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****Tutorials****
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I feel I have covered all of the tutorial requirements in just 5 levels. I think it could be a good idea to get it done in as few levels as possible, instead of letting the tutorial levels drag on. I have tried to cover similar concepts in the same level. Also, sorry this text file is a bit long =/

=== Tutorial 0: Lets Go! ===  !D10-T00

(can we please have apostrophes in the new game?)

This is the introductory level. The player learns basic jumping controls and also sees effects of collectables. 

The player starts off with a simple jump and then moves on to slightly more complex jumps. Although it is (almost) impossible to avoid any of the treasures, I have still made it possible to return back to the start of the level from the last jump. This means that the player can practice jumping around the whole level if they so wish.

The player will likely notice that after collecting both gems that the door opens as a result. The other bonus items are placed after the gems in order to show that they do not affect the door's opening. 

The empty gem podium and the open left hand side of the level imply a back story such as "he has just entered the cave/temple/whatever and collected the first gem...now it is your turn to collect the next gem".

***The statue*** - In this level the statue is not a challenge to get, in later levels it will be. This will be the first statue and as thus, easy to collect to start the player off.

Tutorial goals:

* understanding the game goal 
* becoming comfortable with basic movement 
* jumping small gaps
* learning each special tile function 
	-player sprite
	-door
	-gem
	-treasures
	-statue
	-regular platforms

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=== Tutorial 1: The Jetpack === !D10-T01

This level introduces the jetpack, arguably the most important concept in the game. The player learnt how to jump in the last tutorial, now to learn to fly. A quick recap on simple jumping, then a new action - a three tile jump. Now the fuel supply. 

This may seem like an odd decision to have energy chargers placed before the fuel tank, but this way the rest of the level is a build up towards finally obtaining an actual tank of fuel. Maybe like getting a Jetpack drivers licence - after flying around for a while with just energy charger fuel, then Jetman is deemed worthy of an actual fuel tank. 

Anyway, once inside the energy charging area the player is presented with some floating gems, which will require some manoeuvring around to get. Then some flying between platforms, finally the fuel tank can be reached and then there are some cliffs to fly up.

I have made sure there are safeguards in this level - if you run out of fuel at any point you are still safe and can make it to the exit without having to restart. Unfortunately, by necessity, the next 3 tutorial levels have the possibility of death.

***The statue*** - Just a little bit of backtracking is required to get the statue.

Tutorial goals:

* flying, then flying with control
* learning to monitor your fuel level 
* learning each special tile function 
	-foreground tiles
	-energy charger
	-fuel tank

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=== Tutorial 2: Phasing === !D10-T02

This level starts off with an introduction to crates. First off, a single row of crates, this gets the player to familiarise themselves with the concept of crates and basic phasing. Once the first row is over the complexity is slightly increased, now the player can phase crates in all directions and even start to use them as platforms.

From here on in, the player will be combining knowledge of jumping, flying and their newly found phasing skill. They hopefully will notice the vase on top of the crates (this can be obtained later if they do not successfully make platforms out of the crates). 

Next, the steps, here the player can do more experimentation with phasing/step creation. All treasures can be obtained by phasing, but the player can always come back once they get some fuel. 

Now the player will be faced with a purple phasable door. As you said in the blog post the first encounter with a purple door should be one where there is no danger involved at all, such as being placed on ice. Instead of this, I have placed one vertically. This allows for painless purple door phasing. However the player will have to get through the remaining purple doors without hand holding. The reason I initially showed purple doors vertically is so I didn't have to show ice or moving platforms before they are officially introduced in the next tutorial level. After moving forward they will learn that they need to be quick when moving through multiple continuous purple doors both walking and flying. 

The player then encounters the thin brick wall, energy drainer and the restricted brick wall. Hopefully this section will show the player that the energy drainer could potentially be quite hazardous. 

When the player gets to the top left, they will know that the energy drainer is something they want to avoid. Therefore they will want to fly in a straight line, rather than be caught in the energy drainer. I wanted to use the energy drainer in this area (as oppose to spikes or spear traps), as spikes/spear traps would probably be too unforgiving and like I mentioned before, I wanted to save obstacles for the next tutorial level.

From here, the player will move to the right, phasing through the newly discovered thick brick. they will hopefully notice the differences between thin and thick bricks. In this last section they player will be presented with various combinations of phasables.

***The statue*** - This can either be obtained by clearing a path through the crates or coming back to it later after gaining fuel.

Tutorial goals:

* learning that phasing is possible, then where and how to phase  
* learning to move quickly through purple doors, then through multiple doors 
* learning not to destroy crates you may need 
* phasing up, then phasing while jumping, then phasing while flying up, then phasing while flying level 
* sensing danger 
* jumping large gaps 
* flying level 
* learning to conserve fuel, and to monitor your fuel level 
* learning each special tile function 
	-crates
	-purple doors
	-energy drain
	-thin brick wall
	-restricted brick walls
	-thick brick wall

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=== Tutorial 3: Obstacles === !D10-T03

The level starts off by showing ladders and movement tiles. The player is introduced to spikes, the first actual dangerous tile. Gradually the player has to pull off riskier and riskier jumps. Over the spear and the three tile jump the player is prompted with coins which will hopefully help with these jumps. 

The player is then introduced to the remainder of the moving tiles - ice, sludge and the upwardly moving ladder. At this point the player is also introduced to foreground walls. This is introduced gently, by using a brick tile first, which the player will initially think is phasable, but once they move towards it, they will realise it's in the foreground. The remaining foreground tiles are shown along this horizontal section.

Next up is switches, the player must turn the three switches off. This will make the connection between switch and barrier clear. Next they must use ground switches to turn on the barriers. By the end of this horizontal area, the player will hopefully understand that barriers can hinder or help depending on the situation and see that barriers can be turned on and off by both normal switches and ground switches.

Once on top of the cyan barrier the player can get some fuel. Most likely they will unexpectedly fly through the foreground walls above. This is putting into practice what was already taught below; showing that sometimes there may be unexpected foreground walls. The player now encounters the teleporters before heading to the exit:  

First teleporter - The player simply finds out the basic workings of the teleporter
Second teleporter - The players learns how multiple teleporters of the same colour work
Third teleporter - The player observes teleporter invincibility

***statue*** - This is a small puzzle this time. The player must undo some of the barriers in order to 'rescue' the statue and then put the barriers back in order to climb upwards.

Tutorial goals:

* learning to read clues that there may be traps, and thinking before acting when there are traps
* using teleporters, using invincibility while teleporting 
* learning each special tile function 
	-Moving platforms
	-ladder
	-moving ladder
	-spike pit
	-spear trap
	-Ice
	-sludge
	-foreground walls
	-switches (both kinds)
	-barriers
	-teleporters

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=== Tutorial 4: Danger! === !D10-T04

Finally, some enemies, all that stuff from the pervious levels will come in handy here. The first task is jumping over an enemy - a fairly basic manoeuvre. Next up is the Batbots. They are in a cage (for safety reasons), but their movement pattern can still be observed. The player just needs to walk around and hit the red switch. I've tried to make the effects of the red switch clear using environmental cues (the gold tiles). 

Once past the red barrier, the player is introduced to the trackbot. I've tried to set the ladders up in such a way that best shows how the trackbot works, but I've also tried to make it as safe as possible.

Moving on upstairs to the spring section, the player can see that the difficulty of this enemy varies with the amount of room the spring has and how many there are in succession. Now the player encounters the ball again, this time it is moving through the teleporters. This shouldn't be too hard if the player remembers what they've learnt about teleporters from the previous level. There are three coins for small bit of extra challenge. 

After this the player encounters the rocket, it can be seen that it moves in a predictable pattern. After escaping from it the player then needs to use the rocket to their advantage in order to open the cyan door. Beyond this, there is a flitzer, an unpredictable enemy, but one which is easy to avoid in this situation.

And last but not least, the stunner (and flying spikes). It is not possible to get past these flying spikes without stopping them first, luckily there's a stunner placed in such a convenient location. I have placed moving platforms below the exit to make sure that on the off chance that the player dies, they are still pushed towards the exit, allowing them to still finish the level.

My main goal in this level was to give the player an idea of all (most) the monsters in Jetpack whilst keeping it as safe and forgiving as possible. I've shown every enemy except homer, since introducing one would make things far too difficult. The homer will have to be discovered at some other point during the game. Also, I have made sure to place all gems inside corridors, this way the player cannot get stuck at the end of the level without the door being open.

***Statue*** - Do you dare fly in the path of the rocket?

* sensing danger 
* learning how smart the trackbot is 
* learning that missiles move in a predictable pattern 
* being aware of and predicting enemy teleportation
* enemy-triggered switches 
* learning how to use enemies to your advantage 
* learning each special tile function 
	-enemies (ball, batbot, trackbot, spring, missile, flitzer, spinning spikes)
	-stunner


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****Levels****
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Note, it's probably best to play these levels first before reading the descriptions.

=== The Observatory Basement === !D10-001

A fairly simple 'time-management puzzle' here. To get to the exit the player will need to realise that they must phase the brick and THEN collect the stunner. Perhaps the stars might visually be a problem depending on how new graphic modules will work, I suppose they can be deleted if need be.

***Statue*** - the statue is not hard to get, merely an inconvenience. To get it you just need to make a stop back to the middle section.

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=== Red Alert === !D10-002

After grabbing the fuel tank, the player will soon enough realise that it is not possible to fly out that hole at the top right, nor is it possible to just run away from the rocket. Therefore a new solution is required. The jetpack won't manoeuvre fast enough to escape through that hole, but jumping out of it would work; maybe what is needed is to have just enough fuel to fly away from the rocket, leaving jumping the only option once we get to that hole. Time to waste some fuel!

I've given a subtle hint in the title. This hopefully won't give away the secret, but instead will give players an ah-ha moment when they get the solution. To succeed in this level the fuel must just hit the red zone.

Anyway, continuing on from jumping out of the right-hand-side hole, the player must quickly grab the gem, head back to the left and then phase the brick wall. Phew! Finally out of there.

***Statue*** - To get the statue, the player must go back into the rocket area. There are two ways of doing this:

1.  go straight up before the brick wall heals, hide between the blue barriers, make sure it's safe, grab the statue, put the barrier back up, then wait for the perfect time to rephase the brick wall when the rocket is away.

2. If the brick has already healed, then go around and back into the rocket area, make sure the rocket is away. Phase the brick again, fly up when it is safe. The rest is the same as option 1.

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=== Watch === !D10-003

The title, yet again, should be a bit of a hint here. It's best if the player (at least thoretically) sits back and watches a full cycle of the rocket's movement. 

The solution (well, one of them at least. There are several similar solutions which appear after the main one):

-Phase the crate just before the 4th time the rocket hits a blue switch.
-Quickly jump across the three blue platforms.
-Leap of faith towards the cyan platforms
-Jump up and down
-Move over to Blue
-Jump to the next cyan
-Either Jump up and down on they cyan or jump to blue
-Move onto the red when it appears
-Stay there
-After the rocket starts moving towards the right, just when the leftmost blue switch is going to be hit jump to the right
-You should now be on the last cyan barrier
-Jump again to the right just before the next blue switch is turned on

***Statue*** - The statue is not hard to get, but getting it will mean redoing the first part of the level. Make sure when using the teleporter to time it the same way as the first time.

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=== Peace at Last === !D10-004

At first it might seem tempting to flick that switch, but shortly after doing so the player will probably realise it wasn't such a good idea. I think it is possible to finish the level with the red barriers open, albeit extremely hard. I have gotten close, but I haven't actually been able to pull it off. Maybe collecting all gems while leaving the barrier open could be an achievement.

Anyway, it's likely that the player will realise it's (probably) futile attempting this with barriers open and will instead leave the switch alone. Perhaps the best way of completing this level is actually to play some of it with the barrier on then head back and turn it off. 

The title was something I used to try to convey the feeling that someone else had gone to effort of trapping these evil robots in these barriers before Jetman arrived. And now that these robots are out of the way peace has returned, hinting that releasing them would not be the way to go. If you do release them you would be undoing all the good work of whoever trapped them there initially. 

***Statue*** - not really that hard to get at all, it's just a little bit out of the way.

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=== Manipulator === !D10-005

To complete this level the player must use the blue and cyan switches to guide the ball towards the red switch. Twice.

The quickest way of doing this is:

-wait for the ball to be on top of the third platform in the monster's den
-turn the cyan switch on, wait until it moves off of the cyan barrier and then press the cyan switch again. This means pressing the switch quite quickly twice in succession.
-The red barrier should now be open
-Turn the blue switch on and then off again once it reaches the second platform
-Do the same thing as before with the cyan switch
-Go to where the red barrier was and jump up when the ball is near the red switch. You should now be standing on top of the red barrier
-Climb the ladder, grab the gem and get to the exit

***Statue*** - This requires a little bit of extra effort on the player's behalf. The player must go into the monster's den and retrieve the fuel tank, flip the red switch and return to the very beginning of the level just above where Jetman entered the level. 

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Suggestions/ideas/critique is welcome if you have any.

BTW, feel free to use any of my 333 other levels (Bob), although I wouldn't recommend it. I looked back over those levels just recently, and the majority seemed awful to me now.