yeah, your right, as usel, i'm sure, as your the professer :) or one of them anyway. i dunu, it seemed logical to me, but my mind is not everyones, lucky them. as for your example, i wanted to know how to reach the pfhore plank. i was looking at the spoiler guides and wondering, "argh, those levels look so much more fun, but i want the whole story. how!!?!?" btw what plank do you condider the successe one in rubicon? (i know my spelling is abismal, it always has been) i see it as the salinger one, but the pfhore plank seems to go with the orginal plot better. and the music in the dream levels made me go nuts, im a little jumpy, and i always think im hearing noises, so when that creepy music started up, i got all goosebumpy and really twichy.
: You make the assumption that the player recognizes that the key to breaking
: the cycle is to beat the clock, but what if they don't get it? Just ask
: Chris Lund - there were more than a few players who wanted to know how to
: reach the Salinger Plank in Rubicon - they never figured it out, even with
: all the clues. It's one thing to finish the game in a failed timeline, but
: quite another to be caught in game pergatory where the player can never
: finish. I agree with John here - you don't want to make the player repeat
: Moontanning more than once. He's right - the easiest approach is to
: duplicate the level and change it subtlly to make a successful run easier,
: and to make sure that if the player fails, they don't just end up back in
: level 5 again. Short of that, the instructions in level 7 need to be more
: explicit - in addition to the usual Jjaro ramblings, there has to be
: something explicit about not letting Hathor escape this time. And it needs
: to be much easier to beat the clock.