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JCF Éminence Grise

Joined: Mar 2001

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Jan 25, 2012, 10:53 AM
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Reactions to the second video:
  • OEM.
  • The background in the first Carrotus level is slightly different from the final in that the lake is higher up.
  • Also, you didn't mention the stars in the Carrotus night sky, which differ from the final in that they are drawn in the textured background itself instead of being a parallax effect applicable to any textured background from within the level editor.
  • You said that the powered-up toaster does more damage; while that is the overall effect, since a single shot sends out two flames instead of one and the afterburn destroys things pretty much instantly, technically a single powered-up flame does the same amount of damage as a non-powered-up one.
  • I don't recall your mentioning this in the first video, where you focused on the sugar rush not having any sound: it also differs in that the sugar rush uses different colors in 1.00g than it does in the final. (Tileset-based instead of sprite-color-based, I think.)
  • While the shield code is edited to allow stomping and such in the final, the bird morph is still only accessible by shooting.
  • "Whammo Ammo" is a general term that applies to the weapons of the fire, plasma, and laser(?) shields as well as that of the bubble shield, so it's not quite correct to say that whammo ammo can go through walls in the final.
  • Carrot Juice actually contains one of the most striking differences in level design from the final: that trigger crate near the shield creating a bridge across the pit was removed as early as 1.10o. Maybe it was seen as too much of a challenge that early in the game. (In the same vein, there are a lot of hard-mode Tuf Turtles in 1.00g that were later removed.)
  • (In the very minor department, that layer 3 plant after the two super gems at the end of the level isn't there in the final.)
  • If you don't have anything to say about a section, it is acceptable to stop talking for a while.
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