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  #2191  
06-07-2012, 07:09 AM
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Looking at the suggestions about adding HUD, isn't abe's oddysee famous for NOT having heads up display? Besides it will ruin the tension of not knowing what comes next if it is added.
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  #2192  
06-07-2012, 07:10 AM
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It sounds like a great way of tripling production time for a few seconds of cutscene.
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  #2193  
06-07-2012, 07:15 AM
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No HUD is the way to go, except for the little diamond that pops up whenever you get a checkpoint on the PC versions (seriously, that was useful, please add that)
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  #2194  
06-07-2012, 07:17 AM
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That sounds like a good idea, I never understood that diamond when I watched play troughs on PC. Now I know it sounds like a good addition to all platforms, either that or have the OWI logo appear at the bottom for a brief time.
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  #2195  
06-07-2012, 08:36 AM
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Diamond? I thought it was a yellow mudokon head smiling?
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  #2196  
06-07-2012, 08:48 AM
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On the PC version when you reach a checkpoint a diamond with the same style as the number which appears to tell you how many grenades etc you have appears. Either add that as it is or make is an infinity symbol because abe will respawn infinite times there.
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  #2197  
06-07-2012, 10:21 AM
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Unless Quiksave is in Abe HD. Then don't worry about it.
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  #2198  
06-07-2012, 11:16 AM
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On the PC version when you reach a checkpoint a diamond with the same style as the number which appears to tell you how many grenades etc you have appears. Either add that as it is or make is an infinity symbol because abe will respawn infinite times there.
Oh that's what that diamond is? That never happened on the PS1 and it's confused me since I got the PC version a few months back. Unfortunately my PS1 version is partially knackered. =(
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #2199  
06-07-2012, 11:27 AM
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I've owned three copies of Exoddus over the years after I'd worn out the other copies.
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  #2200  
06-07-2012, 12:18 PM
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I reckon the discs back in the 90's were poor quality anyway. PsOne games would wear out even if you take care of them. Its a way forward to go digital download, it cant get scratched. Anyway, it would be nice to have some indication when you pass a checkpoint, even if quicksave is introduced, there would still need to be checkpoints, in AE if you die without quicksaving you dont start the whole game again..
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  #2201  
06-07-2012, 04:03 PM
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They tended to be very tough discs, but I kept taking them to breakfast/after school club to play with on their PS1, and they'd get damaged in transit. I'd monopolise it on AO (so much so that they went and got a second PS1 xD). I remember we spent the whole evening doing the Paramonian Nest only to get to the Big Face Abe Portal area at the end only to miss the fucking portal and fly off the edge.

We were not amused.

Last edited by SpAM_CAN; 06-07-2012 at 04:06 PM..
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  #2202  
06-07-2012, 04:16 PM
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When PS1 discs got scratched to fuck they still worked. They were durable as hell.
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  #2203  
06-07-2012, 04:19 PM
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Yeah, the condition my PS1 copy of AO is in...if that was a PS3 or XBOX360 disk, it wouldn't work, it just wouldn't. The only problem with AO is sometimes it won't remember saves from my memory card.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #2204  
06-07-2012, 04:25 PM
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It was disc 2 of AE that died every time, because I love playing through Bonewerks and Slig Barracks that much (I used to HATE and totally skip the Trials with a level skip code)
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  #2205  
06-07-2012, 05:01 PM
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Bonewerkz and Slig Barracks are horrible parts of the game.
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  #2206  
06-07-2012, 05:41 PM
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Are you kidding? Those are two of my favourite parts. Much better than the fucking vaults.
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  #2207  
06-07-2012, 05:47 PM
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Slig Barracks was incredibly fustrating,.and Bonewerkz was just boring. It also creeped me out. It had bad vibes.
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  #2208  
06-07-2012, 06:20 PM
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I agree with Bungle. The vaults were just the same level.
I loved Bonewerkz and Slig Barracks, though I'm not averse to perhaps changing the color schemes a bit. Both of them were green, and I think I eventually tired of looking at that much green.
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  #2209  
06-07-2012, 07:28 PM
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I found Bonewerkz was more greyish and light brown, with maybe a smidge of green. Kind of the color of bones or bonemeal, which I always thought was a really nice touch.

And the green in Slig Barrack's always had a military feel, which, along with the music, created a very oppressive, militiant atmosphere.

The vaults were just boring chambers, especially the Scrab vault. Yawn.

Although, I do still enjoy playing through them (to an extent) because the puzzles were so great.

EDIT: Dammit now I wanna play AE again. But I don't wanna go through the fucking mines. Ugh. Necrum.
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  #2210  
06-07-2012, 07:32 PM
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There is a level select code, you know.
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  #2211  
06-07-2012, 07:36 PM
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Slig Barracks was one of the best parts of either game in level design and atmosphere, I must say. Getting past an actual army of Sligs, infiltrating a Glukkon's office and possessing him really conveyed how insane and impossible Abe's quest was, more than anything else in the games IMO.

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  #2212  
06-08-2012, 01:41 AM
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These days I appreciate the Vaults way more, but when I was 10 I found them incredibly annoying.
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  #2213  
06-08-2012, 02:14 AM
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Talking of level select codes, will AbeHD have any codes? I kind of liked the fact that there was no invincibility cheat. Abe's exoddus had a less serious feel to it because you had the option to cheat death.
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  #2214  
06-08-2012, 02:17 AM
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The age of cheat codes has since past. I think they're best omitted.
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  #2215  
06-08-2012, 02:18 AM
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O ^ [] X DOWN DOWN DOWN O ^ [] X

Its more memorable than the Konami code for me, its the only way I managed to see much of Exoddus as a little kid.
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  #2216  
06-08-2012, 02:46 AM
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41 - 50
new ending (it was all a dream with horrid kids in reality),
unlock possession of sligs in mosaic lines,
remove early secret areas until the return to rupture farms (I do not agree),
(after a flame war),
change sign saying "if you escape all 28 mudokens will die",
have unsavable muds in rupture farms (become savable in the return),
have a currently in zulag board,
get rid of no return doors,
unlock-able stages / dlc (go back to previous areas),
have bird portal practice (have abe fail 3 times before getting the hang of it),
have cages containing the so called trapped paramites and scrabs in cages open in the ending,
chanting back story,
change
Overly obscure solutions to puzzles
Easily skipped puzzles
Tedious Whistling
Slog Stampedes (the ones who spawn DEFINATLY CHANGE THIS K THX BUI),
weapons (like slingshots (because sligs don't count))
kinect compatibility...
more control over shrykull
have mudokens in background instead of glukkons if you have bad quarma
(after more mlp controversy)
shredded pony meat as food in rf
have ocarina of time style whistling
tf2 promo hats and hats for elum and abe
remove star and the bird sound when abe gets K.O'd
rupture farms backstory
make the orbs static and the drones mobile
abe scratching his but
a demo just before release
paramite and scrab in the same screen
customisable controls
achievement for possessing the very first slig (I think he means the secret area.)


sorry I couldn't do the whole thing but OH MY GOD there's so many suggestions.


any way I'ma go do a remake of oddworld in adventurecraft (it's a minecraft mod) now... And never finish it.
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  #2217  
06-08-2012, 03:09 AM
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Man you guys are wussies. It took me like half an hour tops.
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  #2218  
06-08-2012, 03:15 AM
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:
unlock possession of sligs in mosaic lines,
So how do you propose we do some of the secret areas in Rupturefarms that require possession?

Heck even one of the normal areas requires you to possess a slig to rescue a mudokon.
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  #2219  
06-08-2012, 03:17 AM
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We're not discussing them now, I don't think.
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  #2220  
06-08-2012, 03:19 AM
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There wasn't really a part I particularly hated in Abe's Exoddus, it was all consistently good for me. I'd say Bonewerkz and Slig Barracks were my favourite parts though, mostly because of the atmosphere and the background images. I'll still never forget the part in Bonewerkz with the platform in the middle of the screen with the giant pile of sand/bone dust in the background.
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