Stinkoman 20X6 Glitches

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In a video game as big as Stinkoman 20X6, it is almost inevitable that numerous glitches will arise. Most bugs are unique to a specific level, although many others are linked to problems with Flash. Some of these glitches have since been fixed.

Contents

[edit] Ruffle

When the website was updated on December 31, 2020, Stinkoman 20X6 could not be played in Ruffle except for levels 3.1 and 3.2. Soon after, version 8.0.1 was released, making some levels playable but still containing many glitches. A notice at the bottom of the screen warns:

WARNING! This game is still a bit busted. Levels load after a moment or two (except level 9, still broke) but the music is not loading and some sound effects are swapped inexplicably. But it's fairly playable now at least. We'll keep working on it.

[edit] General

  • Originally, music did not play in any levels, nor in some cutscenes. Certain cutscenes, such as those at the start of 4.1 and 5.1, would only play music if accessed directly from the level selection screen. All music has since been restored, although it still occasionally does not play.
  • Certain sounds have been inexplicably swapped with others.
    • The generic enemy death sound has been replaced with the "shing!" noise used by events such as collecting items in Level 3.
    • The sound for defeating a Stobat, as well as the explosions heard after defeating the Worst End Boss Ever, have been replaced with Stinkoman's "20X6!" voice clip.
  • Pressing the space bar during levels (and occasionally in menus) can trigger a game crash or other odd behavior.

[edit] Level-specific

1-Up can make it on his own!
  • Despite what the warning notice claims, Level 1.1 and everything from -0.1 onward (with the exception of the Worst End Boss Ever fight at the start of 10.1) refuse to load, resulting in a game crash. 2.1 and 5.2 load only sometimes.
  • Many levels contain invisible floors and walls that interfere with gameplay (or make it easier). Their presence in most levels is inconsistent.
  • Level 2.2 is sometimes marked by extremely glitchy behavior that makes it unplayable: a close-up effect blocks the view of most of the stage, and Stinkoman repeatedly cycles through various animations. Other times it is playable, although the player occasionally spawns behind an impassable invisible wall.
  • In Level 4, the lava-falls cannot be blocked and do not hurt 1-Up. They are also missing their splash graphics at their ends.
  • Something invisible hurts Stinkoman at the start of Level 4.1. Various other levels also contain invisible damage spots.
  • Occasionally an Astromund near the start of Level 5.1 will repeatedly spawn and then vanish mid-run.
  • Porchis in Level 6 can hurt Stinkoman when he's standing near them.
  • Sometimes, a vanishing cloud in Level 6 will stay solid indefinitely.
  • Sometimes, climbing a ladder near the start of Level 6.1 will cause the entire level to disappear.
  • One of the My Benj at the start of Level 7.1 sometimes spawns unable to die or hurt Stinkoman.

[edit] General

  • In various cutscenes, some pixels of characters are miscolored, and some pixels are missing.
  • If you press A immediately at the very beginning of a level where Stinkoman starts in the air, Stinkoman will look like he is walking on ground for a moment, then jump in the air.
  • While jumping and moving forward or backward, if you press A just before hitting the ground, you will jump again.
  • If you jump on the left of a wall enough, you can move into it and go out on the other side.
  • Standing on a moving platform that goes through a wall will cause you to go through the wall as well. Although there are rarely any instances of this in the official game (sometimes you can make the tip of his toe go through), you can experience this glitch with a custom level.
  • If you fall for long enough and don't touch anything, Stinkoman will switch from his falling pose to his standing up pose, and will even start to yawn. Such a long fall can be found in stages 2.2, 6.1, 6.2, and -0.2.
    • 1-Up will do this as well, but there's no place to attempt it on his level.
  • When Stinkoman is about to yawn, his sprite character moves down one pixel. This is due to the low quality setting.
A Pink Cham Cham firing only the left laser
Glitch for Flash 6 and under.
  • On any level with moving ladders, you will not fall off if you keep Stinkoman on the very top. Don't go too high or you will fall.
    • If you hold the up arrow key, the animation of getting off the ladder will play three times before you fall.
  • Sometimes when you kill an enemy, the explosion animation pauses and never disappears.
  • If you approach a Pink Cham Cham from the left and see only the left side of it as it fires, when you approach toward the right to see the rest of it, it will only have fired the laser on the left side.
  • If you manage to lose a life and end a level simultaneously, the "keep try" or "game over" screen appears, but then you'll continue the game, having lost the life, but still with no energy (so if you get hit you lose a second life, unless you repeat the glitch).
    • It also has "check points" where it will usually restart you in the exact same place you were in before you died. The only problem is that sometimes the screen will not scroll down when you go down. Also, it will sometimes prevent you from going off the left of the screen.
    • You can perform this glitch at any time, but it is most helpful at a "game over".
    • It can also be accomplished when you die and right-click back before the "keep try" or "game over" screens appear. It will still decrease your life count, allowing you to get to -1 and below.
  • If you time it right, you can make Stinkoman laugh in midair after you defeat a boss by pressing A.
  • If you're using a Flash seek bar with "next frame", when the title screen appears, you can repeatedly click "next frame" and flip through some menus until you reach "Level Undefined.Undefined", an empty level without any ground. Stinkoman will use his catchphrase as if it was a boss battle, and your starting life number will either be "NaN" or "Undefined".
    • Another way to view this level is to go to the Flash file and continuously right-click and press Play.
      • If you reach this level and right-click and press Play again, it takes you to the "last level to come" screen. If Play is pressed again, boss music will play.
  • Sometimes when starting a new game in the Flash version, the level will be empty, causing Stinkoman to fall and die. This may be linked to older versions of Flash.
    • A possible reason that this happens is because earlier versions of Flash may not be able to read the levelData XML files.
  • On the "game over" screen, right-clicking and selecting Back brings up a black "keep try" screen with "level", "mans", and "items" set to 8.
  • In the Flash file, if you get a "keep try" screen, then right-click and press Play, it will take you to a "last level to come" screen with the "try Level 9" screen. Then it reverts you to the HTML page of the game.

[edit] Level 1

Stinkoman stands on air!
  • Near the start of Level 1.1, if you don't kill the Jaro by the first wall, and instead just go past it and the wall under the second Browntant, the Jaro may be jumping in mid-air.
    • It can even jump through the wall.
  • In Level 1.1, when you have to get to the bottom of the first wall (with the Browntant), if you fall right against the wall and Stinkoman's toe lands on the platform on the other side, you'll seem to be floating in midair.

[edit] Level 2

Stuck Terrell on Level 2.2
  • At the beginning of both stages, there are Terrells on a burner and just behind a stove, respectively. It's possible for the Terrells to get "stuck" in midair. It will continue to hop up and down on the air, without moving horizontally. In this state, Stinkoman and the Terrell can not harm each other.
  • In Level 2.2, it is possible for one of the moonwalking Grundies near the 3 bottles of Tortan to get stuck in the stove.
  • Sometimes, when you shoot Brody's eye, he will keep his head down, enabling you to shoot him again. This may be caused by shooting his eye while his head is going back to the top of the screen, although this has never been truly proven.

[edit] Level 3

What is he doing here?
  • Sometimes the Clowders stop moving in the middle of the screen, making it impossible to get past them. They disappear once you move on to Level 3.2.
  • At the release of version 7 (Level 9), the Clowders' propellers mysteriously disappeared.
  • There have been occasional sightings in Level 3.2 of a Clowder or Mr. Ubbers from Level 3.1.

[edit] Level 4

  • When you block a lava fall while holding S, the lava-fall will go back for a split second, killing 1-Up if he is under there.
  • No matter how far you stick the giant fist into the lava-fall, it is as if the whole fist is under it.
  • If you press S repeatedly, faster than the pounding animation can go, after you're done pressing S, Stinkoman will continue to pound until he has pounded as many times as you've pressed S, which can sometimes get very annoying when you need to move on.
  • If A and S are pressed at the same time as you're falling into the level from the left, Stinkoman will float instead of walk. He stops when the arrow keys are no longer pressed.
    • This is also possible when you are on the ground.
  • If you walk underneath a lava-fall so the giant fist is above your head, turn around, then quickly tap S, the fist will sometimes not move, but you will hear the fist pound the ground and see the rocks fall anyway.
  • If you are killed by a Poorbt or by falling in the lava, 1-Up keeps walking. If he hits an enemy or a lava-fall before the level restarts, he will die too, and you'll lose 2 lives. This can cause you to get -1 lives.
  • If 1-Up hits a lava-fall while a Poorbt is shooting at you, the Poorbt's shot just goes past you.
  • When Stinkoman crushes a Poorbt with his fist, the Poorbt dies, but the fist doesn't move.

[edit] Level 5

  • If you die at the beginning of either stage before the ship at the top flies by, it will fly by on the "keep try" screen.
  • A Jaro on one of the conveyor belts on Level 5.1 can go behind the wall.

[edit] Level 6

  • After the second Protek on Level 6.2, on the bottom level, you go on a series of moving white solid clouds. After killing a Jaro, you have to time yourself to fall through an evaporating cloud to land on another white solid. If you're on the evaporating cloud, and you move to the left, you'll be stuck falling in place on the wall. You can't jump, only move left and right and fire.
    • You can also fall to the left of the wall and die, if you move far enough.

[edit] Level 7

  • Around the middle of Level 7.1, you can get caught between a wall and an ice platform. Shooting, running and jumping cannot move you; yet jumping toward either side will cause Stinkoman will keep flipping for as long as you hold the arrow keys.
  • Around the middle of Level 7.1, Stinkoman can stand in the air.
  • In Level 7.2, the first ice block can be walked through if you keep walking towards it.

[edit] Level -0

  • If you get through the first part of the stove maze on Level -0.2 (solution image here, normal stoves are solid, pink stoves are unsolid) and try to jump over the next opening, but just miss the other solid stove, you'll usually get stuck falling in place until you move back a bit.
  • Sometimes, when you go to the far right opening in the stove maze (That has the hidden capsule) you can jump, hold right, and eventually slide down to the exit and you can run out.
  • If you go in the green teleporter left of where the little 1-Up faces start appearing, you get transported into a wall. You can get out by pressing the left key.
  • Sometimes while fighting Ekersby if you jump and hold the A key down, the screen will freeze until you release the A key.
  • Sometimes when you hit Ekersby enough times for it to switch its weak point to the other side, it will not play its switching animation.
    • It seems to have to do with spamming it with hits even after it is supposed to switch.
  • Occasionally, if you die in the fight with Ekersby, the music will continue to play. This causes a strange echo effect when you respawn.

[edit] Level 9

  • When the character dies just as the shield effect wears off (the shield sprite is just beginning to disappear) the sprite will be visible on the "keep try" screen.
  • At the end of 9.1, if the ship is far enough above the group of lives and pills, it keeps going and never finishes the level.
  • If you activate the shield in a super-speed zone and exit the zone while the shield is still activated, your super-speed will not stop until either the end of the next super-speed zone, or until the end of the level. This glitch allows the group of lives and pills at the end of 9.1 to become accessible, and can allow for a speedy exiting of 9.2.

[edit] Level 10

  • In Level 10.2 during the Level -0 segment, it is possible to become stuck between the oven below the trapdoor and the wall to its left if you fall between the two. You cannot jump or move anywhere else while trapped, so it's necessary to start the game over.

[edit] Fixed Glitches

Truly Negatory
  • When the game was first released, you could skip (press space or click) the first part of the final cutscene (any part before the "more levels to come" screen) to enter Level 3.4. It was the Stlunko arena without Stlunko: a slightly elevated platform above the ground with two Pooru-Poorus on either side. You could continue traveling rightwards into a barren land before reaching an endless cliff.
    • This again happened in Level 4 when it was first released. However, this glitch has been fixed as well.
      • Also, if you died once on Level 4.4 there would be no ground when you returned.
    • This hasn't happened on any other version since, with a minor exception (beneath).
  • When version 6 was first released, Level -0 always appeared in the top slot on the level select screen even if you scrolled through the levels. This was fixed later in the day.
  • On the day of version 7's release, beating Ekersby would take you to Level -0.4 (a completely blank screen, where Stinkoman constantly falls to his death), instead of 9.1 as would be expected. This was fixed later in the day.
  • Losing a life in 1.3 or 2.3 would result in Stinkoman returning to the level without ground, causing him to fall to his death — instant game over. Prior to the Level 10 update, these bosses could only be defeated in one life. This is not the case in the first version of the game.
    • This is because there was no real Level 1.3 or 2.3 — the battles happened at the end of the previous level. When the player died, it would unload the level as always, but when the game continued, it wouldn't reload it — it expected it to still be there, as it would have been when the .2 level was finished. The result: no ground.
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