09-29-2007, 10:30 PM
Since beta testing a mansion is not the same as playing a mansion, here are some guidelines for beta testers. Experienced testers may want to add to this list.
1. Check overall playability. Can the player get all stuff in the room (treasures, keys, etc.) and go between rooms without any complications regardless of whether it is an easy, normal or hard mansion?
2. Check for Jack-stucks, half Jack-stucks and cheap deaths.
a) A Jack-stuck (JS) occurs when Jack cannot go anywhere and cannot commit a suicide. The player has to restart the mansion or from last saving point.
b) A half Jack-stuck (HJS) happens when the player must sacrifice one life in order to continue.
c) A cheap death (cd) when Jack is killed by a monster or a zapper beam without any control of the situation. Examples are when monsters are too close to an entrance to a room, a moving platform goes right through a zapper beam, a monter appears out of the blue too close to Jack to react upon etc.
3. Make any kind of weird moves you can think about to check whether they can lead to situations not intended by the builder. Like what happens if Jack does NOT use a key to open a (optional) door (will it lead to JS later on), can Jack jump on the top of a door and thus skip the key, unintended ladderjumps, etc.
4. Check overall layout, expecially the use of layer 6. Is it enough or perhaps too much? Also whether a wrong layer is used unintentionally.
1. Check overall playability. Can the player get all stuff in the room (treasures, keys, etc.) and go between rooms without any complications regardless of whether it is an easy, normal or hard mansion?
2. Check for Jack-stucks, half Jack-stucks and cheap deaths.
a) A Jack-stuck (JS) occurs when Jack cannot go anywhere and cannot commit a suicide. The player has to restart the mansion or from last saving point.
b) A half Jack-stuck (HJS) happens when the player must sacrifice one life in order to continue.
c) A cheap death (cd) when Jack is killed by a monster or a zapper beam without any control of the situation. Examples are when monsters are too close to an entrance to a room, a moving platform goes right through a zapper beam, a monter appears out of the blue too close to Jack to react upon etc.
3. Make any kind of weird moves you can think about to check whether they can lead to situations not intended by the builder. Like what happens if Jack does NOT use a key to open a (optional) door (will it lead to JS later on), can Jack jump on the top of a door and thus skip the key, unintended ladderjumps, etc.
4. Check overall layout, expecially the use of layer 6. Is it enough or perhaps too much? Also whether a wrong layer is used unintentionally.


While your 4 points give very good and practical information, your introduction is maybe even more important.