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Message: 6969

Author: rushforthian

Date: 10/12/2016

Subject: Tricky Rope/Trampoline/Superjump Challenge!

 

I wrote:


I wonder what happens if Willy is intercepted by a Rope whilst in this predicament?  Could that be another way for his 'Continuous Superjump' to be terminated?

After investigation, I can answer my own question: Willy jumps straight back off the Rope and carries on ascending.  Although if he is jumping sideways, there can be a sudden vertical adjustment of his sprite, as he is centralised on the Rope segment that he collides with.

However, if he is jumping sideways, hits the bottom segment of the Rope and is traversing in the samedirection as the Rope is swinging (or the behind-the-scenes 'direction of swing' setting if it's a Stopped Rope), then he can fall off the end of the Rope and drop to the floor (safely, if the drop height isn't greater than 4.5 cell-rows, in line with the usual rule).

He can escape from the 'Continuous Superjump' in this way because when he falls off the end of a Rope, the Airborne Status Indicator is reset (see #93AD).

It could form the basis of a very difficult, quirky challenge!  A room with Superjump enabled and a Trampoline cell (or cells) at the end of a precipice, across which there is a swinging Rope, with (Inkless) Fire cells across the top of the room.  The Rope is out of reach if he tries to jump over the Trampoline cell(s).  So he has to step onto the Trampoline at exactly the right time so that he encounters the very end of the Rope as it's swinging away from him, in order to drop safely off the Rope.

(Perhaps to make it work, the Rope would have to be quite short, with the drop off the end falling off the bottom of the screen to safely land on another Rope in the room below.  On the way down he collects an item that he can't just collect by jumping over the Trampoline, to make the exercise worthwhile.)