enigma-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Enigma-devel] .enigmarc2 for par times


From: Tacvek
Subject: Re: [Enigma-devel] .enigmarc2 for par times
Date: Wed, 21 Sep 2005 23:18:10 -0400

Thanks For the message, but because I don't maintain the par times, I think it may be more useful on the list, which I have CCed.
;)

and a reply to part of your message:
It's hard to tell whether the level designers intended this or not, so
I assume it's a valid way to solve the level, by default...

In the case of Oxyd ports, I would consider it a level bug only if it was not possible in the original.
Open question: Can this be reproduced on Per.Oxyd?

By engine bugs, I was meaning weird things like one time when magnets in a certain level mysteriously did not work, as a result of an engine change. Or weird things like moving through tiles you were not intended to.

----- Original Message ----- From: "Drake Wilson" <address@hidden>
To: "Tacvek" <address@hidden>
Sent: Wednesday, September 21, 2005 6:06 PM
Subject: Re: [Enigma-devel] .enigmarc2 for par times


Quoth Tacvek <address@hidden>, on 2005-09-21 13:00:11 -0400:
Are there any times in that file that are possible only due to a glitch/bug
in Enigma?
(a glitch/bug in the level, rather than the engine is not a big deal
because when it is fixed the version will be updated and all times
invalidated anyway)

If so care can be taken to avoid those lines being used to update the par
times.

That's a good point; I think I may have a time in there for the
nonexistent "Epimenides" level (from one of the posts to the list)
which I sort of shoved into the Enigma 3 pack locally in order to try
it out.  That should be removed just in case there's a conflict, since
it doesn't correspond to any "official" Enigma 0.92 level AFAIK.
Other than that, paging through the level packs, I don't see any cases
where a game engine bug has helped me.

In some cases I used a stranger-than-usual strategy in order to solve
levels, some of which might be construed as level bugs; for instance,
in Oxyds #117 "Per.Oxyd 55", my strategy was (rot13 to avoid
spoilers):

 1. Trg pehfurq ol obyqre.  Qvr.
 2. Erfcnja, abg orgjrra gur obyqref.  Tb pbhagre-pybpxjvfr naq ragre
    gur vaare nern.  Uvg gur bklq.  Uvg gur fjvgpu gb ghea ba gur ynfre.
    Teno gur sybccl.  Uvg gur ynfre ornz.  Qvr.
 3. Erfcnja, cebonoyl abg orgjrra gur obyqref.  Tb pybpxjvfr naq chg gur
    sybccl va gur sybccl fybg.  Gur bar-jnl neebjf fjvgpu.  Hfr gur ybjre
    bar-jnl neebj gb uvg gur frpbaq bklq.  Jva.

It's hard to tell whether the level designers intended this or not, so
I assume it's a valid way to solve the level, by default...

  ---> Drake Wilson





reply via email to

[Prev in Thread] Current Thread [Next in Thread]