- Cave story soundtrack bosses full#
- Cave story soundtrack bosses code#
- Cave story soundtrack bosses plus#
- Cave story soundtrack bosses free#
The Map System, when used from the inventory, displays a count of collected items.Credits for the randomizer have been added, indicating a count of collected items at the very end.Game ending cutscenes are now fully automated.The door to Last Cave also warns you if you don't have all the Throne Room requirements.You can check in with Momorin at the rocket to see if you've met the requirements to beat the game.The Mr Little item can now be anywhere in the game, and in the Graveyard he can give you any item.There are now signs hanging above Labyrinth Shop chests indicating the requirement to open them.Upon defeating Ironhead, a passage from the Reservoir back to the Dark Place is opened.You may now refight the Sisters at will.A number of small visual bugs have been corrected.Super Missiles now give you 10 missiles if you collect them before any other Missiles.Some of the more flavourful dialog across the game has been returned.
Cave story soundtrack bosses code#
Cave story soundtrack bosses plus#
100% (same as All Bosses, plus collect every item in the game).All Bosses (same as Best Ending, plus defeat every boss in the game).Best Ending (same as Normal Ending, plus collect the Iron Bond and the Booster 2.0).Normal Ending (build the rocket, and save Sue).
Cave story soundtrack bosses free#
Bad Ending (have MALCO build the bomb to free Kazuma, and defeat the Core).You may now choose from 5 different objectives.Puppysanity has been added as an option.If you're unsure, or if you run into any issues, shoot me a message on Discord! TL DR This may not be a complete list, but it should have nearly everything that's changed since v0.8C. Please join our Discord server to share your experience with others and get the latest news! Changelog I hope that everyone else enjoys as much as I do. We've greatly surpassed my original plans for v2.0, and I couldn't be happier.
We ended up getting 3 spawn locations (serving as both the game modes and difficulties), 5 objectives, and so much more. All the bells and whistles would be left for v2.0 - the original plan called for 3 game modes, 3 objectives, 3 difficulties, and a few other settings. The roadmap was pretty simple: v0.8 would have the core randomization features, allowing for a fully randomized playthrough from Start Point to defeating Ballos.
Cave story soundtrack bosses full#
When I started my Cave Story Randomizer project nearly a full year ago, there were a number of features I wanted to include before releasing the second major version. It promises to be an even more fun experience. I'm sure I can complete v2.0, provided I live long enough. My plans call for 0.8 to be usable and to allow for a certain amount of randomization. Thus, I have duly begun development upon the "Randomizer".ĭevelopment of this program will take place in two phases, versions 0.8 and 2.0. Adds WIP Kero Blaster orgs courtesy of CoryWelchMusicĮxploration of the island's interior would be more fun, I suspect, had we the equipment to facilitate randomization.Adds options for random or custom mychars.Adds completable-only logic (as opposed to guaranteeing a full clear of each seed).Title screen hash is now a real hash instead of 5 random numbers.Spawns a debug cat in problematic situations that may cause a softlock due to weapon stuff.Jenka and Numahachi now have prebuilt hints for the 5pup and hell items respectively.Arthur's Arsenal has a new and improved menu.Credits now display your collected items at the end, plus some other stats.M圜hars are more customizable (puppies, dragons, drowning).Hints are more helpful (proper rehaul coming eventually).Camp chest is now accessible from inside in Camp seeds.