The rooms in Advanced MM/JSW Trainer (JSW64 main game) [v0.1.0]
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<x This document is a draft which contains comments. x>


Here is a list of the 16 rooms in Advanced MM/JSW Trainer (JSW64 main game), ordered by room-number.

[0] "Main menu"
COMMENTS: This room will contain 14 teleporters, one to each cluster of rooms. Seven of these teleporters will be reachable by jumping up against a wall above Willy's head. From left to right:
1. Water-cells and basic jumping (2 rooms)
2. Fire-cells (4 rooms)
3. Ramps (<x> rooms)
4. Trampolines (<x> rooms)
5. Arrows (<x> rooms)
6. Edges of the screen (<x> rooms)
7. Invisible challenges (<x> rooms)
	The other seven will be reachable by falling into holes under Willy's feet (with the teleporter two pixels above the bottom of the hole to prevent teleporting back and forth every time-frame while Willy's standing there). From left to right:
1. Earth-cells (5 rooms)
2. Conveyors (3 rooms)
3. Crumbly cells (<x> rooms)
4. Guardians (excluding arrows and ropes) (<x> rooms)
5. Ropes (<x> rooms)
6. Special effects (<x> rooms)
7. Toilet-run (<x> rooms)
TIPS:
* The recommended playing-order of the teleporters is to work your way from left to right, taking the upper teleporter and then the lower teleporter before moving on to the next column. But they can be done in any order, since each one takes through a self-contained cluster of rooms and back to "Main menu".
* The bottom-right cell is a trampoline, which forces Willy to jump. It is cleverly placed under an Earth-cell so that Willy will have to jump right from the very edge of the screen - this is used in the ending-sequence to force a super-long jump in "Master Bedroom" [1].
* To collect the item, go right into "Master Bedroom", stand facing left under the aesthetic conveyor with your legs apart, and jump left into the foot of the \ ramp in "Main menu".
* This is a fall-without-dying room, so it's quite safe to fall off the roof if you enter from above.
LEFT: "Master Bedroom" [1]
RIGHT: "Master Bedroom" [1]
TELEPORTERS:
* "Water-cells and basic jumping" [2]
* "Earth-cells: Snagging your head" [4]
* "Fire-cells" [9]
* "Basic conveyor-mechanics" [13]
<x>

[1] "Master Bedroom"
COMMENTS: This behaves as does Master Bedroom in the original JSW.
TIPS:
* The item can only be collected after you have collected every other item in the game, so that Maria disappears. Otherwise Maria kills you, and the item is put back because this is a No Kamikaze room. To collect the item requires a jump through an overhead Earth-cell: stand to the right of the item, facing left, on one leg, and jump left.
* The downward exit is a shortcut back to "Main menu". The hole can only be jumped with a super-long jump during the final toilet-run.
* The final toilet-run is triggered when Willy is to the left of the right-edge of the conveyor and bottom-left Water-row. In this game, it can only be triggered by entering "Master Bedroom" from the left.
* The conveyor and the magenta Water-cell are purely decorative, useful for lining up the jump needed to collect the item in "Main menu" [0].
LEFT: "Main menu" [0]
RIGHT: "Main menu" [0]
DOWN: "Main menu" [0]

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Water-cells and basic jumping
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[2] "Water-cells and basic jumping"
COMMENTS: Presented in the style of a Manic Miner cavern, this room covers basic jumps over 2x4, 0x5 and 0x2 gaps between stand-onable cells, whilst presenting a mildly intricate puzzle.
	It also illustrates that a JSW64 room, like MM, can have Conveyor-blocks in arbitrary cells, but only a single conveyor-animation.
TIPS:
* The pattern of three Water-cells and a Crumbly cell in the top-right corner is what I call a "three-way jump". The clever part is jumping down onto the Crumbly cell by standing on the Water-cell above 'u', facing right with your legs apart so that you don't land on the top Water-cell, nor on the Water-cell above the Crumbly cell.
* At the bottom-right, you must perform a 0x5 jump from far enough back to avoid making the 2x4 jump.
* At the bottom-left, you must jump onto the row of Earth-cells without landing on the row of Water-cells directly above. This is easily accomplished by falling off the Water-cell above the second 'l' and jumping left immediately. Then walk left into the bottom-right of "Water-cells: Pitfalls to avoid" [3] (see the second tip of that room).
LEFT: "Water-cells: Pitfalls to avoid" [3]
TELEPORTER: "Main menu" [0]

[3] "Water-cells: Pitfalls to avoid"
COMMENTS: This room tempts you to try impossible manoeuvres, and also tries to lure you into situations where you have to either sacrifice a life or (if you do something particularly stupid) wait for the air-supply to run out.
TIPS:
* This is a No Kamikaze room.
* BOTTOM-RIGHT: you have to be standing /in/ the Water-row when you enter this room. Stand in the centre of this Water-row, facing left with your legs apart, and jump left so as to land /in/ the Water-row to the left of the gap. The aesthetic trampolines are supposed to help you stand in the right place.
* You cannot jump over a Fire-cell at head-height.
* Use the ramp in the rightmost column to jump up onto the Water-cells.
* Don't fall into the hole surrounded by Earth-columns (the item has to be jumped up for from below), or jump up into the box surrounded by Earth-cells, or you'll have to wait for the air-supply to run out.
* The jump over the 0x5 gap in the top-left quarter has to be from the very edges of the Water-cells, or you'll land on the top Water-cell and have to sacrifice a life.
* It is not possible to jump onto the isolated Earth-cell in the top-left corner.
* An unintended loophole is that if you jump left off the Water-cell at (9,8) so as to hit the isolated Earth-cell, you land safely on the Conveyor-cell! You're supposed to just fall off that Water-cell to the right.
* As illustrated by the bottom-left (to the right of the Fire-cell), it is not possible to jump between Water-cells that are separated by a 1x1 gap, nor by a 1x2 gap when there's an Earth-column in the way.
* The Water-column at the bottom-left is designed to make you have to fall too far after jumping up for the item. To avoid this, you must be on an even-numbered cell-row, i.e. you must fall onto the 1x2 Water-row first.
* To escape after collecting the leftmost and middle items, fall onto the 1x2 Water-row at the bottom-left, stand with your back against the Earth-column, jump right onto the Conveyor-cell and right again immediately to land on the nearest Water-cell above the height of the Fire-cell.
RIGHT: "Water-cells and basic jumping" [2]

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Earth-cells
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[4] "Earth-cells: Snagging your head"
COMMENTS: This is the front room of the Earth-cells cluster, and contains challenges where you must either snag your head against an overhead Earth-cell, or avoid doing so. The room also contains teleporters to other rooms in the Earth-cells cluster. Above Willy's head, from left to right:
1. "Jumping left thru' overhead ECs" [6]
2. "Main menu" [0]
	Below Willy's feet, from left to right:
1. "Walking left thru' head-high ECs" [7]
2. "Columns of alternate Earth-cells" [8]
TIPS:
* Going down the ramp at the bottom-left is a shortcut to "Jumping into Earth-cells" [5].
* Bottom-right: to get the item, you must jump the 0x3 gap from far enough back to land on the /side/ of the overhead Earth-cell above 'o', then jump the 0x2 gap from the right edge of the Water-cell above 'u'. Then jump onto the bottom-right Water-cell, stand halfway onto that Water-cell facing left, and jump left to collect the item and land safely.
* This is a No Kamikaze room, so you must escape safely after collecting the item. Stand halfway onto the Water-cell above the rightmost 'g', facing left, and jump left to land on the Water-cell above the middle 'g'.
* Entering at the top-right: Stand in the middle of the two Water-cells to the left of the conveyor, and jump left so as to miss the top Earth-cell and land on the Water-cell below. Jump from the left edge of that Water-cell so as to snag your head on the second Earth-cell and land safely on the Water-cell below (which would not be possible without the intervention of the Earth-cell).
LEFT: self [4]
RIGHT: "Jumping into Earth-cells" [5]
DOWN: self [4]
TELEPORTERS: see above.

[5] "Jumping into Earth-cells"
COMMENTS: This room exercises the way you can jump into/through Earth-cells by landing on the top-left/right corner (between landing on top of the Earth-cell and hitting the side of it). These features are common to MM and JSW.
TIPS:
* An Earth-cell at head-height with an Air-cell directly below it is known as an Innocent-Looking Block (ILB), after the room in Adam Britton's _The Deadly Mission_ which first introduced this feature.
* The magenta Water-cells are supposed to help you stand in the right places for jumping into the Earth-cells.
* You enter at the top-left. Jump right to fall through the ILB (the overhead Earth-cell lets you do this even from the very edge of the Earth-cell). This particular manoeuvre illustrates the maximum height you can fall through an ILB.
* To access the bottom level, you have to jump through the ILB above 'p': stand in the middle of the magenta Water-cells, facing right, and jump right; you fall slap through the floor!
* After landing on the conveyor, you need to jump into the Earth-cell to the left of it, so that you will be able to walk right along the conveyor and escape. If your first attempt lands you on top of said Earth-cell, then stand halfway off it, jump right, and jump left immediately after turning on the conveyor.
* To collect the leftmost item, you need to jump into the Earth-cell to the left of it: stand on the magenta Water-cell in one cell-column (i.e. fall off the column of two Earth-cells) and jump right; the overhead Earth-cell will guide you into the lower Earth-cell.
* To collect the bottom-right item, you have to jump into the Earth-cell twice: once to get rid of the Crumbly block, and again to jump through the ILB - this wraps you round to the top of the screen.
* Take the top-right exit to wrap around to the top-left. Indeed, the most efficient solution to this room is to do this before collecting the upper two items.
* To collect the item near the centre of the screen, you have to jump into the Earth-cell to the left of it: stand on the magenta Water-cell, facing right with your legs apart, and jump right.
* To collect the top item, you need to jump into the upper Earth-cell of the column of two, so that you can jump under the Fire-cell.
LEFT: "Earth-cells: Snagging your head" [4]
RIGHT: self [5]
UP: self [5]
DOWN: self [5]

[6] "Jumping left thru' overhead ECs"
COMMENTS: This room exercises the way you can exploit the JSW engine's omission to check for an Earth-cell to the left of Willy's head to jump left through overhead Earth-cells.
TIPS:
*1 To jump through an Earth-cell in the row above Willy's head, stand in the two cell-columns to the right of the Earth-cell, facing left, on one leg, and jump left. Collecting the rightmost item is the simplest example of this.
*2 To jump through an Earth-cell two rows above Willy's head (i.e. to collect the second item from the right), stand in the two cell-columns above the magenta Water-cells, facing left, exactly in the middle of these two columns, and jump left. Note that this also has an 'ILBish' effect, dumping you straight downwards, and allowing you to fall safely through one more cell-row than you might expect, as illustrated here.
*3 The item sandwiched between two Earth-cells illustrates what is known in the trade as Daniel Gromann's overhead ILB. Jump through the Earth-cell to the right of the item as per Tip *1 and, because the left Earth-cell stops you moving left, the right Earth-cell dumps you down like an ILB, allowing you to fall safely through two more cell-rows than you might expect, as illustrated here.
*4 Bottom-left: To jump onto the conveyor, jump into the Earth-cell above the two Water-cells, as per Tip *1.
*5 If you can't work out how to collect the top-left item (having done Tip *4) and escape with your life, you need to master "Jumping into Earth-cells" [5].
LEFT: self [6]
RIGHT: self [6]
TELEPORTER: "Earth-cells: Snagging your head" [4]

[7] "Walking left thru' head-high ECs"
COMMENTS: This room exercises the way you can exploit the JSW engine's omission to check for an Earth-cell to the left of Willy's head to walk left through Earth-cells at head-height, and related quirky features such as the way you can jump left and land directly under an Earth-cell - but not right - and some of the features that are explored more fully in "Columns of alternate Earth-cells" [8].
TIPS:
* I recommend that you master "Jumping left thru' overhead ECs" [6] before attempting this room, otherwise you might experience greater difficulty collecting the leftmost and rightmost items.
* You cannot collect the rightmost item by jumping right for it from the obvious place, as this causes you to fall to your death instead of landing under the Earth-cell. Instead you must jump through the overhead Earth-cell to the right and below this item, as per Tip *1 of "Jumping left thru' overhead ECs" [6].
* Despite the apparent symmetry of the situation, you /can/ collect the middle item by jumping left for it from the obvious place!
* BOTTOM-LEFT: You cannot jump atop the column of three Earth-cells and a Water-cell without outside help: you must jump into the overhead Earth-cell below and to the right of the teleporter, as per Tip *2 of "Jumping left thru' overhead ECs" [6].
* To collect the top-left item, you must cross the top of the room from left to right (for you cannot climb up a column of alternating Earth-cells and Air-cells).
* You cannot right-jump the 0x5 gap at the top-right.
* To escape after collecting the item, make your way to the 1x2 Earth-row at the approximate centre of the screen (above "' "), fall off it to the left (onto the magenta Water-cell), and jump left immediately, into the two Earth-cells with an Air-cell between them: the upper Earth-cell dumps you safely down onto the floor like an ILB. Alternatively, you can just jump left through these Earth-cells at close range.
LEFT: self [7]
RIGHT: self [7]
TELEPORTER: "Earth-cells: Snagging your head" [4]

[8] "Columns of alternate Earth-cells"
COMMENTS: This room exercises the way you can exploit the JSW engine's omission to check for an Earth-cell to the left of Willy's head jump left into columns of Earth-cells separated by Air- or Water-cells, which tends to dump you down further than you might expect. I already covered some of these features in "Walking left thru' head-high ECs" [7], before conceding that a new room was needed to do them full justice.
TIPS:
* You cannot climb up a column of Earth-cells interleaved with Air-cells as far as you might expect, because the highest Earth-cell you jump into dumps you down like an ILB.
* Thus you cannot directly jump over the 3x2 structure in which the rightmost item is embedded. Instead you must jump left through the rightmost overhead Earth-cell, as per Tip *1 of "Jumping left thru' overhead ECs" [6].
* The same 3x2 structure with a Water-cell instead of an Air-cell /does/ allow you to jump up onto it, because you land on the Water-cell.
* To collect the top-right item, jump left through the two Earth-cells at close range.
* Conversely, to get past the 4x1 column of two Water-cells and two Earth-cells, you must stand back far enough that when you jump left, the upper Earth-cell dumps you down like an ILB.
* The 3x2 structure with a Crumbly cell is an interesting case, as you might think that to jump on top of it, you have to jump up before the Crumbly cell has crumbled. In fact you can wait until it has crumbled and you fall down - which you /have/ to do here because of the overhead Fire-cell.
* Collecting the top item is supposed to teach you that you can jump one cell-row higher up a column of alternating Earth- and Water-cells than you could if the Water-cells were Air.
* The Crumbly cell at the bottom-left will be within falling distance after you have jumped left to collect the leftmost item. You then have to cross the room from right to left again before you can escape.
LEFT: self [8]
RIGHT: self [8]
TELEPORTER: "Earth-cells: Snagging your head" [4]

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Fire-cells
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[9] "Fire-cells"
COMMENTS: This is the front room of the Fire-cells cluster, and illustrates the less quirky aspects of Fire-cells with awkward jumps to avoid them. The room also contains teleporters to other rooms in the Fire-cells cluster. Above Willy's head, from RIGHT to LEFT:
1. "Fire-cells: Pitfalls to avoid" [10]
2. "Fire-cells: Landing in adj cells" [11]
	Below Willy's feet, from RIGHT to LEFT:
1. "Main menu" [0]
2. "Trap-cells (harmless Fire-cells)" [12]
TIPS:
* Going left takes you to the right half of "Fire-cells: Landing in adj cells" [11], while the top-left teleporter takes you to the left half of that screen. Please note that going left will colour the teleporter cyan!
* It is perfectly safe to jump up against Fire-cells if you hit an Earth-cell, but you cannot walk over Fire-cells that are embedded in stand-onable cells.
* You can jump out from under a Fire-cell that is directly above your head when you're standing HALF UNDER THE FIRE-CELL and HALF UNDER THE AIR-CELL, as you have to do when going right from the teleporters (to avoid the underfoot Fire-cell), and again at the bottom-left (to land under the conveyor).
* Top-right: The jump between the two top-right Fire-cells has to be pixel-perfect, but all you have to do is jump right immediately after jumping out of the two Fire-cells with the 2-column gap between them.
* Fire-cells in the top row kill you if you try to fall off the bottom of the screen! Thus you can fall through the hole on the right, but not the one on the left.
LEFT: "Fire-cells: Landing in adj cells" [11]
DOWN: self [9]
TELEPORTERS: see above.

[10] "Fire-cells: Pitfalls to avoid"
COMMENTS: This room tries to trick you into having to sacrifice a life on the Fire-cells, with one-way jumps and impossible jumps.
TIPS:
* This is a No Kamikaze room.
* You cannot jump over a Fire-cell at head-height, unless it's from the bottom step of a ramp (in which case you're technically in the cell-row above as far as jumping is concerned).
* The most central item has to be jumped up for from below, as has the bottom-right item.
* The top-right item is collected by taking the top-left exit, which wraps you around to the right. It is important for a JSW-player to be mindful of this kind of trick when faced with an impossible-looking item near the edge of a screen (in a 'real' game, the exit you need to take may be in a distant room, and just because Room Y is to the right of Room X doesn't mean there couldn't be other rooms from which Room X is to the left).
* To escape with the second item from the left, you have to jump through an overhead Earth-cell, as per Tip *1 of "Jumping left thru' overhead ECs" [6].
LEFT: self [10]
RIGHT: self [10]
TELEPORTER: "Fire-cells" [9]

[11] "Fire-cells: Landing in adj cells"
COMMENTS: The left half of this room illustrates the way you can jump over Fire-cells and land /inside/ adjacent stand-onable cells. The right half is simply an extension of "Fire-cells" [9] - it's not easy to pack many different Fire-cell challenges into a single room!
TIPS:
* This is a No Kamikaze room.
* RIGHT HALF: After you have safely fallen off the conveyor, you must jump through the top Water-cell so as to land just past the Fire-cell below. Stand in the middle of the two cell-columns above " i", facing right, and jump right.
* The following tips all pertain to the LEFT HALF of the screen.
*1 Jump right from the teleporter from as far back as the overhead Earth-cell will allow you: you'll land with your legs /inside/ the two Earth-cells to the right of the Fire-cells!
*2 Drop onto the Crumbly cell, stand in the middle of the two Water-cells below, facing left, and jump left to land between the two Fire-cells (don't forget: in JSW you can walk left through Earth-cells at head-height).
*3 Bottom-left: Fall onto the Earth-cell, and jump right from as far back as possible. Jump right from the right edge of the Water-cell (you'll pass through the overhead item without collecting it, because it's in a Crumbly cell).
*4 Bottom-left item: After doing Tip *3, jump left - back over the Fire-cell, but this time landing to the /right/ of the hole. Jump left from the left edge of the Water-cell to collect the item.
*5 Crumbly-protected item: After doing Tip *3 (again), jump onto the trampoline, stand in the middle of the lower two Water-cells, facing left with your legs apart, and jump left. You'll land on the Crumbly cells to the left of and below the Fire-cell - just wait for them to crumble so you fall through and collect the item.
RIGHT: "Fire-cells" [9]
UP: self [11]
DOWN: self [11]
TELEPORTER: "Fire-cells" [9]

[12] "Trap-cells (harmless Fire-cells)"
COMMENTS: Technically, a Trap-cell is a Fire-cell that doesn't kill you, but you fall through it if you are standing on it - even if you're also on a stand-onable cell. Apart from this quirky underfoot behaviour, Trap-cells behave as Air-cells except that their INK doesn't turn white when you pass through them. This intricate room presents all the tricks you're likely to encounter with Trap-cells, without making them invisible or camouflaged (as they always tend to be in Sendy's games, e.g. _where's woody_ and _strangel_).
TIPS:
* This is a No Kamikaze room.
* I've given Trap-cells the same graphic as Fire-2 cells in MM (as a nod to POKE 37499,201 which makes all Fire-2 cells in a MM game behave as Trap).
* Think of a Trap-cell as an Air-cell with another Air-cell to its left and one to its right, which override the stand-onability of the actual cells to the left and right. In other words, a Trap-cell at the end of a platform makes it one cell shorter in terms of stand-onability.
* To jump onto the Earth-platform to the left of the teleporter, stand in the middle 1x2 Water-row, facing left with your legs apart, and jump left. Then jump left through the ILB (Earth-cell at head-height) - in fact the Trap-cell makes it a special kind of ILB which you can walk into and jump straight up (as you'll have to do elsewhere in the room).
* To collect the top item, make your way towards the top of the diagonal of Earth-cells (the Trap-cells make you fall into the Earth-cells), stand /in/ the second Trap/Earth pair from the top of the diagonal, facing left with your legs apart, and jump left onto the isolated Water-cell. To escape with the item, jump over the trampoline then up off the top of the screen.
* The leftmost Trap-cell in the bottom row provides a shortcut to the top of the screen, for those players who know how to jump through an ILB (see TIPS of "Jumping into Earth-cells" [5]).
* To get the central item, stand in the top Earth-cell of the diagonal, and jump straight up - it dumps you slap through the floor!
* The top-left item has to be jumped up for from two Water-platforms below. First jump over the 1x3 Trap-row in the second Water-platform from the top (by standing halfway between the Water- and Earth-cells to the left, facing right - don't jump onto the top Water-platform or you'll be forced to sacrifice a life). Then walk left to drop down two Water-platforms. Jump right over the 1x3 Trap-row in the fourth Water-platform from the top and then, facing left with your legs apart, jump left over the 2x2 gap. Turn to face right with your legs apart, and jump right to collect the item and land on the second Water-platform.
* The bottom-right item is protected by two Earth-cells which you can jump into by jumping right over the adjacent Trap-cell (as though it were a regular Fire-cell): stand above "re", facing right with your legs apart, and jump right.
* To jump over the two Trap-cells in the bottom row (assuming you don't need to return to the top), stand just to the right, facing left with your legs apart, and jump left (despite the apparent symmetry of the situation, you cannot jump right over these Trap-cells to cheat your way to the bottom-right, due to the asymmetric behaviour of the overhead Earth-cells).
UP: self [12]
DOWN: self [12]
TELEPORTER: "Fire-cells" [9]

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Conveyors
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[13] "Basic conveyor-mechanics"
COMMENTS: This is the front room of the Conveyors cluster, and illustrates the basic effects that conveyors have on Willy when he walks on them or falls onto them. It also shows what happens if a right-conveyor is horizontally adjacent to a left-conveyor (which is only possible in JSW64), and contains one right-conveyor that you have to stop on by releasing the left-key for exactly one time-frame.
	The room also contains teleporters to other rooms in the Conveyors cluster. Above Willy's head, from left to right:
1. "Stopping on conveyors" [14]
2. "Main menu" [0]
	Below Willy's feet:
1. "Sticky conveyors" [15]
TIPS:
*1 If a Conveyor > cell is horizontally adjacent to a Conveyor < cell, then Willy will experience Conveyor >> behaviour when standing on both, regardless of which way round they are placed in the cell-row.
*2 You can walk the wrong way along a conveyor by walking onto it, or by jumping onto it from the same cell-row or below. You can continue walking the wrong way along it for as long as you keep moving in that direction.
*3 If you get stuck on a >< pair of cells, and cannot walk right, it is because you are facing left with your legs apart. Release the right-key, then hold it down again.
*4 You cannot walk the wrong way along a conveyor after falling onto it. This includes jumping onto it from a higher cell-row, and snagging your head against an overhead Earth-cell.
*5 Each room can have at most one conveyor-animation (over up to 255 consecutive cells), and in MM and JSW64, it doesn't have to be over Conveyor-cells! Conveyor-animation does not affect cell-behaviour, and in JSW64, it's even possible to animate Conveyor-cells in the opposite direction to their behaviour, as illustrated here.
*6 To cross the (vertical) middle of the room from right to left, walk left towards the rightmost isolated Earth-cell, jump left onto the conveyor in the cell-row above (without landing on the Water-cell), and jump the hole from far enough back to avoid snagging your head against the overhead Earth-cell.
*7 To collect the leftmost item, you must jump up the series of 1x2 conveyors of varying directions. First you must stop on the bottom conveyor, by walking left onto it, releasing the left-key for exactly one time-frame and then holding left, so that you stop on the conveyor facing right.
*8 After following Tip *7, you can jump up the conveyors, holding left or right (as appropriate) after each jump so that you stop on the conveyor, noting that the <> pair behaves as >, and the >< pair causes Willy to oscillate left and right.
UP: self [13]
TELEPORTERS: see above.

[14] "Stopping on conveyors"
COMMENTS: This room covers the various ways that you can stop on a conveyor, which is sometimes necessary for avoiding guardians, as illustrated here. In some situations, the ability to stop on a conveyor allows you to time your way past guardians at close range, rather than timing it from a distance.
TIPS:
*1 The most basic way to stop a conveyor making you move is to fall straight down onto it and hold the opposite direction, e.g. hold left when falling onto a right-conveyor, as necessary to pass the leftmost guardian unless you prefer to fall with near-perfect timing!
*2 You can stop on a conveyor you're already moving on by jumping up against an overhead Earth-cell and holding the opposite direction, as necessary to pass the second guardian. This is helpful in "Dr. Jones will never believe this" in the original JSW.
*3 Tip *2 also works with an Earth-cell that is in the cell-row above your head, as necessary to pass the third guardian. This is helpful in "The Final Barrier" in the original MM, and "Tree Root" in the original JSW.
*4 To avoid the fast guardian whilst ascending on the right, jump straight up onto the first conveyor (<) from below and hold right. The Earth-cell helps you to stop on the second conveyor (>). If you need to stop on the third conveyor (<), stop pressing right for exactly one time-frame, then hold right. Jump left off the left edge of the top conveyor to collect the middle item.
*5 To escape after collecting the middle item, stand halfway onto the Earth-cell below it, and jump right onto the rightmost Earth-cell (so as to avoid landing on the top conveyor). Fall onto the conveyor below, then fall onto the Water-row. Jump back up onto that conveyor, but this time jump off the very left edge of the conveyor (below the rightmost Earth-cell).
*6 To collect the top-left item, you need to stop on the conveyor below it, so that you can jump straight up. To do this, hold left until you're between the two Fire-columns, release the left-key for exactly one time-frame, and hold left to stand still.
*7 This room also illustrates that a conveyor-animation can extend beyond the right edge of the screen (in which case it wraps around, one cell-row lower), and even beyond the bottom-right (in which case it wraps around to Cell-row 8). JSWED v2.3.1 doesn't support this, however (you have to use the hex-editor to set the byte at 1:#DCD9 to #71, after every time you view Room 14 in JSWED).
PORTAL: "Basic conveyor-mechanics" [13]

[15] "Sticky conveyors"
COMMENTS: Sticky conveyors try to move Willy left and right simultaneously. If Willy walks right onto a sticky conveyor, it behaves as a right-conveyor (ditto re. left). If Willy falls onto a sticky conveyor, or jumps straight up onto one, then he cannot walk in either direction (hence the arrows and the air-supply in case you get stuck in this room).
TIPS:
* Sticky conveyors /always/ animate to the right (if they do animate at all). JSW64 is no exception to this, as stickiness is actually a property of the room's conveyor-animation and not of the Conveyor-cells; the conveyor-animation is exactly one of the following: LEFT, RIGHT, OFF, STICKY. Off-conveyors behave just like Water-cells, which is why they don't feature in Advanced MM/JSW Trainer.
* To collect the bottom item, you must jump right through the ramp when standing right next to the foot of the ramp (facing right with your legs apart).
* To collect the rightmost item, jump right from halfway off the leftmost isolated Conveyor-cell, so as to land on the rightmost isolated Conveyor-cell and not on the one next to the trampoline.
LEFT: self [16]
RIGHT: self [16]
TELEPORTER: "Basic conveyor-mechanics" [13]
