Differences from Beta

Started by Applekid, January 11, 2010, 05:21:27 PM

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Applekid

So, anyone notice some differences from the Beta? Let's log them! (Yes, I played the leak before knowing I shouldn't have.  :-\) Specific examples only: awesome complete soundtrack is obvious, for example.  ;)

I Love You / So I Have To Kill You : This one got a LOT easier, the "Kill you" room would hang me up a lot. It was nice that the left-right double-spike things were removed because they seemed like an unfair obstacle to flip around but it was kept from the "Love you" room.

Vici! : Longer rows of spikes on the left and right, also, seems somewhat a little more to the left than I remembmer. Also...

Easy Mode Unlocked : More evil. There should have been an easter egg death if you take the right path. Maybe there is, but I wasn't brave enough to try after getting that far. LOL

Your Bitter Tears : More spikes on the sides, it seems, but not anyplace I was likely to fall into anyway.

Dimention VVVVVV, going straight down from the ship gives a more interesting structure to play on. Quite good because it's the first view you get of outside the ships.

Terry

This is by no means a complete list, but here are the main ones:
- Lots of small room changes to even things out, especially in the final level and the space station
- The two new intermission levels
- A much larger soundtrack (the beta only had four songs, the full game has nine)
- The new game modes (No Death Mode is not as scary as you might think)
- Accessibility options
- The SUPER GRAVITRON (has anyone found this yet? anyone? :) )
- An infinitely uncountable number of bug fixes, general tweaks and adjustments.

Applekid

QuoteThe SUPER GRAVITRON

Oh man oh man, I gotta hunt for it after work.  ;D

Does the above developer's post negate the need for rumor, conjecture and hearsay? Because I do so much love rumor, conjecture and hearsay.

Forgot-
Gvnsmoke: You can now flip to the inside track so you can dodge the 5 circle thingies at that point and again at Dial M for Murder. At least, I'm pretty sure it wasn't there in the Beta. Maybe I was too scared to try!

joniho

#3
-The bounce beams in The Laboratory are white instead of green.

Quote from: Applekid on January 11, 2010, 06:48:15 PM
Does the above developer's post negate the need for rumor, conjecture and hearsay? Because I do so much love rumor, conjecture and hearsay.

Rumor says there's a super special spike somewhere in the game that, when you hit it, unlocks something secret. So, go ahead and hit every single spike in the game until you find it!

StephenM3

The two funniest moments in the game are found after you collect all 20 trinkets.  And the Super Gravitron is pretty damn awesome, but I still can't beat 12 seconds or so.  Usually I get around 5.


The only disappointment for me was the new "That's Why I Have To Kill You."  It was, for me, the hardest non-optional challenge in the game, but now that it's gone, I miss it.  I suppose you can't please everyone!

joniho

Quote from: StephenM3 on January 11, 2010, 09:09:21 PMThe only disappointment for me was the new "That's Why I Have To Kill You."  It was, for me, the hardest non-optional challenge in the game, but now that it's gone, I miss it.  I suppose you can't please everyone!

Speak not of that nightmare!  :'(

Wobbles

Lots of little changes and tweaks that I noticed since I played through the beta so many times.

The overworld: Lots of stuff!  Easier to get to the Lab, for starters.  There's still an elephant, hooray!

Space Station 2: Numerous changes!  First off, you can actually *leave* if you enter because a few spikes were removed from the thingy.  Backsliders is easier to do because there's only three green dudes, Gordian Knot got much harder when leaving after getting the trinket, Spikes Do! got easier because you don't crash into spikes as much when you're on the moving walkways, DTTHW is obvious, Seeing Dollar Signs is made easier to do slower but harder to do quickly, there's a checkpoint in the room after Smooth Sailing... lotsa stuff.

Lab: White bumper lines instead of green.  You used to be able to walk straight off the checkpoing leading into Vibrating String Problem, and that would get you past the three bouncy green dudes, but now you have to flip to do that.  No spikes in Anomaly before getting Purest Unobtainium, so now you can't **** ******** there after getting the trinket and warp back to the checkpoint (curse you Terry!).  That's pretty much it as far as layout goes I think.

The Tower: Some extra spikes got added to force you to follow the intended flow, but that's all.

Warp Zone: That's Why I Have To Kill You is easier, the horizontal scrolling triangles in Shockwave Rider are slower, and there's a trick for getting through Time To Get Serious that's a little harder to do.

Final Level: Very little!  Only three green dudes in Timeslip, and The Final Challenge is easier without those wall spikes.  It does have a nasty little trick at the end though with those holes in the ceiling. Gunsmoke has a bit of a change to it, since you can go through the bouncy middle part in Be/Vwitched (why you would want to, I have NO idea :3)

DeceasedCrab

I would say the big difference is that the controls are a lot less slippery. They seem tighter. You're capable of much finer control in moving since the beta.

Applekid

Quote from: Wobbles on January 12, 2010, 12:07:40 AMFinal Level: Very little!  Only three green dudes in Timeslip, and The Final Challenge is easier without those wall spikes.  It does have a nasty little trick at the end though with those holes in the ceiling. Gunsmoke has a bit of a change to it, since you can go through the bouncy middle part in Be/Vwitched (why you would want to, I have NO idea :3)

Yeah, I thought maybe I remembered the beta wrong when there were only three Timeslip and Backsliders. I DID go into the small path in Bevitched because I'm on the lookout for secret stuff since I never ever discover secrets in games that nobody else also doesn't know and I want a small slice of glory.  :-[

QuoteLab: White bumper lines instead of green.  You used to be able to walk straight off the checkpoing leading into Vibrating String Problem, and that would get you past the three bouncy green dudes, but now you have to flip to do that.  No spikes in Anomaly before getting Purest Unobtainium, so now you can't **** ******** there after getting the trinket and warp back to the checkpoint (curse you Terry!).  That's pretty much it as far as layout goes I think.

You can still flip up directly above that Purest Unobtainium and sandwich yourself on the spikes on the right.  8)

Wobbles

@Applekid:

...Derp, I'm dumb.  Thank you for pointing that out.  I actually noticed that because I tried to do a little trick that was in the beta where you flip up to those bumper lines and they glitch you back into the earlier area; I wanted to see if you could still do that.  You can't, because there are spikes!  But that apparently never fully registered in my head.  Thanks :3

The Brass

#10
Quote from: Applekid on January 12, 2010, 04:44:04 AM
Quote from: Wobbles on January 12, 2010, 12:07:40 AMLab: White bumper lines instead of green.  You used to be able to walk straight off the checkpoing leading into Vibrating String Problem, and that would get you past the three bouncy green dudes, but now you have to flip to do that.  No spikes in Anomaly before getting Purest Unobtainium, so now you can't **** ******** there after getting the trinket and warp back to the checkpoint (curse you Terry!).  That's pretty much it as far as layout goes I think.

You can still flip up directly above that Purest Unobtainium and sandwich yourself on the spikes on the right.  8)
Not still! In the beta, there were no spikes, and going into that corner would break you through the inversion plane into the room above. You would have to do the rooms from Spike Strip Deployed onwards again. It served as a quick path to the teleporter, though, if you for some reason just wanted the trinkets but not Victoria. Now you need to go backwards from the I'm sorry checkpoint.

Oh, and The Living Dead End had spikes installed in the top right corner. Now you can't stop there.

The most notable overworld difference would be the lack of spikes in the "roof".