Oh and if you want to be a huge jerk - add some scripted enemies in Virgo that reuse the spikeball tile for their sprite. Have them spawn anywhere that's adjacent to a spikeball on the screen. Have them remain stationary until you're within 2-3 spaces of them, and then BAM! They zip towards you and explode for a fair amount of damage. And of course they're invulnerable to Sidearm shots / Zodiac Weapons, so you can't clear them from the screen at a safe distance (possibly make them vulnerable to charged Taurus Flame shots, if you feel like being an incomplete dick.)
(They wouldn't
have to spawn outside of solid combos, and would ignore them for movement - sometimes randomly spawning inside combos could be a subtle clue to player to watch the fuck out.)
(And I just realized - this might simply teach clever players to immediately backtrack from and return to any rooms they enter with spikeballs in them, to look for the ones that shift positions. Not sure if that's a bad or good thing to you.)
Oh and did you see that Highsight's preview video was finally posted?
https://www.youtube....h?v=wjJl9KZjVe0
ETA:
M51 S05: Message string needs revision:
AREAS. FUTURE CREWS REMEMBER, THAT THERE IS
A WEAK FLOOR IN THE ROOM IN WHICH WE
INSTALLED FOUR TURRET SHOOTERS.
Also, the spacing (space before A on 2nd line, many spaces before INSTALLED on the 3rd.)
This is for Gemini 49's cave room, referencing Gemini 58, which no longer has 4 fireball shooters, having been replaced with scripted turrets, but only three. If you replace FOUR with THREE or add another turret to the room, keep in mind they'll still spawn atop each other sometimes, obfuscating the total, and anyways, it's not all that hard to find now that the bombable blocks are higher up, and can be easily shot firing sideways above them. So maybe put something else in this terminal?
Pisces 0C:

You cannot walk through this open gate heading to the right - unless you R/dash, in which case you'll move through it. None of the other gates in 0D or 0E behave like this. Clearing the enemies in 0C does not change the gate's behavior. Also, 0D is clearly set up as a boss fight room with gates on either side, with two more powerful enemies inside the room, yet the gates don't close/force a fight/i.e. warp you to another DMap/boss fight/etc. I know this screen used to have a previous boss which you subsequently discarded; just pointing out it seems weird to leave the gates there without them doing anything, unless you just want to mess with the player and/or there is some other/later significance I'm overlooking.
Leo 5A/5B: Are these cutscenes purely optional? I belatedly noted on this last playthrough that you aren't actually prevented from proceeding past the Dr. Mo/Iron cutscene to the switch, if you don't visit these two rooms and see their scenes play out. I
think the path on the right in 59 is still open when you backtrack after flipping the switch (which I still avoided 5A, wanting to see if you could return later and trigger its cutscene) but when I came through here after destroying the core, it has two combos blocking it, presumably to keep the player from viewing cutscenes out of order. Does missing them have any consequence, beyond the player not getting to see them? ETA: Also, as demonstrated by MW, you can fire down at Dr. Mo and Victor in Leo 59/cutscene while they're chatting. This has some amusing charm, but some shot-absorbing floor combos below you could also eliminate it here, as well as any other rooms with cutscenes like this one.
Flameskull 2: Here's another boss that likes to make my missiles vanish into thin air... Anyways, I dropped his meter to zero while he was on the left side of the screen. He promptly ceased attacking, and then slowly slid downwards into the lower-left corner of the screen:

Obviously, I did not acquire the Wallet 1 this round. Plus, just pointing out, the whole "make him start moving sideways halfway through" mechanic you introduced to his two instances actually makes him
easier. While he's centered horizontally during phase 1, it's damn nigh impossible to do him much damage from below due to his flame attacks; once he begins moving left/right in phase 2 you are able to whittle him down much more quickly since you can lead him while firing your ship cannon but avoiding his flames. Not necessarily a bad thing, since phase 1 feels a bit tanky anyways, so this sort of rewards the player for persevering that far. Of course, he has to
actually die at the end but whatever. ETA: In case it matters - I think I shot him with an explosive missile when this bug triggered - on the subsequent attempt I pummeled him with the cannon at the end and he exploded normally.
Edited by newstarshipsmell, 03 October 2015 - 04:10 AM.