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Snap the Exit!
Posted: Mon Jun 25, 2007 9:20 pm
by RTADash
Did anyone know that in any boulderdash game (and most of the clones) that you can snap the exit instead of walking onto it! I discovered it by accident in BDII-M when I was snapping diamonds, and then I hit the wrong direction.
This is because the exit turns into a collectible object when it is opened, which is why the graphic disappears as soon as you walk onto it.
Posted: Mon Jun 25, 2007 9:47 pm
by Sendy
I knew you could snap the exit, but I didn't know that I was in fact collecting it

Posted: Mon Jun 25, 2007 10:25 pm
by RTADash
Strange, isn't it?
I guess that was the easiest way for the programmers to solve the problem of having Rockford occupy the same space as another object.

Posted: Tue Jun 26, 2007 6:33 pm
by Arno
Yes, I even have a strange habit sometimes to always exit this way!

Don't know why... maybe the psychology of saving time (which cannot be much)...?
Something else I like to do is entering the exit while hitting a firefly/butterfly at the same time. Then you complete the cave in an explosion! And believe it or not, Rockford enters the next cave alive, without losing a life!

Posted: Tue Jul 03, 2007 7:39 pm
by RTADash
Several of my screens are set up this way, like RTAD1 int4.
Posted: Sun Jul 15, 2007 3:06 pm
by LogicDeLuxe
Arno wrote:And believe it or not, Rockford enters the next cave alive, without losing a life!

Unlike real life, you don't lose a live when you are destroyed (which would not work for caves with multiple Rockfords). The life counter is not updated until the cave is disolved. At this point, the engine checks if there was at least one exit "collected". Depending on that, it decides to either reduce the life counter or increase the cave counter (except for intermissions).