Level 13 (12b) is in fact the last level in Prince of Persia. There you fight against something what is (in gamer jargon) called "the final boss". It's obvious that this level is going to contain many special events.
It is not accessed the same way as most of the previous ones; instead of walking up the staircase, you access it by simply leaving a certain room in the previous level. The kid makes a running entry into a room where the ceiling immediatelly collapses.
Then, when meeting Jaffar – the main antagonist – a tune is played before he draws a sword and the epic final fight begins. When the Grand Vizier falls dead on the floor, another tune is played, accompanied by a flashing screen. Now, the countdown is stopped, the last door opens (because a certain button has been automatically pressed) and the kid can finally meet his princess.
Okay, that was the introduction, now to my problems. There are 3 in total:
- The loose tiles don't wobble when the player lands on the same floor where they are. They only wobble when they are about to fall. This might be intentional, due to the "falling tiles event". Maybe it wouldn't work properly, but I'm not really sure whether these are actually connected. If so, then that's bad. I use this event in my levelset. Is there a way to fix this issue? And if not, can I at least make them do the wobble, so the player can distinguish them?
- I contend with yet another trouble with checkpoint placement. On this forum I have posted a question about moving the checkpoint and received a solution which works alright in all levels except this one (or most of them I suppose; I tested it only in Level 7, where I initially planned to place it). In Level 13 (12b) it works almost alright. The checkpoint is triggered, the kid respawns in the correct room, but he looks in the wrong direction – always left. I also tried to make him start the level looking to the right, and setting the respawn direction to both options in CusPop, nothing did work.
- This thing:
The player can draw his sword before Jaffar does, being able to kill the Vizier in one hit. And even though you can move Jaffar a little further away from the room entrance, the player can still hit him before he manages to block it. Not speaking of how weird it looks when an epic tune plays as an introduction to an epic battle, and the kid ruins the moment by swishing his sword. Sure, a simple solution would be to swap this room with another one, so the Jaffar doesn't wait before fighting, but that wouldn't make a good atmosphere for a final battle. So the answer I expect is something like "kidSwordDrawDelay == vizierSwordDrawDelay" in hex or so.