I would say if I did it again, I'd do it slightly differently as I can code a (bit) better now. MJSW is probably nearer the "original" even if you ignore the MM component of it.clebin wrote: ↑Tue Sep 07, 2021 9:24 am That's the spirit! This is the version I used: JSW 2015 Bug-Fixed Version. Among other things, this applies the official Software Projects fix for the Banyan Tree. There's still a tricky little moment where you have to turn and slot yourself between two moving enemies. I like to get the fiddly stuff like this out of the way early so I can always restart and have a decent run against the easier bits.
Was mention of Priest's Hole, its not that bad in JSW1 in JSWFF (JSW2) because Willy moves forward when you press direction+jump if you are on the very edge of tte platform, he will fall off. JSW2+ does not have this. There is a reason for this but its a bit boring.
I agree Under The Drive is very difficult its pixel perfect to get him to land on the platform. Nightmare Room is either very easy or very difficult depending on timing, its quite easy to make a mess of it, same as Forgotten Abbey (there's a very easy way to get the item here, took me years to figure it out) bottom row is hard but the trick I learned to help myself (no one told me this) watch the guardians on the bottom row and memorise how far they move, you can use the room name to do this, for instance the guardian might only move as far right as a letter "g" or such.
Back to MM , the automated version is quite fun given its two modes of operation, and it does have human play as well as block mode (interesting) , I think Warehouse is probably quite hard, followed by Solar Power but that screen its about having enough air left.