ExitLevel, PlayersForExit, and Map Commands are Inconsistent Emblem-wise
Here's a scenario: in a netgame, 5 players have completed Egg Rock Act 1, and are waiting on a 6th player that was purposefully stalling out finishing the level in order to collect the level's ring emblem. This player has met the requirement for the ring emblem, and only needs to beat the level to earn it. The other players are getting impatient and the host wants to leave the level early despite the 6th player's progress. All players have beaten the game before, and have unlocked Egg Rock Act 2.
The host has three options here, either to use exitlevel
to skip to the intermission screen, to set playersforexit
to a lower value to force the level to end, or to do map 23
to warp straight to Act 2, skipping the intermission screen. These are supposed to do effectively the same thing in this situation, but don't.
All these options, however, handle emblems completely differently from each other. exitlevel
will void the 6th player's ring emblem, and will cause any emblems that the other players collect past this point to be null and void. playersforexit
will give the 6th player their ring emblem despite them having not finished the level proper, and will enable all player to still collect emblems as it is not a cheat. map 23
will not give the 6th player their ring emblem, but will still enable player to collect emblems as it too is not a cheat in this case.
Here's a GIF of using playerforexit
to exit Greenflower Act 1 and earn the rings emblem without needing to actually beat the level.
Ideally, to fix this, players should be rewarded their record attack emblems upon touching the signpost, rather than on exiting the level. In addition to that, exitlevel
shouldn't be considered a cheat if at least one player has beaten the level, or if the level has already been beaten with the host's save data. Or it could just not be considered one at all.