![]() ![]() Some unofficial phone apps appear to be using GameFAQs as a back-end, but they do not behave like a real web browser does.Using GameFAQs regularly with these browsers can cause temporary and even permanent IP blocks due to these additional requests. If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: The Nemesis Challenge and Wind Fortress sprites appear to be identical to the versions found in the eShop and (later on) the Switch version, with the Machine Gun Challenge having the same incorrect tileset as the unused version found in the eShop port's files.Your IP address has been temporarily blocked due to a large number of HTTP requests. Original-style (1x) graphics can be found in the files for Wind Fortress, Nemesis Challenge and the Machine Gun Challenge despite CS+ PC not having support for original graphics in any of its bonus modes at the time of writing. Interestingly the eShop port was released after the PC versions, meaning these would've been added even (presumably) knowing they go unused. However, the eShop port classifies all modes as a 'mod' regardless of what it does, so it has taglines for the holiday graphics. While the PC version doesn't contain all the taglines, they are all collected here for convenience.Ĭuriously, the PC and switch ports don't contain a mod.txt in the holiday graphic folders - they seem to have a different file structure than the challenges, being in /data//season rather than /data//mod. These are both leftovers from the vanilla starting map - all challenge levels reuse the starting map and event, but it seems whoever made the Machine Gun Challenge forgot to fully clean up.Įach folder for the various alternate modes (internally referred to as 'mods') - challenges, holiday graphics, Curly Story, etc - has a file named 'mod.txt' that contain unused taglines for each one. There's also two null entities in the floor of the beginning room - one with an event that instantly jumps to the starting one, the other with an event that immediately allows you to fight the bosses directly one after another without having to navigate the hub: There's also a bunch of stuff left over from the original mod. Once again, these simply just save the game. ![]() This gives you the item for the Booster 2.0 (plus equipping it), as well as the 290 Counter before playing the default map entry event (fading the screen in, displaying the map name, etc).įirst and foremost, more save points hidden in the walls of the hub area - 3 in total. Pretty easy to conclude it was added for testing purposes, given the difficulty of Nemesis Challenge.Īnother save point hidden in the floor - like the Nemesis Challenge it just has the default save event - as well as a null entity that seems to be testing. ![]() Interestingly enough, the flag it sets (0600) is also the trigger for save points to show up in the following maps (2 per map, with 6 in total) - probably the 'easy mode' in question. It also sets the terminal entity itself to display a red or blue screen depending on whether or not the timer is active. Interestingly, the Nemesis Challenge was fan-made by Shmitz of Jenka's Nightmare fame, so that may explain the amount of leftover debug stuff compared to the other challenges?Ī toggle for the timer. The save point isn't of much interest, given it just has the regular 'save game' event assigned to it, but the terminal and life capsule both have unique events, presumably to make testing the challenge easier. Opening up the maps for the Nemesis Challenge reveals some interesting debug content namely several objects hidden in the wall of the starting room - a save point, a terminal, and a life capsule. Debug Content in Challenges Nemesis Challenge
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |