12-19-2007, 12:23 AM
Dear Toybox,
I agree that the zappers in the rooms you mentioned are kinda tough, but they are manageable (even if only after a bit of rehearsing
).
I spent quite some time finetuning those zappers, and you can be sure that there's nothing there left to accident or chance.....
Room #20719:
As usual watch carefully before you make your move! Especially the third
Room #20906:
Well.... what shall I say....
Here you picked indeed the toughest zapper room (in fact only Psychotronics thunderstorm strikes me as more vicious).... but, again, once you've figured out what the groove is (there's a method to that madness) you will make it.
However, even I still lose lives there (after I haven't played for a while)....but as a hint: there is 1 certain point in the rhythm of the zappers where you should start to jump
BTW: There's no error in that room..... every zapper gets turned off (and back on again) at exactly the time and place where I wanted it to happen.... and - in case you don't already know that - I'm sorry to report: you will have to go through that room again (!!)....but before the second time there's a saving point, so that's a small
PS: In case you didn't know: I don't like zappers very much either....so room 20906 is very un-typical for me....! (I probably deliberately buoilt something in to frustrate myself
)
I agree that the zappers in the rooms you mentioned are kinda tough, but they are manageable (even if only after a bit of rehearsing
).I spent quite some time finetuning those zappers, and you can be sure that there's nothing there left to accident or chance.....
Room #20719:
As usual watch carefully before you make your move! Especially the third
zapper blockis tough..... try to get in the groove.....!
Room #20906:
Well.... what shall I say....
Here you picked indeed the toughest zapper room (in fact only Psychotronics thunderstorm strikes me as more vicious).... but, again, once you've figured out what the groove is (there's a method to that madness) you will make it.However, even I still lose lives there (after I haven't played for a while)....but as a hint: there is 1 certain point in the rhythm of the zappers where you should start to jump
upwards(>to the balcony), and that point usually looks as if it's too early.... (did you understand that hint ??).
BTW: There's no error in that room..... every zapper gets turned off (and back on again) at exactly the time and place where I wanted it to happen.... and - in case you don't already know that - I'm sorry to report: you will have to go through that room again (!!)....but before the second time there's a saving point, so that's a small
compensation......
PS: In case you didn't know: I don't like zappers very much either....so room 20906 is very un-typical for me....! (I probably deliberately buoilt something in to frustrate myself
)

