Sidearm: Prior to obtaining the Rapidfire. Interesting - I have no clue how many times I've grabbed the Speed upgrade for my Sidearm, but the last one reset it to the same speed you start off the game with (where they travel slightly slower than your walking speed.) Which is kind of funny, since if you don't have to worry about draining your energy meter, it proves more useful than having them go superfast, since you can basically blanket the screen with bullets and hit everything, rather than trying to aim at stuff. LOL, my Cancer Charge is faster than my Sidearm.
Cancer 60: This fight becomes patently unfair when you try to jump through his ribs and accidentally trigger the wall-ascension, causing you to shoot upwards and into his head, where you become stuck for the rest of the fight or you die.
Libra 34: Not sure if this happens in every shop or just this one - but I was able to jump off the prompt platform with the YES/NO prompt displayed. The prompt started flickering, and my movement was sluggish, but I had Explosive Missiles assigned to B - pressing and holding B rapidly fired them at machine gun rate, depleting half my stock in a few seconds. Sadly, this state did not persist when I exited the cave.
More importantly, like the bug below, purchasing the item causes all the slippery blocks on the right side of the floor to vanish.
Libra 33: Destroying the block on the right side triggers the block on the left to blow up as well - also,
all the other blocks in the room that are slippery all turn black, and remain black when the screen freezes/flashes, and you can walk/fall through them. Destroying the block on the left side causes none of this to happen.
Libra 10: The alien on the right side doesn't feel like playing toss-the-warp-tile today and ignores it.
Libra 24: More disappearing slippery blocks when you break the blocks. (These disappearing slippery blocks didn't happen before, when I played through on the previous demos - did you try to change them so they don't disappear under the X-Ray Scope?)
Libra 25: I was able to use that double-jump-chaining bug to climb the right side of the center pillar - even better, I was able to jump to the right just underneath the spikes, contact the ice block under the door, and chain a last double-jump off the side of it and up onto the door platform.
The missile-shooting enemies inside are still messed up - and don't disappear when they "die"/their life meters deplete/disappear. I was literally down to like 4HP and dealt the killing blow to the one in the far room, and then comically jumped too high into spikes and my death. My cursing subsided when I discovered it set a continue point at the entrance to this cave, rather than, say, the beginning of the level, or inside the terminal cave that those caves in some other level resume to.
Speaking of chaining double-jumps, I also used that to get the Life Tank in 48 (as well as the Health Upgrade above it) by jumping around the corner of the outcrop and jumping off the side of it to hop up on top, so it is definitely possible to use it to reach Virgo way early. Unsure how far you'd make it underpowered at that point.
Oh, and I forgot to mention - that locked up overclocked Sidearm that fired at a snail's pace became practically useless, so after ditching the Cancer Charge for the Aries Sabre (to go crunch some ice!) the very
first thing I did in Libra was go get the Rapidfire upgrade - in the hopes it would solve my bullet speed, which it did. And I was so desperate to get it that I went ahead and blew
three Life Tanks on it, heh.
Libra 2F: Boss is on vacation.
Libra 0F: Is this room supposed to be empty? I bombed every block...
Taurus 08: Third time in a row that Iron has skipped out on me... Not that I'm complaining - he was kicking my ass badly this time, but then opted to rush off the bottom of the screen.
Leo 36: You can stand on the spikes on the bottom row without taking damage. Same applies to Leo 16. The spikes on the right side of this corridor damage you when you stand on top of them, but not on the left side. Maybe global.
Leo 15/14: The column spanning the rooms is a tile higher in 14, so you can walk into the top of it from 15.
Leo 33:
Still cannot obtain the Energy Recharger.
Leo 79: Is this cave room supposed to be bright yellow? Just checking. Nothing wrong with the room.
Leo 5F: Recommend placing a platform over the corridor entrance (perhaps with spikes on top if you're feeling evil.) First-time players might accidentally fall into the warp, otherwise, and then, not understanding it's the only option, choose to quit/continue in order to go past it, instead. They'd be forced to play through the entire cutscene above a second time (or more, if they've died multiple times up there already...) only to learn that they cannot proceed any further, which would be aggravating.
Gemini 6A: Probably not particular to this room - one of the fish enemies that I "froze" created an ice block, which did not melt shortly, as they normally do - either the enemy+ice beam created it without freezing the enemy, or the block did not melt when the enemy unfroze. Too many enemies cluttering the screen to tell which. Somewhat related, the flying enemies still display copies of themselves in the upperleft corner while frozen.
Gemini 7E: Hmmm, there's an eel floating in the middle of the screen that doesn't seem to do anything? Also, one tile of the boss's sprite is displaying far to the right, somewhat below the rest, relative to the actual boss.
Taurus 79: I
think this is a different boss than the one I reported before? This boss also briefly displays alphanumeric tiles instead of explosion tiles during his death. Also, not sure, but I think he died
before I'd exhausted his life meters. This corridor also had
numerous enemies who appeared onscreen in a static position, did not attack, and could not be destroyed, each of which eventually disappeared after a period of time.
Also, I'm having trouble remembering which other corridor I noticed some graphical glitches in, but it had the ships at the top dropping bombs, and the small jellyfish enemies, I think. Many of the enemies displayed with abnormal colors, including the bomb-dropping ships, most of which were grey as normal but with
blue nose tiles. Some of the enemies were even all-black.
Pisces 33: On both playthroughs, now, I've noticed that this room resets to its initial state, excepting the item is gone from the window box. I was hesitant to report it again, since both times that I noticed it, I'd already swapped .qst files on a gamesave, and figured it might be due to that. But I haven't noticed any other corridor rooms resetting - admittedly, while this one's on a route I would take, the rest are mostly squirreled away in out-of-the-way corners, making me unlikely to revisit them, so there may be others. But the few I
have revisited (I forget which ones) didn't reset, so... maybe it has something to do with this room also triggering block destructions? The other ones generally don't, that I've noticed.
Edited by newstarshipsmell, 19 January 2015 - 12:49 AM.