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Stinkoman 20X6
| Stinkoman 20X6 |
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Developer:
Videlectrix
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| 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, this game was in limbo for over fifteen years with the last level becoming an in-joke between the fans and the creators. Finally, on December 20th, 2020, the wait paid off and this Flash game was completed! 11 days before Flash "died forever," no less.
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. Why these levels remained unused (and unfinished) is anyone's guess, but when loaded into the game, they work just fine.
Level 1.4
Level 1.4 ("level1.1.4.xml" in the files) is another, slightly-harder stage that uses Level 1's tiles and objects. Unlike the other two levels, this one requires a bit more platforming and timing. No objects seem too out-of-place and the stage has a proper end trigger, making it the more functional of the two stages.
Level 2.4
Level 2.4 ("level1.2.4.xml" in the files) is an odd stage in that it 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
Much like 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 makes 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 the Sega arcade game, Flicky, who also wears sunglasses and behaves somewhat differently than the norm.
Revisional differences
| To do: There are more revisional changes. Find and research the older SWFs, if possible. |
v1.x (March 21st, 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 have changed
- Previously, projectiles would fly forward a little way, then arc down and vanish. After v7.1's release, they keep moving forward while dipping down one pixel every few frames.
- The Poorbt at the beginning of level -0.1 was changed to come from the right side of the screen, again
v8.0 (December 20, 2020)
- A new CGI Videletrix 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's (Levels 6, -0, 10) 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 | |
|---|---|
| Adobe Flash | TROGDOR! • Kick the Cheat • StrongBadZone • Stinkoman 20X6 |
| Windows, Mac OS X, PlayStation 3, WiiWare | Strong Bad's Cool Game For Attractive People |
Cleanup > To do
Cleanup > Works In Progress
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused enemies
Games > Games by developer > Games developed by Videlectrix
Games > Games by platform > Adobe Flash games
Games > Games by publisher > Games published by Homestarrunner.com
Games > Games by release date > Games released in 2005
Games > Games by series > Homestar Runner series