This one is in ‘Name that Strategy’, but it should be here instead, rather than there. But, this thread had not been started yet.
Door Trap: where a key is place on a path that Chip ‘must cross’, thus picking up the key. Also, there needs to be a force floor aiming at the ‘trapping door’. If the key is not disposed off, before approaching the door (that is later on, in a path), the door will open up and the force floor tile with push Chip into the trap...not allowing Chip to continue on the path to the exit tile. Of course, it is assumed that Chip can not go anywhere on passed the door on the other side. It is a dead end. I use this kind of tactic in MyBest37-lynx levelset several times. It’s tricky and the player must be alert to the use of it.
To my knowledge, it was Dave Varberg - that first made this concept known (or utilized it) in his CreateCompetition for last December.
Ian Wilson (thinker)
Door Trap: where a key is place on a path that Chip ‘must cross’, thus picking up the key. Also, there needs to be a force floor aiming at the ‘trapping door’. If the key is not disposed off, before approaching the door (that is later on, in a path), the door will open up and the force floor tile with push Chip into the trap...not allowing Chip to continue on the path to the exit tile. Of course, it is assumed that Chip can not go anywhere on passed the door on the other side. It is a dead end. I use this kind of tactic in MyBest37-lynx levelset several times. It’s tricky and the player must be alert to the use of it.
To my knowledge, it was Dave Varberg - that first made this concept known (or utilized it) in his CreateCompetition for last December.
Ian Wilson (thinker)