#The real danger of speedrunning is missing bugs
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Just finished Beebing, as us Beebers tend to do, and compiled a list of the Beeb Bugs (/ finicky game design things) i noticed to help guide you in your valiant quest to Better the Beeb. Hope these help!
(No pressure with any of these by the way, please donāt put too much on your plate and make sure to get plenty of rest!)
Probably contains some spoilers so be aware fellow Beebers
Fullscreen mode please šš
Not an issue (and you can completely ignore me on this) but itād be very funny if there was an ending where you either choose never to go to the party or leave once you get there. Like. Screen goes dark āand he never found out the true mystery of the mansionā cut to title screen. Totally up to you though just thought itād be silly. Okay now on to the actual issues i noticed
Tutorial states that backspace will reset things in the demo instead of the space bar (space bar still does that though)
When beeb enters the house for the first time, āone more chanceā displays at the top of the screen as if itās the start to another loop. Wild lore implications, but iām not sure if theyāre lore implications you wish to be implicated
Would be nice if doors were more clearly labeled so players know where the kitchen and office keys go. Secret doors with secrets could be labeled āunknownā until the keys for them have been found, to allow for intrigue while also having that guidance when it is needed
The mini game with the magnetā¦ dunno if itās bugged or just me but the magnet tends to drop right as it reaches the top. Had to try that one a few times lol (maybe try making the āhit boxā a bit bigger? Oh and something prompting the player to stop clicking once the keys have been successfully acquired would be nice)
Some cutscenes have blank screens instead of the pictures, probably intentional but can get confusing at times, especially when there isnāt any guidance/tutorial informing players that they have to click through cutscenes. Even likeā¦ having a little arrow at the bottom of the screen would help immensely with that (personal recommendations of what i feel might communicate this best; arrow that bobs up & down, arrow that fades in a little while after the first image of a cutscene shows, or a label prompting the player to click)
Maybe some sort of timestamp thingie for save files if possible. Or some sort of something that marks files that have been saved to (if not a timestamp then maybe something that states where in the game you are, what puzzle/loop the player is at based on pre-existing triggers or variables)
During the āIn relation to Eugene Coli, whoā¦?ā mini game, there is what appears to be a default grey scroller thing to the right of all the options (text boxes probably a smidge too big)
Canāt access notepad in tiny upstairs room
Kitchen key dialogue plays again when clicking the shelves after already obtaining a key. You donāt get another key, but the dialogue is still there
Right-clicking the door with the number lock then right-clicking the inventory space that shows up will immediately open the place to input the code (skips dialogue). Not necessarily something that needs to be fixed, but might cause issues elsewhere if the same thing happens with similar objects
If you click on Ćngel while heās chilling next to Vivi while youāre trying to solve the sticky note puzzle, he turns around. He turns back around when you exit/return or reset the room
Would be nice to have some way to cancel out accidental button clicks (for example accidentally clicking an object will have beeb walking there & will trigger the dialogue, itād be nice if there was a way to cancel actions)
As soon as the second loop starts, pressing the spacebar ends the demo. Do not pass go do not collect 200 dollars
No way to exit to title screen from the demo page (was there in the accidental bug one i found but not the actual end of demo screen)
(The demo-related issues probably arenāt very high-priority since they are temporary, so donāt worry too much about fixing those issues since theyāll all jump ship when the full game is released š just thought iād include them here to be ~thorough~)
Okay thatās all i found!! Iāll probably do another run through at some point to mess around a bit and see if any other bugs show up. Good luck out there soldier š«” and thank you so much for making such an amazing game!!!! :D
Now THIS is a rat who knows how to pass the labyrinth!
I also enjoy the beebwords. She beebo'd beebily down the stairs.
I shall answer your concerns!!
This is actually 100% a personal thing, I dont like fullscreen in non 3rd person games, i loose sense of time too easily ): and I like having the ability to look at my notifications. But I'll poll it!
it's too cold to go out!! (unless there's a promise of cute guy?)
Ah yes, the space bar was a secret little key for test players. Backspace toggles "is dialogue running?", backspace reloads the whole room for big glitches. Congratulations! u found my secrets.
This is intentional, it is Beeb's first loop but not the house's >:3
If you talk to Nina again she tells you which door is which, although I've had other rats miss that, I'll see what I can do!
That's a good idea actually, also it shouldn't go back down once you reach the very top. Which evil code is causing this
I thought of that once a friend told me "I stayed 2 minutes looking at a blank screen thinking it was loading" Which is. incredibly funny to me but yeah I should do something about it. No comedy for me.
I also got advised to do that by a fellow rat, I might rember my save files but other people could forger (because i only use one save file). It's gonna be a bit difficult but I am ready I am not a coward I will code that thang!!
Thats a weird one, One of my rats got it but some didn't. I think it has to do with window resolution? I shall make them invisible
That's also intentional, it prevents a glitch, and it will happen in the future too! Nothing can stop my evil glitch-preventing ways.
I'm pretty sure I patched that in the latest release, but I will double check
I'm praying that my current fixes to the code solve that. if not. well. it be like that.
Well yeah, you poked him. hehe
That's very much feasible, although I fear people pressing it on accident and missing dialogue, which already happens just by being very trigger happy with the mouse
Nooo dont press the secret key only for big glitches randomly haha ur so sexy
Oh yeah at that point I expected the player to just. close the game. lmao. But i should probably implement it for the endings.
My rats.,.., they're working full time. I'm really tempted to just upload everything I have so people can tell me about bugs but no!! that's spoiling the fun!!
#Only 5 endings to go and I'm done#since I currently dont have inspiration to write em I'm currently updating and re-writting some code :)#I got better at coding the more I advanced so I must look back and do some clean up#And! this will save me time when I'm ready to release!#The real danger of speedrunning is missing bugs
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A love letter to Hotline Miami 2: Wrong Number
or how I learned to stop worrying and love the game.
Hotline Miami 2 turned 3 yesterday, I thought Iād write something up for it!
The following contains spoilers for both Hotline Miami and Hotline Miami 2: Wrong Number. I'm going to put it under a read more seeing as I got carried away.
I didn't get to play the game on its release date, I was busy with real life. My sister was playing a part in her university theatre troupe and had a role as Miss Prism in The Importance of Being Earnest, it coincided with the date of Hotline Miami 2: Wrong Number's release and I was going to go back to the house me and my family were staying in at the time. It was a moment of respite during a time of year where I was working on my final art presentation for my school and I had worked non stop on it. I wanted to play the game since its announcement and having finished the first Hotline Miami less than a year before, I had waited so long, I could wait a day longer, my time was my own to work with. The comics by Dayjob Studio had gotten me really excited for the game at the time as well, more than happy to see my favorite medium put to use in promoting a game I was looking forward to.
I got back to my student flat in the early afternoon and made myself lunch, downloaded the game (updates and bug fixes included) and happily started it up. I'm ashamed to say now that I was expecting most of what the first few levels had to offer, since I'd spoiled myself on a leak that came out a few months before the official release of the game. I originally wasn't going to watch it, but a friend who'd watched before me said there was a character with my name in it, seeing as that was so rare to me, I caved in really fast. (Fun fact: it was the direct inspiration for one of the first comics I did for that game)
I have to point out that I'm thankful that the game's slasher style tutorial wasn't spoiled in the leaked gameplay footage, as it was a genuine joy to see the amount of details in the level design at my own pace. There was a big buzz around that level when journalists were framing it as an unwanted shocking sexual assault scene in a game about senseless violence and cartoonish gore. The game's meta commentary about sequels and how that kind of scene is used in horror movies for upping the shock value was lost on me too, but we can't be expected to get the point of a moment in media the first time. The presentation in most cases for this is frankly overblown and lasts around 3 seconds, a pair of pixellated buttcheeks over a woman I didn't even know the name of yet wasn't going to put me in a catatonic state, but a trigger warning Ā asking a player if they want to be spared from that kind of scene before the start of the game is always a worthy inclusion.
Even today the first 5 levels of Hotline Miami 2: Wrong Number are the perfect representation of the rest of the game: big sprawling detailed areas, a diversity in those locations, playstyles associated with named characters, and an actual commentary on violent video game protagonists.
As mentioned before, I was very much looking forward to the game's release and getting around to playing it. I had gone cold turkey on playing the previous installment, wishing to discover the gameplay anew and making my patience feel like a reward when I got around to playing it.
I wrote ānamed charactersā because giving them a name makes them more real, part of the world, with motivations unique to them. Not just an avatar the player can slip into and mirror back what the little amount of pixels with a human shape might be beginning to feel when committing violent acts. That also means there are more stories that come bundled together, they're more present than ever and harder to ignore for a player who wants to skip to the next action set. The arcade game format of the first game alongside its simplicity is lost, but more story is what I wanted in the sequel, so I can't complain.
Playstyles and characters were a joy to discover and experiment with these characters comprise of:
The Fans, covered in colourful war paint with their individual animal masks and expertise, all set out to go on a vigilante murder spree, chainsaws and guns in hand.
Manny Pardo, the detective whose motives remain unclear, with a more gun oriented gameplay.
Evan Wright, the writer with the one with the most unusual playstyle of the lot, seeing as he tries to do non-lethal takedowns of people he chooses himself to be around needlessly putting him and his family in danger in pursuit of the truth behind the first game's phone calls. This unique gameplay can be made into the default one by going too far on ground executions, making him go into a blind rage and seeing red.
The Soldier, limited to a single gun of your choosing whose ammunition must be replenished through carefully placed boxes throughout the level and an army knife for close range combat.
The Mafia, comprising of the Son of the former leader of the Russian mafia and his Henchman. The former wanting to reinstate the dominance of the Russian mafia after the Colombian cartel took over and the latter wishing to break free of this cycle. The Son has the same array of skills as the Fans, exception made of the chainsaw and gun combo, making him a reckless one man army, and a cool parallel between the Russian mafia and the vigilantes in animal masks.
And the last playstyle, what feels like the default way to play the game, is the one found in the first game. Simultaneously not making you feel contrived to play a certain way, but not making you feel overpowered either. It's shared between a handful of characters in the game: the Henchman , the Rat, the Pig Butcher, and the Snake. (although the latter is able to play in a fists only way with one of his masks)
Guns only, dodge rolling, fists only, a chainsaw and gun at the same time, double MP5s, and even non-lethal gameplay help to define everybody really well, beyond words and appearances.
Getting to explore levels that are massive and open was the biggest game changer, being tunnel visioned and sticking to melee weapons became a death sentence for some levels with frustration quickly rising. I remember reading the advice that guns made too much noise in Hotline Miami, the result was sticking to a melee weapon and executing fallen enemies; which rewarded you with more immediate points than firing with the different array of guns, but rising combo counters and being wary of cover definitely became the name of the game in the sequel, for better or worse.
Gone were the collection of small colourful appartement buildings, what felt like cardboard boxes with āMiami, Floridaā scrawled in felt tip pen on them; instead we have unique looking buildings, that feel inhabited, grubby at times, and more unwelcome than ever for a gunfight. More windows, and getting shot from offscreen, and enemies for which you have to use a specific kind of weapons on to progress through the level, all at the same time.
Multitasking is asked from the player, being aware of the enemies in your surroundings along with the abilities and limitations of the character you are playing. Not to mention hard mode which you unlock after finishing the game for the first time, with more reaction time and ammunition conservation playing a bigger role by then. Hotline Miami's puzzle side could expand to its full potential and the developers have truly made a better game. More thought, more gameplay, more amazing music tracks from a variety of indie musicians, and more story was put into Wrong Number, it was everything I was hoping for and I wasn't disappointed by the game at all... At first.
This isn't going to relate to a few people, but I try to finish games as fast as I can. Not speedrun them mind you, I like playing games too much for that, but finish it from beginning to end in a timely fashion. In the past, my interest dropped very fast for games that require time, knowledge of all its controls, or reflexes to beat and will get frustrated if I can't get back into the groove of it after a few months of not playing it. I tend to start over because I've either lost track of the story or of the rhythm of later chapters. On top of that, I didn't want to be spoiled accidentally or put it off too long. I remember finishing Hotline Miami's main story in one sitting only coming back the next day to finish the Biker levels, why not do it with Wrong Number?
To this day, I regret playing Hotline Miami 2 in one sitting. After 3 hours without a break, I had a slight headache, by the time I had finished the game 6 hours later, I had a migraine. By playing it the way I had, I'd successfully completed the game, but gotten a feeling of disgust by the end of it. I've had hangovers that felt better.
On a side note, that day I got a call from a classmate who wanted my opinion on the direction of his end of the year comic presentation was going. He came round when I was in the middle of Deathwish, on the level with Corey, what felt like the ultimate test of skill at the time. And I definitely gave vibes that I wanted to get back into the action, despite taking the time to answer questions and discuss his comic project (if you're reading this Jean, I'm really sorry, come round for tea sometime!). Time feels very fuzzy for this, as I seem to remember spending too much time on that stage, listening to the track Roller Mobster by Carpenter Brut over and over and slowly growing to resent it. I've gotten better since then and like the song just fine now, but I still have trouble with that level.
The assault on the Russian Mafia's headquarter by the Fans is a 4 floor action packed romp, where they all have their own floor for themselves and aim to meet each other on the roof of the building. Things don't go as planned for reasons that weren't explained immediately. Only after Deathwish do we realise that the Fans we had played as had fallen in battle one by one and died during their siege as we were playing the next floor. Now, characters whose gameplay were unique at that point got killed offscreen, with one onscreen by the police, rightfully so as they had only themselves to blame for their demise. I felt drained by the time I had come to what I thought was the end of the game. It turned out that it was the midpoint of the whole story. A pit in my stomach was slowly forming: there was going to be more after all this?
More of everything is both a blessing and a curse, more music leaves room for tracks I'll have a hard time liking, more violence means I'll slowly be apathetic to the character's struggles, and more characters is forgetting the levels that features only one of them, wondering why they were even there in the first place and if they could have been cut in favour of a smaller cast with their unique gameplay. Excitement had passed and doubt had settled in: character driven stories are what I love most of all and the cast was slowly thinning down. Those who had died weren't seen again in the story, was it going to keep my interest? I certainly expected it to.
I finally took a break to have dinner and a stretch before coming back to continue Casualties, the final level featuring the Soldier. The stages between that one and Deathwish are wonderful, great even, but they felt as thought they don't fit into the main story, I remember later trying to rearrange all the levels, keeping in mind which levels concluded each chapters and found that everything fitted really well together as it did. I was still getting over the previous levels so maybe I wasn't enjoying them as much as I should at the time.
I'm going to be honest when I say I forget the Soldier is in the game every time. An actual wartime setting, in an alien looking Hawaii none the less, with a gameplay that's really enjoyable and prepared me for hard mode's ammunition conservation gameplay very well should be memorable. It may be due to the fact that his inclusion was to give a background to the protagonist of Hotline Miami and give the origins of the secret organisation behind the phone calls of the first game, with parallels to mission euphemisms over walkie talkies, commando style hits, and sense of loss to a cycle of violence that doesn't care for its victims or its players. The character's final moments didn't bite as hard this time, even though that one felt the most undeserved out of the whole cast.
The next four levels featuring Richter the Rat are some of the best I've experienced, by that point we were focusing on a new character we'd met in the previous game and of which I didn't think much of at the time. Seeing him was an unexpected surprise for me, a really good one because of all its touching cutscenes and tight levels. Even in his last chapter, with the track Le Perv by Carpenter Brut, reminiscent of Deathwish's nauseating track, was honestly a joy to play through, despite the difficulty. It also was a nice conclusion for the Writer's story, who instigates the Rat's recollection of the events, with a final choice between continuing the book about the vigilante group and its mysterious phone calls or reconnecting with his estranged family while there is still time and discontinuing the cycle of violence, neither choice affects the outcome of the finale, but there is definitely an obvious conclusion in there, for me at least.
Nowadays, I know all the elements and numerous characters were included in Hotline Miami 2: Wrong Number so that everything would be done in one game. Everything Dennaton wanted to experiment with, characters that tied different storylines together and both made sense of the first game and concluded its story for good. Hotline Miami didn't have room for flamethrowers or more storylines with other operators, it was an overarching story for the player, to be in the shoes of a hitman in an animal mask, with room to interpret the story for ourselves. The sequel doesn't stand on its own from a narrative sense: I'd be utterly confused by some of the stories of Hotline Miami 2 if I hadn't played the first game, since everything stems from the events of Hotline Miami. The result is that it all feels very heavy to take in all at once.
I really didn't care for Jacket's background, or why he did anything in the first game. He doesn't have a name, or a voice, or a personality, he's really boring in a story sense, but he's the perfect game protagonist. If he can be anything you want him to be, there's no room to dislike him, aside for his violent actions which he doesn't justify to himself in any way, he just does as he is told, like the soldier he once was. We feel what he feels during the violent missions, the sense that we get better and better at the game, the character doesn't improve, as there's no character to improve, we as the player are improving level by level.
So when the sequel explained that he was a veteran that fought in a war we never get the context for or care about, my first thought was that āhe was just Ramboā. I hadn't watched Rambo at the time and only ever saw that character in old Atari games where you kill nameless soldiers. He'd always seemed like the generic action movie soldier that looks cool shooting away at his enemies. But since then, I've sat down to watch the first Rambo and saw the tale about young man coming back from war without education, aside from how to kill, back to a country that doesn't need him, and even despises him. It's an incredibly sad thing to watch a character broken by committing and being the victim of violence only to be rejected by the society they served.
The personal interpretations about Jacket is one of the best parts of Hotline Miami, as much as its gameplay, graphics, and music. Wrong Number builds upon that foundation by taking multiple interpretations of what Jacket could be and extends it to the cast of the sequel: he could be a jingoist with a burning hate for Russians (Jake the Snake) just as much as he could be scared for his life and willing to protect a person he loves (Richter the Rat). He's the now unwanted soldier of a war that is long lost (the Fans) just as much as he is the patriot in service of a minority struggling for his rightful place in a hostile environment (the Son). He's also a serial killer in an animal mask (the Pig Butcher) just as much as he is a killer with his own motives that don't have to be revealed to the player (Manny Pardo the Detective). And Bikerās search for answers is mirrored by the Writer, it was only fate that they would eventually meet up.
After the levels with Richter, we have the final 5 levels featuring another one of my favourite characters: the Son. He's the de facto leader of the Russian mafia, a scarred one man army with what feels like the strongest desire of the cast of characters: taking back Miami from the Colombian cartel, the new organised crime network in charge. His Father, the final antagonist of Hotline Miami, felt like a strong businessman with the plan of gaining power over the city through assimilation: striking a deal between the Colombians and their cocaine distribution, owning methadone clinics for the new addicts to heroin and cocaine, and gaining the favour of local politicians. The Son is nothing like that. He has a more aggressive show of power and control, separating himself from organically made drugs in favor for more potent artificial ones produced locally and actively killing his competition through violence, being in a revolution similar to the masked vigilantes in an attempt to undo the damage caused by Jacket in the first game.
As an aside, Manny Pardo has his final level in the middle, throughout the game we are teased with his personal investigation, the one of a serial killer called the Miami Mutilator, separate from the main plot of the game. It all comes to a head in his last level when it's revealed that he is the one behind the murders of the Mutilator, in an attempt to overshadow the media's attention of the masked vigilantes. The interpretation I developed over time was that his story arc was a meta commentary on sequels having their own story and an inevitable lack of interest from fans of the first game, curious instead about a continuation of the first game's narrative.
I remember originally thinking from the game's trailer that Manny Pardo was Jacket and getting really curious about how the story was going to go about, until I realised that he was in fact another character with his own motives and losing interest almost immediately in favour of the Fans revealed alongside him in the video. When it emerged that he was a detective, it seemed immediately more interesting than Jacket ever was, that it would be a character in search of answers, similar to the likes of Biker from the first game. The expectation was subverted, as it turns out that he has more current things to worry about and masked vigilantes are a thing of the past, crime doesn't stop happening and random violence is the norm in the world of Hotline Miami.
After the Detective's final level, we have what has to be one of the hardest challenges of the game: the final showdown between the Son and the Colombian cartel's Boss in his sprawling villa. Even after having been playing the game for almost 8 continuous hours, it really felt like what the game was leading us up to, from random street thugs to the drug army in Miami. And yet, even when the level was all said and done, there was yet another level after that. We are back to what felt like the finale a few hours ago: Deathwish, only this time it's the Son's side of the story, overdosing on his own artificial drugs and going on a overcoloured haze of hallucinatory violence.
Apocalypse is the name of that level, and it's a beautiful boss rush, where all the Fans are turned into monstrous animal shaped fever dreams that the Son has set himself out to destroy in his terrible drug trip, alongside his own men, turned into unrecognisable demons. It all leads to the rooftop, where a rainbow bridge invites us off into the void as the game's credits show up on the screen. The credits fade in favour of the rest of the cast, alive and unperturbed by the finale we as the player went through, only to realise that events offscreen trigger the end of the world, nuclear bombs vaporise them all and...
I didn't get it.
It took a good night's sleep and a bit of thinking to understand what Hotline Miami 2:Wrong Number was about: deconstructing Hotline Miami. The first game's conclusion had a hopeful tone to it, with mocking comments by the developer's stand-ins if we came back looking for more answers by playing Biker's additional levels, with actual answers that feel forced if you actually manage to find all the clues within the game. The sequel ends the world with nuclear clouds and if we start a new game, we get a new introduction at the start of the game essentially asking: āwhy are you back?ā. There were no more answers the game could provide.
Violence is at the core of both of the games and it never seemed to stop. Hotline Miami left us wanting more, Hotline Miami 2 left us with the most violent thing known to humanity. I remember thinking that it was a deus ex machina ending, an answer to problems that seemed unsolvable. But inside the game thereās all this rising tension, focusing so much on the characters distracted me from the fact that it was culminating towards the end of the world. All the characters were trying to solve all their problems through violence, but the world wasn't going to get better through those methods. It was the only conclusion a game like that could have and I love it more than ever.
I cannot thank Dennaton enough for the incredible time I had and keep coming back to with Hotline Miami 2: Wrong Number. It has made me explore media I never would have discovered otherwise and draw things I never imagined I would come to draw. Happy 3rd anniversary to an incredible game, and I look forward to the future.
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