPER, you should consider yourself disqualified. ;-)

Your completion-time is the time you enter the portal of "Killer Birds" [22], after which the game loops back to "Decaying Uranium Workings" [3].