Stinkoman 20X6
Stinkoman 20X6 |
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Developer: Videlectrix This game has unused areas. This game has a prerelease article |
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Are you asking for a chaaalleeeeenge?!! Join Stinkoman and friends in the year 20X6 for challenges, fighting, and fighting the challenge tonight in this weird, Japanese action platformer!
Due to the lead programmer moving away, the game was in development limbo for over 15 years, with the last level becoming an in-joke between the fans and creators. The game was finally completed on December 20, 2020 (11 days before Flash "died forever", no less).
Contents
Sub-Pages
Prerelease Info |
Level Editor
To do: Figure out how to reactivate this, if possible |
Code for a level editor can be found by decompiling stinkogame.swf, in the package com.homestarrunner.stinkoman.editor.
Unused Levels
To do: There might be some interesting stuff in the XML files. |
Sitting within the levelData sub-directory of the Flash files are two unused levels for Levels 1 and 2. It's not clear why these levels go unused (and unfinished), but they work just fine if loaded into the game.
Level 1.4
level1.1.4.xml uses Level 1's tiles and objects and requires a bit more platforming and timing than Levels 1.1 and 1.2. No objects seem too out-of-place and the stage has a proper end trigger, making it the more functional of the two unused stages.
Level 2.4
level1.2.4.xml, on the other hand, seems very unfinished. For one, the player spawns toward the "end" of the stage (X coordinate 3706.3) instead of the beginning, making about half of what's there inaccessible without editing the XML file. For another, many of the objects in the level seem tossed around haphazardly, causing some minor collision problems with the hopping enemies and just generally looking bad. There's also no Goal object anywhere on or off the level. However, this stage does have something seen nowhere else in the game - a Grundy enemy wearing sunglasses!
It's very clear that this level was still in the testing stages and may have been very far from completion.
Unused Enemies
Cool Grundy
XML ID: Enemy100
ActionScript class: EnemyChickJoggerShades
A variant of the regular Grundy, "Cool Grundy" moves back-and-forth, gaining speed the further it jogs before turning. However, the cool cool sunglasses it wears gives it two hit points instead of one!
While it goes completely unused in the normal Level 2 areas, it does make a sole appearance in the unused Level 2.4. Given its position among four other Grundy enemies, this enemy may be a reference to the "cool Chirp" that occasionally appears in Flicky, who also wears sunglasses and behaves somewhat differently than the norm.
LavaHider
XML ID: Enemy101
ActionScript class: EnemyLavaHider
A stationary enemy that resembles a Gokul, intended for Level 4. Judging by the name "LavaHider", it was probably meant to go on the bottom level as an obstacle for 1-Up. Whenever Stinkoman pounds his giant fist on the ground, no matter where it is on screen, this enemy will toggle between its retracted and extended states. It's completely invincible but can only hurt Stinkoman or 1-Up in its extended state, so it functions more like an obstacle than an enemy.
BounceBot
XML ID: Enemy99
ActionScript class: EnemyBB
The player character from BounceBot, a Flash game by Jez Swanson, the programmer for Level 10, who likely added it here as a little personal signature. It hops left and right sporadically at random and is completely harmless. It's also invincible, but hitting it will cause it to briefly have a sad facial expression.
Bubs
A leftover from a one-off joke tweet from 2018 by the official Strong Bad account, which itself was a reference to that year's April Fool's Day toon. Has no behavior or animations other than damaging the player on contact and being launched spinning away when hit. Notably the only enemy that uses the base Enemy class without subclassing it.
Unused Objects
SwitchedWall
XML ID: SwitchedWall0
ActionScript class: SwitchedWall
An unfinished object probably intended for Level 10, judging by its aesthetic. It presumably would have acted as a locked door that would need to be opened by a switch, but it has no collision or animations, and there aren't any objects programmed to affect it in any way (not even the switches from Level 4.)
Revisional Differences
To do: There's more. Find and research the older SWFs, if possible. |
v1.x (March 21, 2005)
- Levels 1: "Go Home!", 2: "Pick a Bone!" and 3: "Dumb Wall!" added with game manual articles.
v2.0 (April 26, 2005)
- Level 4: "Fisticuff!" added with game manual article.
- The site navigation bar was added below the game.
v3.0 (May 9, 2005)
- Level 5: "Oh, the Moon!" added with game manual article.
v4.0 (May 16, 2005)
- Level 6: "Stratosfear!" added with game manual article.
v5.0 (July 4, 2005)
- The Flash "minimum version" warning in the bottom-left now reads "FLASH 7 VERY REQUIRED" (it previously read "FLASH PLAYER 7 REQUIRED").
- Level 7: "Ice 2 Meet U" added with game manual article.
v5.0b (July 6, 2005)
- Level 7 added to Stinkomanual.
v6.0 (August 1, 2005)
- Level -0: "Negatory!" added with game manual article.
- The Flash 7 warning now reads "FLASH 7 REQUIRED, 8 IS COOL TOO".
v6.0b (August 2005)
- The Poorbt at the beginning of Level -0.1 was changed to come from the left side of the screen.
v7.1 (September 5, 2005)
- Level 9: "Turbolence" added with game manual article.
- The menus can now be navigated with either the mouse or keyboard.
- The Flash 7 warning now reads "FLASH 7 OR HIRE REQUIRED".
- The physics of the player's punch projectiles are changed to keep moving forward while dipping down one pixel every few frames. Previously, projectiles would fly forward a little way, then arc down and vanish. This notably makes the My Benj enemies trickier to hit.
- The Poorbt at the beginning of Level -0.1 was changed to come from the right side of the screen, again.
- Clowder's propeller was removed for some reason.
Before v7.1 | After v7.1 |
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v8.0 (December 20, 2020)
- A new CGI Videlectrix intro replaces the old one.
- A new animated intro by Alex and Lindsay Small-Butera plays before the title screen.
- "New Mode" added which gives the player two more HP and implements stage checkpoints.
- Level 10: "Lastimost!" added with Stinkomanual article.
- Further menu changes:
- The Flash 7 warning in the corner has been removed.
- The Level Select screen now shows stages in ascending order (it was previously in descending order).
- Areas 1 and 2 of all previous stages are unlocked by default.
- Boss stages are still locked until completion.
- Minor changes to some levels:
- An extra life was added to Level 5.2 after the area with the Downtants, Bendini Sisters, and Kolkaryu.
- The time between Protek (Levels 6, -0, 10)'s lightning bolt shots was extended somewhat.
- The Poorbt at the beginning of Level -0.1 was changed to come from the left side of the screen, again!
The Homestar Runner series
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Adobe Flash | TROGDOR! • Kick the Cheat • StrongBadZone • Stinkoman 20X6 |
Windows, Mac OS X, PlayStation 3, WiiWare | Strong Bad's Cool Game For Attractive People |
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