08-20-2010, 08:38 AM
I tried to minimize the changes and resisted temptation to add anything else that resulted in significant backtracking.
(from semi native's post(s))
15300 - removed top trigger which stops the platform. It turned out to be unnecessary. If Jack should take the platform back up, it will stop underneath the ledge, any jump Jack takes should take him off the moving platform - his
15900 - Here was the area I was concerned about. If you had taken the platform above down here with no slots then you'd have been unable to get the key without getting rid of one and going back to the top to get it. I considered leaving it as is (given that it's an optional yellow key) but felt a little generous. Instead I set up a trigger which if you were unable to get the key, starts up a moving platform that you can use to get the key from this room after you go and use up a key. This means a *little* backtracking, but saves you the much longer trip back to the top.
Since that was the last of the 5 yellow keys, I shouldn't have to mess with any of the others.
(from margherita's post)
16494 - I ensured that Jack could not open the gray door from the right side. That was completely unintentional, and would mean that Jack would enter the underground without a lantern nearby (and grant early access to a save point).
The vault and various rooms: Removed all backpacks except for 1. Reduced overall gold to 80000. It's a lot of treasure, but a lot of it it is in the vault scattered throughout, and is more a means of tracking score than anything else.
I'm not 100% sure how the high scores are arranged (aside from the obvious), but I would expect that a lower time would be ranked higher than a higher one given two identical scores. There are different approaches that can be taken which are faster than others.
I left the save points alone for now, though I still think there are a few too many.
(from semi native's post(s))
15300 - removed top trigger which stops the platform. It turned out to be unnecessary. If Jack should take the platform back up, it will stop underneath the ledge, any jump Jack takes should take him off the moving platform - his
punishmentfor coming back up this way. It's not much of a punishment. Jack could take the pole down, or go back over to the green key room, and ride the platform back down.
15900 - Here was the area I was concerned about. If you had taken the platform above down here with no slots then you'd have been unable to get the key without getting rid of one and going back to the top to get it. I considered leaving it as is (given that it's an optional yellow key) but felt a little generous. Instead I set up a trigger which if you were unable to get the key, starts up a moving platform that you can use to get the key from this room after you go and use up a key. This means a *little* backtracking, but saves you the much longer trip back to the top.
Since that was the last of the 5 yellow keys, I shouldn't have to mess with any of the others.
(from margherita's post)
16494 - I ensured that Jack could not open the gray door from the right side. That was completely unintentional, and would mean that Jack would enter the underground without a lantern nearby (and grant early access to a save point).
The vault and various rooms: Removed all backpacks except for 1. Reduced overall gold to 80000. It's a lot of treasure, but a lot of it it is in the vault scattered throughout, and is more a means of tracking score than anything else.
I'm not 100% sure how the high scores are arranged (aside from the obvious), but I would expect that a lower time would be ranked higher than a higher one given two identical scores. There are different approaches that can be taken which are faster than others.
I left the save points alone for now, though I still think there are a few too many.

