You can't call it "challenging" if an item gets stuck somewhere where it can't be reached.
Sure I can! Watch.
"I'd really enjoy the challenge of figuring out if it's possible to achieve Objective A, even if it ends up impossible."
The way I see it, there's no way to do this except to completely map out every item and every interaction in the game and determine exactly which ones can be switched around while still allowing the game to be completed.
I was actually thinking about it in the shower today. Like, if the front door key was inside the house... Game over. (And, I'd agree: no fun.)
But if there was a zone labelled "Front of house" that covered, the opening 2 screens, and the parameters were Front Door Key had to be in "Front of House" then problem solved. ("Damn, it was in the bush this time. But the hamster was under the door mat!").
Then expand that out to the next set of locks (Pool door / Lab door / Green Tentacle landing) and all the ingredients for those doors were within "First floor" zone.
Then the last few items would just have to be negatives:
- Glass jar cannot be in observatory
- Can of Pepsi can't be in observatory
- I think that's it. Oh, small red key can't be inside an arcade game
Yeah, it's actually not that crazy.
- Silver key can't be in pool area or garage
- Wax Fruit and Fruit drinks can't be past Landing or in pool or garage
- Anything to open the security door (tools, flashlight, radio, glowing key) can't be beyond the security door
I can probably think of a couple more, but...
(Also, by the time you are finished with the analysis you will probably be quite weary of your favorite childhood game.)
Ha. Cute. You underestimated me and my love for MM. (I spent a month of night shifts adapting the whole game into a board game. Tons of fun, except that I couldn't devise a mechanic to move the Edisons around the house properly.)
Growing up I didn't have the tenacity or grit to get good at games that challenged your skill. Had to stick to games where dying was very hard, or else I would give up. Look at me now, mom!
(Also, in grade 7, I made an audio recording of myself ... "doing the music" of Razor's theme. That way, if I ever forgot how it went, I could listen to it remind myself how it went. So lonely. So pathetic.
This part isn't "hard"; it's just excessively tedious.
Now that I've started thinking about it, I can't stop.
- Do you think the radioactive zaps from the Meteor are tied to its sprite or location? If location, then you could find him in the mailbox outside, and spend the whole game running around with him, looking for the yellow key
- You'd have to be careful to make sure that an essential item isn't tied to giving Ed his package. If the package was in the lab (I think the radioactive suit is the only pick-up in the lab), then whatever is in the film canister's place wouldn't show up until the end of the game
- If Book Contract was swapped for an essential item, and you weren't playing with Wendy, you'd be hooped. Contracts and developed plans would have to stay the same. (Unless there was a way to swap out one character for another. That'd be nuts.)
- This would have to apply to just items placed in the game. If you put the manuscript in the typewriter and have Wendy work on it, you can't have it produce Canned Goods, right? Totally, because there would be no sprite for Improved Manuscript, because it doesn't get placed in the game.
- "Ding dong". That must be my package. Nope, it's a slimy, murderous meteor with some uncanceled hamster stuck to it. (Like, what triggers Ed to pick-up the package? "If package.location = front.house then remove package"? In which case, if the postman dropped off batteries instead, Ed wouldn't pick them up, right?)
- Since the bottle of developer fluid isn't an actual item, how would that work? It would still be on the shelf, but when you pick it up, then a dime appears under the house, which you can pick up normally. BUT in the desk drawer, there would be a puddle of developer fluid that you would need the sponge to pick-up. the sponge would turn to developer fluid like normal after picking it up.
- Waters wouldn't change, because again, it's not a placed item. It just alters the glass jar when interacted with it.
- Batteries would stay in the radio because they aren't placed in game; just in inventory. Quarter would stay in the envelope.
- Would have to be careful about what could go into Edna's safe.
- Make sure the paint remover wasn't in the attic.
- Ohhh, I always wanted to know if there was something in the locker in Fred's office (game says it's locked). I'm sure there isn't, but you'd have to make sure it's still not wired up as an item location since it's not openable.
See? I didn't find that tedious at all.
Using the cut-scene glitch, you can by-pass Purple Tentacle. So the only REALLY essential items are:
- the Front Door Key
- wax fruit
- fruit drinks
- silver key
- Yellow Key
- Glowing Key
- Key Card
- Radioactive Suit
Would need to spend 6 minutes to rewatch that speedrun to double check that. If memory serves:
- Get past Green
- Use hunk-o-matic
- Get Silver key
- Get Yellow Key
- Drain pool
- Get glowing key
- Get key card
- Go to dungeon
- Use Glowing Key
- type in 0000
- Stand in Purple's room (I called in "the Vestibule" on my board game map)
- ring door bell to trigger cut scene
- Walk past Purple
- Finish game using the car
Don't know if he did that all in 6 minutes, but it's a possible
route, if not the shortest route.
Because every ROM is different. In this case the game is already very well-understood compared to the overwhelmingly vast majority.
Fair. I'm glad that something from so long ago still holds interest. (I just assumed anyone looking at this would have been a 20-something year old and really into "classic" games you could only play on Play Station. (Turned 40 a couple days ago. Feeling old.