We have upgraded to the latest version of MediaWiki and now support TLS1.2 and transcoding!
Please contact us via Discord or Twitter if you experience any problems.

THIS GAME IS IMPOSSIBLE!

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

THIS GAME IS IMPOSSIBLE!

Developer: Gaming Destination Studios
Platform: Windows
Released internationally: April 24, 2015


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


This cactus is UNDER CONSTRUCTION
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.

THIS GAME IS IMPOSSIBLE! is a platformer for the Windows, designed in GameMaker 8.1. It has a unique play style to each world, similar to ViViD. (Mainly because it was directly inspired by it.)

Debugging Content

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

There is actually an object named obj_Debug that checks for Left and Right presses, which send you forward and backward rooms, respectively. Not only that, but the R key resets the current room. Considering these key bindings, one could assume that the player's arrow movement was added late in development.

Also, there is a debug room that tests several enemies, spikes, and a custom ending that just restarts the room for absolutely no reason.

Finally, there is a script that just straight up creates the debug object... yes, that's all it does.

Unused Graphic

TGII Turn Block.gif

In the game's files, there is an incomplete animation named spr_Turn (seen to the right) that is a platform that, when stepped on, would have counted down from three and then killed the player on the next touch. The associated object does not exist in the game.

Version Differences

Originally, level fourty-four had collisions missing on a bump in the level, making it a bit more difficult, but not impossible.

Oddities

Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.

Boss Error Handler

The boss battle has a very messy error handler, that when triggered, causes the boss to just do a criss-cross attack with the laser turned on.

Attack Script?

There is a script named "attack" that just sets variable global.a to the argument.

Two obj_logo objects

There are two objects name obj_logo, with the same sprite, and call the same script. However, one is used for displaying and handling the GDS Logo, while the other handles the title screen's intro.