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Message: 6067

Author: andrewbroad

Date: 26/02/2007

Subject: Selenten Reflection (Re: We Pretty and Goodnite Luddite)

 

Daniel wrote:

andrewbroad wrote (concerning the trap in "TH E CAR ROT OF REF
LEC T I O N"):

And I had been unaware of this pitfall until playing We Pretty
again last year. It's not something I intended when I wrote We
Pretty - I guess I must have been too set in my ways whilst
playtesting.

That's very interesting. When I fell into the trap, I was sure it
was there on purpose and that the room name (which I usually read
in my thoughts as "The Carrot of Reflection") referred to it: the
player was forced to reflect upon his lack of anticipation (or
forward vision, or whatetever it should be called properly) after
getting to the end of the game and finding out that the order in
which to collect the items should have been different :-) .

An interesting interpretation, but the room-name actually came about
in December 1997, when I was reading the following paper:

Tyugu E. and Addibpour M. (1996). Declarative reflection tools for
agent shells. Pages 203-215 in: Future Generation Computer Systems 12
(2,3). On the Internet at
ftp://it.kth.se/labs/se/Reports/refl-jfgcs.ps.Z (modified 12th April
1996).

My father asked me what I was reading about; I said "declarative
reflection", but he thought I said "the carrot of reflection"!

I love using mondegreens as room-names. The prime example is a line
from David Bowie's "Stay":

"I really meant to so bad this time"

which I always heard as:

"I really meant to sow my tears to hang"!

As far as RZX walkthroughs are concerned, I am now working (slowly)
on "Goodnite Luddite". I am about 50 items into the game, but I
have temporarily stopped the recording process, because I am not
sure how to collect the items in "Selenten Pilgrims' Frigate" or
how to get to that room at all (or "Selebath Worship", or any other
connected room). I would hate to progress only to find out later
that I should have done those rooms first (and so I would have to
go back and re-record a portion of the game, which would not be an
exciting prospect, difficult as "GL" is).

I'm pretty sure that the order in which you collect the items in
Goodnite Luddite should only affect your toilet-time - not
completability (unless you collect the item in "GOODNITE LUDDITE"
[35] last, which causes infinite death on the toilet-run).

But time is tight, because I completed Goodnite Luddite on my real
Spectrum in between nine and ten JSW-hours, then set the start-time
to 14:00 to give you ten JSW-hours! (another significance of 14:00 is
that it was the start time of my PhD viva on 18th September 2002 - an
event which had a profound influence on the Goodnite Luddite diary).

Anyway, to answer your question, you first enter "SELENTEN PILGRIM
FRIGATE" [53] by going left from "A SUNBURST NIGHT" [52]. You won't
see the items at first, because the left-exit of "A SUNBURST NIGHT"
is actually 181 (the JSW48 engine looks at the lowest 6 bits and sees
53 for the purpose of loading the current-room buffer, but because
the current room-number at #8420 is 181, the items do not appear).

In the current version of SPECSAISIE (1.3 Beta 3), RoomReachJSW won't
tell you about this connection if you ask:

java RoomReachJSW GL.TAP 53

but it will if you ask:

java RoomReachJSW GL.TAP 181

I should probably add a command-line flag for the user to tell it to
ignore Bits 7:6 in the room-exits.

--
Dr. Andrew Broad
http://geocities.com/andrewbroad/
http://geocities.com/andrewbroad/spectrum/
http://geocities.com/andrewbroad/spectrum/willy/
http://geocities.com/andrewbroad/spectrum/download/

 

 

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