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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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