Pisces 3A/4A: F6 trap, I believe, if you come down here before gaining Dash Jets. I cannot jump up from 4A into 3A from the upper platforms onto the lower center platform without bouncing off the platforms above on the sides. This traps the player in the handful of screens below and beside 4A, forcing an eventual F6.
Please remove or add a combo as necessary:

Pisces 1C: None of these are bugs (pointing them all out in case its unintentional) but this screen seems designed to require the Dash Jets to pass; however, you can pass it without them if you time your jump from the lower block and hop up onto the higher one, then jump across the remaining blocks. If this is not desired then just move the lowest block down a row.

The enemy gauntlets at S1E/S1F do not require Dash Jets to pass without getting hit (they are too slow / high above.)
Passing S1C allows you to trigger the switch at S2F, gain the Energy upgrade at S33, and then the Life Tank shop at S32 and Missile upgrade at S39, and you can also get the Energy x100 at S4F.
You cannot, of course, sequence-break and gain the Stun Beam out of order, since you still need Dash Jets to reach that screen.
Cancer 63: Continue bug. I beat Iron #2 at S7A, and without entering any other doors, went to S63 and beat the corridor, then fell down into S73 and F6/Continued. I resumed from the entrance at S46, rather than S63 as I expected to.
Scorpio / Sandblocks: Probably not a problem, but I discovered that jumping and slashing at the same time works your way through the sandblocks faster (because you'll move into the exploding sandblock while your Disintegrator Beam is still "swinging" and it'll destroy the next block, clearing two with one stroke, whereas swinging on the ground halts your movement so it'll only strike the one next to you.)
I discovered that if you break a sandblock on a screen edge, with a sandblock opposite it in the adjacent screen, you can jump and immediately scroll the screen, and you'll end up a half-tile or full row above in the adjacent screen:


I don't think it's possible to either get stuck inside a wall this way (since you need a row of sand below to get up, and you can just destroy it and fall out) nor can I see anyway to exploit it off the top of my head. If you'd set up any screens with blocks (or sandblocks that cycle to them) in the configuration below, it'd be possible to jump up into the block and walk out the side into another path, but I don't see anything like that anywhere in the Scorpio map. So I'm just bringing it up in case you weren't aware, and don't accidentally introduce any exploits if you fool around with Scorpio any further.

Scorpio 74: Continue bug too? I beat this corridor, walked left into S73 and F6/Continued. I resumed from S00 instead of S74.
Pisces 3D: Is this corridor/boss supposed to be near-impossible? I hate making "too hard" complaints, because usually that just means I'm playing sloppily and being too lazy/impatient to refine my game, but this corridor and boss both seem really excessively ramped up compared to the preceding levels/bosses. The last few times I've played through on the previous demos, I've given up and cheated my way through this corridor/boss (since you last reworked them) so admittedly I haven't spent much time practicing them over and over. But I beat the other Pisces corridor with little trouble, never came close to dying, and this one... I used two life tanks just reaching the boss, and the boss itself? Even having gathered all the other upgrades I could before tackling it, it still seemed really tanky and took very little damage from each shot, the ship special weapon was pretty useless against it, and I couldn't find any pattern that minimized getting hit, so I ended up using up another three tanks just to beat it.
So... not complaining, just making sure you intended for it to be that hard, and didn't accidentally up the HP and/or damage on it too high or something.
ETA: Does the Overcharge Adaptor make him easier? I already killed him so too late to check. I haven't really used that thing much, so I'm not sure how handy it comes in. I guess since you get like 4 or 5 of them, it'd make sense to use them on the harder bosses.
Gemini 43: The switch didn't make a noise when I triggered it. Not sure if that happens every time, or this was just some intermittent sfx-drop. I don't recall it activating silently in the past. Not really feeling like hitting F6/Retry and redoing a bunch of stuff to find out.
Sidearm: One of the really minor (but annoying) problems with the Sidearm is how the Efficiency upgrades work. After 10, it makes a big central shot with a pair of smaller shots on either side. But the smaller ones do less damage. Because their hitboxes overlap, oftentimes when you're firing at enemies it'll take more shots to kill them than it would with fewer Efficiency upgrades, as the smaller side shots are the ones that strike first. You have to be aligned precisely on the same row or column for the central shot to hit instead. For me, I usually hit 10+ Efficiency sometime in Gemini, at which point the Armos become annoying because half the time you wake them up and shoot them, they don't die with one shot (like they did when initially reaching/exploring Gemini) but instead run around with momentary damage invincibility and then run into you and damage you as they resume damage vulnerability.
Can you tweak it so that either a) the central shot always applies damage first if both hit an enemy or b) the smaller shots simply deal the same amount of damage?
Also, were you planning on leaving the upgrade tile with "ENG" on it or did you plan on changing it to "EFF" at some point? This is bound to confuse someone as-is.
Scorpio corridors: Are these still on the to-do list for getting a background makeover? It's one of the ones with a misaligned top/bottom edge that visibly glitch while scrolling.
Oh, and similar to the 2.50.1 bug with shots on the row below damaging you - you can also grab items like solo Sidearm upgrades sitting out in the open, if you're on the row above them and inch into their column, without actually touching them. Only way I can see this would matter is if you had one sitting on the far side of a barrier, with a solid combo beside and above it, but a walkable space kiddy-corner to it, that the player could reach - if they could jump slightly inside the wall above it, then they could probably grab it. So there's probably nowhere in the game where this actually matters, but another something to keep in mind, and I'll keep my eyes peeled and report if I find any exploits (since the shop/corridor prize boxes have quarter-tile unwalkable corners, they wouldn't be prone to exploiting this.)
Overcharge Adaptor / Life Tanks: So when you use up an expendable item, apparently ZC by default swaps the button assignment to the next item in the menu, rolling over to the beginning, and skipping any items already assigned to the other button. With the Overcharge Adaptor, this means it will usually swap in Life Tanks - yet another way for the player to accidentally/carelessly waste them, if they fail to swap out the item for something else and press the wrong button. Is it possible to force ZC to instead leave the assignment empty when using up the OA or LTs?
And again, it would be really awesome if your Energy meter could be replenished when you die. It's really tedious when you're repeatedly fighting and dying against a given boss with your meter depleted and waiting for it to recharge before trying again. This is most noticeable once you've gained Dash Jets but before you gain any Energy Dynamos, and you've got a continue point right next to the boss's screen (e.g. Iron #3 in Gemini.)
Edited by newstarshipsmell, 02 September 2015 - 04:36 PM.