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Re: [Enigma-devel] 0.80 beta testing
From: |
Ingo van Lil |
Subject: |
Re: [Enigma-devel] 0.80 beta testing |
Date: |
Thu, 2 Oct 2003 19:28:00 +0200 |
User-agent: |
Mutt/1.4i |
On Thu, Oct 02, 2003 at 12:38:00AM +0200, Daniel Heck wrote:
> > - There are a few levels where it doesn't make any sense to have
> > multiple tries. Those should have enigma.ConserveLevel set to false.
> > I'm gonna make a list of concerned levels.
>
> Nice! That would be really useful (and it's easy to fix too :-)) If you
> are very quick, these changes may make it into -final!
I was mainly thinking of all those Sokoban-style levels where you
usually press F3 after being stuck. But now that you changed the
beaviour of F3 it's not necessary to make these restart even if you
accidentally die.
Anyway, in these maps it definitely doesn't make any sense to have
multiple marbles:
Send More Money (level5f)
Jump And Run (level6c)
Mirror Shop (level9a)
Light Switches (level8e)
Flood Gates (nat8)
Follow the Leader (martin71)
Bumperball (duffy15)
Draggers (ant21)
Go! (ant02)
Laser Magic (ant30)
Then there are a few levels that I personally haven't yet managed to
solve _without_ dying, so either dying is part of the solution or, more
likely, it lets you skip a part of the puzzle:
The Disappearing Block (duffy2)
Wells (ant19)
The Safe (siegfried77)
esprit 18 (ss_esp18)
And finally there's Walk The Plank (nat4), where it's pointless to
restart after you started the ferry but makes sense before. But I
consider that level unsolvable anyway. ;-)
Adios,
Ingo