I only died once due to the time limit. Mostly it was being shot at by the head just before I was about to kill it, and possibly forgetting where I went wrong in the time taken to reach him again.
The time limit was fine. The boss kept hitting me with its shots. Most of my attempts at the boss would usually boil down to landing the first hit, then hitting the boss's leftward shot with perfect timing and dying.
i specifically made it where the boss could not hit you if you went off the top of the screen, but maybe i should have made the shots slower like i was thinking to
Actually, here's the thing. There are subtle differences between the platform movement in Klik & Play, The Games Factory, and MMF. All of them allow you to cling to the ceiling, but you couldn't do ceiling sliding until TGF. In fact, with the way TGF's movement works, sometimes getting stuck in a ceiling meant that the only way to get unstuck would be to do the sliding thing. It depends on the sprite but I've seen it happen a lot in early Sonic fangames.
In "You Must Glitch to Beat This Game", Klik & Play:
Jump into ceiling, holding Shift. This makes you cling to the ceiling initially.
While holding Shift, press and hold Down. This forces you into crouching while you are simultaneously clinging to the ceiling.
While holding Down, release Shift, then press and hold Shift again.
While holding Shift, release Down. This will make you rise further into the ceiling, effectively causing you to get stuck.
Then press and hold Down. Release Shift. Hold Down until you want to get unstuck from the ceiling.
In The Games Factory, it's similar, except that in order to leave the ceiling you have to press and hold Right to slide off of it.
This largely depends on the sprite, and how different EG. the jumping and stopped sprites are.
In Cornette Face, it seems to behave a little differently. It could be due to the sprite, or changes in MMF. To get stuck in the ceiling, all you must do is press and hold Shift. In order to get out, you press and release Down to enter and exit your crouching. In order to slide along the ceiling, you have to press and hold Right when you're about halfway through your jumping animation once you've hit the ceiling. Hit Right before you hit the ceiling and you just bounce off the ceiling and fall. Too late and you're stuck inside the ceiling and need to get yourself unstuck by (un)crouching.
I think a lot of the glitches in the built-in platform movement came from the programmers' apparent inability to test their engine with different simultaneous keypresses.
I assumed that given the in-editor emphasis on joysticks/fire buttons, that's what they were originally using (for some reason) and keyboard controls were an afterthought.
The only thing you can't do with the joystick is do Left + Right or Up + Down. You can still do diagonals, which, if anything, allows one of the bugs to occur way more frequently (the Up + Right charging speed in place thing).
The only movement improved by using the joystick is the Eight Directions movement and that's because it makes the diagonals easier to hit.
Well, I figured in the early 90s they would have been using some pretty crappy (possibly 4-way) gamepads. But yeah, I forgot about 8-directions movement, so my theory sucks.
Comments
This is pretty difficult.
This is pretty difficult. I'll let you know if I beat it.
I finally beat this. God it
I finally beat this. God it was hard. Nice game!
was it the time limit that
was it the time limit that made it so difficult to begin with, or was there anything else?
I only died once due to the
I only died once due to the time limit. Mostly it was being shot at by the head just before I was about to kill it, and possibly forgetting where I went wrong in the time taken to reach him again.
The time limit was fine. The
The time limit was fine. The boss kept hitting me with its shots. Most of my attempts at the boss would usually boil down to landing the first hit, then hitting the boss's leftward shot with perfect timing and dying.
i specifically made it where
i specifically made it where the boss could not hit you if you went off the top of the screen, but maybe i should have made the shots slower like i was thinking to
MIDI siren!
I loved every moment of this.
Boss was a bit difficult but I eventually beat it.
Argh, I came ever so close.
Argh, I came ever so close. I think I needed to get that green thing before the boss, but I never managed to do it.
That hadn't occured to me
That hadn't occured to me for some reason, so I'll try that now.
I played through the game
I played through the game without bothering with that thing. I don't even know what it does.
all it does is add one
all it does is add one second back to your time, so it's supposed to be a red herring more than anything
Ha ha, that's all it does?
Ha ha, that's all it does? That's hilarious given that it takes about the same amount of time to stick to the ceiling and glide over there.
I command you to make more games with this kind of charm. Seriously.
your response tells me it
your response tells me it worked exactly as it was intended
i didn't even know it was possible to get
Your knowledge of Klik &
Your knowledge of Klik & Play platforming glitches is quite lacking. Perhaps you should play this.
oh yeah i love that game i
oh yeah i love that game
i just forgot that you could use that gliding glitch to begin with
Actually, here's the thing.
Actually, here's the thing. There are subtle differences between the platform movement in Klik & Play, The Games Factory, and MMF. All of them allow you to cling to the ceiling, but you couldn't do ceiling sliding until TGF. In fact, with the way TGF's movement works, sometimes getting stuck in a ceiling meant that the only way to get unstuck would be to do the sliding thing. It depends on the sprite but I've seen it happen a lot in early Sonic fangames.
well that would explain why
well that would explain why i couldn't beat stage 9 of that game
In "You Must Glitch to Beat
In "You Must Glitch to Beat This Game", Klik & Play:
Jump into ceiling, holding Shift. This makes you cling to the ceiling initially.
While holding Shift, press and hold Down. This forces you into crouching while you are simultaneously clinging to the ceiling.
While holding Down, release Shift, then press and hold Shift again.
While holding Shift, release Down. This will make you rise further into the ceiling, effectively causing you to get stuck.
Then press and hold Down. Release Shift. Hold Down until you want to get unstuck from the ceiling.
In The Games Factory, it's similar, except that in order to leave the ceiling you have to press and hold Right to slide off of it.
This largely depends on the sprite, and how different EG. the jumping and stopped sprites are.
In Cornette Face, it seems to behave a little differently. It could be due to the sprite, or changes in MMF. To get stuck in the ceiling, all you must do is press and hold Shift. In order to get out, you press and release Down to enter and exit your crouching. In order to slide along the ceiling, you have to press and hold Right when you're about halfway through your jumping animation once you've hit the ceiling. Hit Right before you hit the ceiling and you just bounce off the ceiling and fall. Too late and you're stuck inside the ceiling and need to get yourself unstuck by (un)crouching.
I think a lot of the glitches in the built-in platform movement came from the programmers' apparent inability to test their engine with different simultaneous keypresses.
I assumed that given the
I assumed that given the in-editor emphasis on joysticks/fire buttons, that's what they were originally using (for some reason) and keyboard controls were an afterthought.
Holy crap nesting
The only thing you can't do with the joystick is do Left + Right or Up + Down. You can still do diagonals, which, if anything, allows one of the bugs to occur way more frequently (the Up + Right charging speed in place thing).
The only movement improved by using the joystick is the Eight Directions movement and that's because it makes the diagonals easier to hit.
Seriously though, what were they thinking?
Well, I figured in the early
Well, I figured in the early 90s they would have been using some pretty crappy (possibly 4-way) gamepads. But yeah, I forgot about 8-directions movement, so my theory sucks.