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Re: [Enigma-devel] bug in the archipelago level (level 3 of Enigma I)


From: Malla
Subject: Re: [Enigma-devel] bug in the archipelago level (level 3 of Enigma I)
Date: Fri, 12 Jan 2007 21:05:51 +0100
User-agent: Opera Mail/9.10 (Win32)

Actually, this concept of respawning in the nearest safe place was
actually implemented in the original Oxyd games.  For example, the
(not incredibly long) way to solve "Work or Think" (I can't remember
its details precisely or which version it was from) used this idea.

It wasn't "Work or Think", but Oxyd Magnum #91 "Claustrophobia", which makes use of this feature.

I'm not sure it happened in all Oxyd versions though -- maybe it could
be made compatibilityMode-dependent in Enigma?

Yes, this features was implemented in all Oxyd-versions.

best regards
Malla


On 1/12/07, Erich Schubert <address@hidden> wrote:
Hi,
Note that a "secure respawn" function could lead to new ways of solving some
levels (and completely new levels, too).

Assuming a level like this:

 ____#X
____#_
 ___O#_
____#_
 ____#X

By covering the regular spawn position (o) and the surrounding fields with movable boxes (for example), one could maybe "push" the spawn location to
the right of the wall.
Would maybe make for an interesting level, placing a flag there, then
covering the section with boxes, then using the spoon.

best regards,
Erich Schubert
--
    erich@(mucl.de|debian.org)      --      GPG Key ID: 4B3A135C    (o_
  To understand recursion you first need to understand recursion.   //\
  Wo befreundete Wege zusammenlaufen, da sieht die ganze Welt für   V_/_
        eine Stunde wie eine Heimat aus. --- Herrmann Hesse

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