Path: utzoo!attcan!uunet!lll-winken!lll-tis!ames!mailrus!ukma!rutgers!att!occrsh!rjd From: rjd@occrsh.ATT.COM (Randy_Davis) Newsgroups: comp.sources.games.bugs Subject: wanderer2, screens 16-18 Summary: impossible screens Message-ID: <427@occrsh.ATT.COM> Date: 31 Oct 88 21:56:46 GMT Reply-To: rjd@occrsh.UUCP (Randy_Davis) Organization: AT&T Network & Data Systems, OKC Lines: 30 OK, skipping screen 13 because of the impossible-to-get-at gem in the upper right corner, I also find these problems: screen 16: One "S" and one "M", i.e. one little monster and one large monster, with TWO cages, which are counted as part of the gem count, So.... the gem count is one higher than is possible. If THAT gets fixed, how about adding an exit since that is missing also. screen 17: I have this scenario on my machine: >>>/!| !*!*| #####| where this is the right edge of the screen. Anybody got any ideas as to how to get that gem by the wall *and* get out? (I assume a teleport could be set up to get you there, how about getting out?) It looks like screen 18 is a repeat of the mistakes made on the original wanderer version screen 13. The little monsters get into a holding pattern very soon after starting the level. While it *may* be possible to break them out of it, it is frankly not worth the trouble, as instead of a strategic bit of maneuvering, you are left to outguess the bug in the program that allows them to get into holding patterns in the first place (yes, I see how it happens, I just don't see any reason for letting it do it). Just some comments.... Randy Davis UUCP: ...(att!)ocrjd!randy ...(att!)occrsh!rjd